Mike Haggar
The mayor of Metro City is back for his second term. Originating from Capcom's Final Fight series, a sister series to Street Fighter taking place in the same shared universe, Haggar entered the vs. series in Marvel vs. Capcom 3, acting as a sort of replacement for Zangief as the series' inveterate grappler. In his home esries of Final Fight, Mike Haggar is the mayor of Metro City, a bustling metropolis ridden with violent street crime. When the evil Mad Gear Gang kidnaps his daughter Jessica, he decides to step out of the office and take a hands-on approach to fighting crime, utilizing lead pipes, barrels, and his trademark wrestling moves to clean the mean streets. He brings all this and more to the table in Marvel vs. Capcom Infinite.
In a nutshell
In Marvel vs. Capcom Infinite, Haggar brings his usual mix of devastating command grabs and surprisingly high damage without resource investment, but he's a bit more well-rounded now as he has oil drums from Final Fight that can shield his advances and give him full-screen presence, giving him more opportunities to push his pressure and mix-ups.
Introduction
Players to Watch
Sacktap, Jbrill
Character Vitals
Move List
Unique Trait
Cleanin' up the city: This trash projectile is a good way for Haggar to zone his opponents and make them respect his ranged game. There is a small chance that after the trash goes away that it leaves behind either food that can grant super meter or a gem that can grant stone meter (however, your opponent can take these items too). What's more, on the ground Haggar, can hold this projectile, and if it's broken while holding it, he gains some invincibility.
Normals
Standing Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 8 | 3 | 17 | -2 | -5 | ||
Does not allow you to chain it into itself or other light punches. |
Standing Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 15 | 2 | 24 | -6 | -1 | ||
- |
Standing Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Mid | 8 | 6 | 26 | -11 | -14 | ||
- |
Crouching Light Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 7 | 3 | 16 | -1 | -4 | ||
- |
Crouching Heavy Punch |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | Mid | 11 | 4 | 22 | -6 | Launch | ||
- |
Crouching Light Kick |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | Low | 8 | 4 | 25 | -10 | -13 | ||
Haggar's only low that doesn't knock himself down. |
Jumping Light Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
400 | High | 6 | 6 | 11 | - | - | ||
- |
Jumping Heavy Punch j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
800 | High | 13 | 4 | 25 | - | - | ||
- |
Jumping Light Kick j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 7 | Until landing | - | - | - | ||
All of Haggar's jumping kick normals remain active until he lands. |
Command Normals
Body Blow |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
650 | Mid | 12 | 5 | 19 | -6 | -9 | ||
- |
Steel Pipe |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
900 | Mid | |||||||
- |
Flying Bodyslam j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
600 | High | 14 | Until landing | - | - | - | ||
All of Haggar's jumping kick normals remain active until he lands. Can cross up. |
Aerial Steel Pipe j. |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
900 | High | 8 | 5 | 19 | - | - | Ground Bounce, Hard Knockdown | |
- |
Misc
Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
940 (3 hits) | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Air Throw or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000 | Throw | 3 | 1 | - | - | - | ||
Additional damage scales by 50%. |
Tag |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
500 | Mid | 6 | 8 | 44 | +33 | +28 | ||
Hit/Block adv is dependent on when you your tag-in. |
Specials
Violent Ax or |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | 16 | 2 | 28 | -11 | |||||
1000+600 (1540) | Mid | 18 | 2(15)12 | 20 | -3 | ||||
- |
Wild Swing j. or |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1230 (3 hits) | Mid | 12 | 2 | 23 | - | ||||
1680 (3 hits) | Mid | 17 | 2 | 23 | - | ||||
An air combo ender. |
Cleanin' Up the City or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- |
Move (during Cleanin' Up The City) or |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- | - | - | - | |||||
- |
Throw (during Cleanin' Up The City) or |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | |||||||||
Mid | |||||||||
- |
Drop (during Cleanin' Up The City) or |
Version | Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
- |
Hypers
Rapid Fire Fist |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
1000+400x7+1000+1200 (4140) | Mid | 24 | -8 | |||||
- |
Giant Haggar Press |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Mid | -62 | |||||||
- |
Max Back Breaker Lvl 3 |
Damage | Guard | Startup | Active | Recovery | On Hit | On Block | Properties |
Throw | 9+0 | - | ||||||
A hugely damaging command grab. Invincible during start-up, cannot be jumped after the flash. |
Hitboxes
Videos
Technology
Combos
Strategy
Partner Selection
Stone Selection
Power
Time
Reality
Soul
Space
Mind