UMVC3/Haggar/Combos

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< UMVC3‎ | Haggar


Motion Input Chart
7 Ub.png 8 U.png 9 Uf.png
4 B.png 5 N.png 6 F.png
1 Db.png 2 D.png 3 Df.png
Notation Meaning
(Leave a space) cancel from the previous normal to the following.
, Link from the previous move to the following.
> Cancel the previous move into the following special / super move.
~ Cancel special into set followup or plink previous attack into the following.
dl. / delay Delay the following move.
whiff Must whiff the following move.
land Must land on the ground before the next move.
rejump Must land then jump again before the next move.
j. / sj. Move is done in a jump / superjump.
jc / sjc Cancel previous move into a jump / superjump.
ia./tk. Instant Air or Tiger Knee Special or Super Move.
XX Any two attack buttons excluding S.
NXX Dash / Airdash in N direction.
X+S Any other attack button and S pressed at the same time.
AA Anti-Air
[X] Hold input
-X- Release input
(N) Connect with only the Nth hit of this attack.
(Move) Move is optional.
[sequence] x N Repeat sequence N times.

Beginner Combos


Combos One Star.png
Basic, simple combos with few requirements or restrictions.
  • Work on all or nearly all characters.
  • Require little to no resources (Meter, Assists, Character Specific Stocks).
  • Need minimal adjustments for positioning or starter.
Haggar Basic Solo Combo
Easy
Damage: Varies based on THC ender, ~640,000 with 1 bar
Meter Gain: 1.2 bars (cost varies)
2L 5M 6H > 623L8 sjc. j.M j.M j.H j.2H land, dash 5S sjc. j.M j.M j.H j.2H j.5S, land dash 2H 6H, 2H 6H > THC

Haggar's basic solo combo route that doesn't rely on difficult relaunch extensions. It is stable and, because it is so basic, you can combo into it from basically anything. Provides plenty of room to add assist extensions. A few notes about this combo that also apply to most of Haggar's combos:

  • Whenever you connect any version of 623X, Haggar launches the opponent in a similar way to a normal 5S launcher, and it mostly replaces 5S, doing more damage and having better range. However, Haggar must superjump straight up to pursure a Hoodlum Launcher. If he superjumps up-forward, he will fly underneath the opponent and the combo will almost certainly drop.
  • Being a hit-grab, 623L can only hit properly on an opposing point character and does not work in Happy Birthday combos or against assists. If you hit an assist, then instead confirm into 236M, 5M 5S sjc. or alternatively just mash 5S.
    • If you do use 236M in the confirm, it hurts Hitstun Deterioration, and you will need to do a shortened air combo from the second launch. Just omit one of the j.M hits.
  • Using THC as a combo ender means that the end result can vary wildly depending on team composition and meter available. Some hypers are particularly bad into this setup, and can actually lower the total damage or cause it to drop. Conversely, some hypers in the second position can give Haggar a post-hyper extension. If you believe your THC setup will not work nicely, or do not want to spend the extra meter, you can omit the second 2H 6H chain and cancel the first 6H directly into 623XX.
  • If you are confirming against an airborne opponent, don't chain 5M 6H; you will waste ground bounce.


Notation Damage Meter Location Video

j.2H, land (5L) 5M > 236M, 5M 5S sjc. j.M j.M j.H j.2H j.5S, land dash 2H 6H, 2H 6H > THC

610,000

+/-0

Anywhere

  • If you land raw Air Pipe, Ground Bounce is immediately used, so you get a shorter combo.

2L 5M 6H > 236M, 5M > 623L8 sjc. j.M j.M j.H j.2H land, dash 5S sjc. j.M j.M j.H j.2H j.5S, land dash 2H 6H, 2H 6H > THC

659,000

+0.3

Anywhere

  • Violent Ax confirm is useful for Happy Birthday situations.

Core Combos


Combos Two Stars.png
Core combos that balances reward with execution and reliability.
  • Works against a selected set of characters.
  • Can require adjustments for positioning and resources.
  • Are expected to be consistently performable by a skilled player who main the character.
Haggar Solo Relaunch (Midscreen)aka "Hagneto"
Easy-Medium
Damage: ~650,000
Meter Gain: 1.5 meters (costs 1)
2L 2M > 623L8 sjc. j.M j.M (delay) j.8H, j.8H land 5M 5S sjc. j.M j.M j.H j.2H rejump j.5H j.8H land 5S sjc. j.H j.8H j.5S land 2H 6H > 623XX

Haggar's aerial normals have very high hitstun, especially Headbutt (j.8H). By timing and spacing these correctly, Haggar can keep an opponent comboed through the entire length of his superjump without using j.5S, skipping the Hard Knockdown and allowing Haggar to relaunch into an entire additional Air Chain. There are several variations of this basic concept. This one is very stable and works midscreen. At least one relaunch can be incorporated into most combo routes if you are comfortable enough with the timing to attempt it.

Double Headbutt (j.8H, j.8H) specifically only works at very low Hitstun Deterioration, so it should only be attempted from quick, clean confirms like this one.

Haggar Solo Relaunch (Corner)
Easy-Medium
Damage: ~685,000
Meter Gain: 1.6 meters
2L 2M 6H > 623L8 sjc. j.M j.M j.H (delay) j.8H [rejump j.M j.M j.8H]x2 land 623L8 sjc. j.M j.H j.2H land 623L8 sjc. j.H j.8H > 236S, land, 2H 6H

Alternate relaunch setup and additional damage corner-only extension. 236S is an alternative way to end Air Combos because it is faster than j.5S and j.2H, meaning Haggar can connect it at the end of longer combos when Hitstun Deterioration would make other enders impossible. It does give Haggar less time to capitalize on the Hard Knockdown afterwards.


Notation Damage Meter Location Video

j.2H, land 5S sjc. j.M j.H j.8H, j.L j.8H rejump j.M j.M j.8H land 5M > 623L8 j.M j.M j.8H j.5S, land, 2H 6H > 623XX

678,300

+0.2

Anywhere

timestamp

  • Solo Relaunch Confirm off Raw Air Pipe

2L 5M 6H > 623L8 sjc. (delay chain) j.H j.8H j.L land 5S sjc. j.M j.M j.H j.2H land 5S sjc. j.M j.M j.8H j.5S land 2H 6H, 2H 6H > THC

680,500 (with 1 bar ender)

+0.35 (with 1 bar ender)

Corner

timestamp

623M8 sjc. j.H j.8H, j.8H land 5L 5S sjc. j.M j.M j.H j.2H land 5S sjc. j.M j.M j.8H j.5S land 2H 6H, 2H 6H > THC

662,800 (with 1 bar ender)

+0.3 (with 1 bar ender)

Corner

timestamp

  • Corner combo off 623X Command Grab.

2L 2M > 623L8 sjc. (delay chain) j.M j.H j.8H land 623L8 sjc. (delay chain) j.M j.H j.8H land 623L8 sjc. j.M j.M j.H j.2H, land 623L8 sjc. j.M j.M j.8H j.5S, land etc.

Corner

timestamp

  • Double solo relaunch in corner
  • It's hard

623H8 sjc. j.M j.H j.8H, j.8H land 623L8 sjc. j.M j.H j.8H land 623L8 sjc. j.M j.M j.H j.2H land, 5H > X+S > 236XX

819,600

+0.25

Corner

link

  • Similar to above, but off Anti-Air Hoodlum

Assist Extensions

Haggar's primary use for assists in combos is to extend the potential of his 2H 6H OTG sequence. The vast majority of assists provide at least enough hitstun for Haggar to actually hit with 6H pipe instead of whiffing it. In the worst-case scenario, this gives Haggar another Knockdown he can use to loop 2H 6H two more times for additional damage and meter-build. In the best-case scenario, Haggar can out-right relaunch by canceling 6H into something else before the opponent gets knocked down at all.

Importantly, Haggar needs an assist to convert the Hard Knockdown from his regular throws and (j.)63214X Command Grabs into any meaningful combo outside of X-Factor.

Haggar Command Grab BnB (with two assists)
Easy
Damage: ~690,000 (no bar) ~900,000 (1 bar)
Meter Gain: 1.9 meters
63214X, Call Assist (Dark Hole) 2H 6H > 236L, 5L 5M > 623L8 sjc. j.M j.M j.H j.2H, land 623L8 sjc. j.M j.M j.8H j.5S land, dash + Call Assist (Hidden Missiles) 2H 6H, 2H 6H > 623L, 6H > X+S > 236XX (mash)

The timing of the assist call and the specific way that Haggar follows up the pipe hit will depend on the specific assist being used, but the general idea is the same. For 2H pick-ups, you broadly have access to:

  • 2H 6H > 236L, 5L etc.
  • 2H 6H > 623L8 sjc. etc.
  • 2H 6H 5S
  • 2H 6H, let the pipe hit Ground Bounce/Hard Knockdown

Haggar/Dormammu/Doom
Haggar/Hulk/Sentinel 1 Haggar/Hulk/Sentinel 2
Haggar/Hawkeye/Thor
Haggar/Dante/Hawkeye
Haggar/MODOK/Sentinel

Additionally, Haggar can potentially extend combos (or go for powerful resets) using specific THC synergy by taking advantage of the relatively short duration of Giant Haggar Press. Haggar already has several combo routes that can end with a cancel into THC. If the second character is one with an especially long Team Hyper - common ones include Dante, Rocket Raccoon, Ammy, and Deadpool - then Haggar can follow up with 623L, 5S, 6H, X+S or basically anything.

Comboing in X-Factor

Haggar can cancel an OTG 2H into X-Factor Activation in order to relaunch. In X-Factor Level 3 specifically, Haggar is fast enough that if he does OTG 2H 6H at very close range, the 6H Pipe will actually hit instead of whiffing. If Haggar already used his assist to cover his approach, or if his assist characters are dead, this is his only way to pick up the Hard Knockdown from most of his throw options.

Besides this use, Haggar's non-XF combo routes are already damaging enough (and his XF speed boost is low enough) that it is not worth meaningfully altering his combo routes when in X-Factor. Just take advantage of the damage boost to secure a reliable kill.


Notation Damage Meter Location Video

63214X, 2H > LMHS 5L 5M > 623L8 sjc. (delay chain) j.M j.H j.8H land 5M > 623L8 j.M j.M j.H j.2H land 6H > X+S > 236XX (mash)

1,200,000+

+0.5

Corner

link

  • XF1 cancel to confirm off Air Backdrop into touch-of-death
  • Against characters that do not have Thor levels of health, most of this is unnecessary.

Ground Throw, 2H > LMHS 5L 5M > 623L8 sjc. j.M j.M j.H j.2H land, dash 5M 5S sjc. j.M j.M j.8H j.5S land etc.

Anywhere

link

  • XF1 cancel to confirm off Air Backdrop into touch-of-death

63214XX, 2H 6H > 623L, 2H > LMHS 5L 2M 5S sjc. j.L j.M j.M j.H j.2H land, 623L8 sjc. j.M j.M j.8H j.5S land, 2H 6H, dash 2H 6H > THC

1,200,000+

-2.4

Anywhere

link

  • XF1 cancel to confirm off Air Backdrop into touch-of-death from Level 3 Command Grab hyper
  • Against characters that do not have Thor levels of health, most of this is unnecessary.

Advanced Combos


Combos Three Stars.png
Advanced Combos are specialized in usage, require awareness, execution, and have advantages over core combos.
  • May only work on a few characters or in specific circumstances.
  • Can have any amount of requirements such as meter, positioning, starter.
  • Are not necessarily harder than core combos, but require more specific knowledge.
Hard Tag setups to HaggarHeavily dependent on team composition, positioning and meter amount
Damage: -
Meter Gain: -
[Ground Bouncing Attack], [A1] (Hard Tag Haggar), A1+A2 (THC), 6H > 623L8 sjc. etc.

Haggar's Hard Tag attack has fairly good horizontal reach, and if it connects, it pops opponents high enough that some hypers are fast enough to catch the opponent. Most characters that have a Ground Bouncing attack with decent frame advantage can combo into this. If the remaining character has a sufficiently fast and long-lasting hyper, Haggar can use THC to bring out that hyper, recover from Giant Haggar Press, and start a combo.

If a character Hard Tags out, they go on a short assist cooldown compared to the third character, who was not involced in the tag. A two-bar THC hyper that is input during this window will "skip" the character who is on cooldown, and so the two hypers will be Haggar and the third character, even if the previous point character is now actually 2nd in team order. However, if three or more bars of meter are available, the THC will still bring out all three characters. This concept allows teams running a Point/Haggar/THC Support composition to take advantage of this setup.

Team hypers which are fast enough and last long enough to be useful for this technique:
Amaterasu, Dante, Deadpool, Rocket Raccoon, Thor (Mighty Tornado), Trish (Maximum Voltage)

TAC Infinites

Note: Haggar's known TAC Infinites are not currently considered to be human-practical.

Corner Down
Midscreen Down/Side/Up