Marvel vs Capcom 3/Haggar

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Contents


Haggar

Image: haggarface.jpg

In a nutshell

Haggar is a slow, brute of a grappler with some interesting tricks and one of the best assists in the game. His game-plan revolves around slowly stalking his enemies before surprising them with a grab or a lead pipe. Haggar's lariat move is unique in that it takes some of his health to perform (just like Final Fight!). This must be a trade-off for the fact that the move is fully invincible from head to toe until its recovery time. If slowly stalking your opponents and then scoring huge damage is your game, or you want the only fully invincible assist in the game on your team, give Haggar a spin.


Video Walkthrough

Move List

Assist Types

Name
Type
Damage
Special Properties
Cross-Over Combination
File:Alpha.png Double Lariat
File:direct.png File:instant.png
40,000 per hit
invunlnerable, but Haggar
inflicts red damage
on himself
Giant Haggar Press
File:Beta.png Violent Axe
File:direct.png File:front.png
122,000
File:softknockdown.png
Giant Haggar Press
File:Gamma.png Steel Pipe
File:direct.png File:front.png
110,000
File:groundbounce.png
Giant Haggar Press

Normal Moves

Name
Command
Damage
Special Properties (glossary)
Standing Light
File:l.png
65,000
Crouching Light
File:d.png + File:l.png
62,000
File:low.png
Standing Medium
File:m.png
83,000
Crouching Medium
File:d.png + File:m.png
80,000
File:low.png
Standing Heavy
File:h.png
100,000
File:groundbounce.png File:softknockdown.png
Crouching Heavy
File:d.png + File:h.png
97,000
File:low.png File:softknockdown.png
File:hardknockdown.png on self
Lead Pipe
File:f.png + File:h.png
110,000
File:groundbounce.png and File:hardknockdown.png vs airborne
Standing Special
File:s.png
100,000
File:launch.png
Jumping Light
air File:l.png
58,000
File:high.png
Jumping Medium
air File:m.png
75,000
File:high.png
Jumping Heavy
air File:h.png
100,000
File:high.png
Pipe Smash
air File:d.png + File:h.png
120,000
File:high.png File:groundbounce.png File:hardknockdown.png
Headbutt
air File:u.png + File:h.png
100,000
File:high.png dizzy on counterhit
vs grounded opponent
Jumping Special
air File:s.png
110,000
File:high.png

Special Moves

Name
Command
Damage
Special Properties (glossary)
Violent Axe
File:qcf.png + File:atk.png
110,000 File:l.png
122,000 (50,000 + 80,000) File:m.png
160,600 (50,000 + 60,000 + 70,000) File:h.png
File:softknockdown.png
File:h.png File:groundbounce.png
Hoodlum Launcher
File:dp.png + File:atk.png
140,000 (50,000 + 100,000)
File:l.png File:launch.png
File:m.png File:launch.png File:throw.png
File:h.png File:launch.png File:throw.png against air
Scales the rest of the combo by 70%
Flying Piledriver
File:hcb.png + File:atk.png
160,000 File:l.png
190,000 File:m.png
220,000 File:h.png
File:throw.png
Scales the rest of the combo by 70%
Skyhigh Back Drop
air File:hcb.png + File:atk.png
160,000 File:l.png
190,000 File:m.png
220,000 File:h.png
File:throw.png
Scales the rest of the combo by 70%
Double Lariat
File:s.png + File:atk.png
108,300 (40,000 x 3)
File:startupinv.png
Inflicts red damage on himself
Giant Swing
air File:qcf.png + File:s.png
152,300-221,500 (30,000 x 5-11 + 50,000)
File:hardknockdown.png
Does not track the opponent
Execute higher in the air to get all the hits

Hyper Moves

Name
Command
Damage
Special Properties (glossary)
Rapid Fire Fist
File:qcf.png + File:atk.png + File:atk.png
276,800-381,100 (50,000 + 20,000 x 9-27 + 50,000 + 100,000)
File:groundbounce.png
Ignores ground bounce limit
Mash a little for level 2 (eye shine), mash a lot for level 3 (red aura)
Damage scales by 0.95
Giant Haggar Press
File:dp.png + File:atk.png + File:atk.png
220,000 (30,000 x 2 + 200,000)
File:otg.png
First hits do unscaled damage
Last hit scales by 0.95
Hyper Haggar Slam
File:hcb.png + File:atk.png + File:atk.png
450,000
File:throw.png

Apprentice Combos

Combos

Meterless

Anywhere:

j.File:d.png + File:h.png , s.File:m.png , s.File:qcf.png + File:m.png , s.File:s.png , j.File:m.png , j.File:m.png , j.File:h.png , j.File:d.png + File:h.png , (File:otg.png assist), s.File:dp.png + File:l.png , j.File:m.png , j.File:m.png , j.File:u.png + File:h.png , j.File:qcf.png + File:s.png - 619,400 damage

In corner:

j.File:d.png + File:h.png , s.File:m.png , s.File:qcf.png + File:l.png , s.File:l.png , s.File:m.png , s.File:dp.png + File:l.png , j.File:m.png , j.File:m.png , j.File:h.png , j.File:d.png + File:h.png , j.File:s.png , (File:otg.png assist), s.File:dp.png + File:l.png , j.File:m.png , j.File:m.png , j.File:u.png + File:h.png , j.File:qcf.png + File:s.png - 648,800 damage

Notes: Can be executed outside of the corner, but some characters will fall out of it, only certain OTG assists will work well with the added j.File:s.png , and it is generally more difficult. Without the j.File:s.png , it does 637,000 damage.

1 meter

s.File:l.png , s.File:m.png , File:dp.png + File:l.png , j.File:m.png , j.File:m.png , j.File:h.png , j.File:d.png + File:h.png , , c.File:h.png , File:dp.png + File:l.png , j.File:m.png , j.File:m.png , j.File:h.png , j.File:s.png , s.File:dp.png + File:atk.png + File:atk.png - 603,000~ damage

Strategy

Tips and Tricks

  • Haggar's Hoodlum Launcher can be a hit or a grab, and they look the same on startup. This will be Haggar's main mid-range mixup.
  • Scoring a Double Lariat is a lot bigger a deal than it seems. Even though you lose some health, you can super cancel this move into either Haggar Press or Rapid Fist supers. If you go with Rapid Fist, you can launch and add more to your combo after to really make people regret coming into Haggar's space.
  • Try jumping forward and pressing File:d.png + File:h.png right away. Not only is this a very fast overhead, but if the pipe hits, you'll score a File:groundbounce.png and the combo of your choice.
  • Haggar may need the right assist to help him close in, but do not discount his air normals. Most of his air normals will remain active until he lands, keeping a threatening hitbox active underneath him.
  • Haggar can Kara-cancel his crouching Heavy attack into some of his moves such as his Flying Piledriver grab, his Rapid Fire Fist Hyper combo and his Hyper Haggar Slam level 3 Hyper combo. This adds a great deal of distance to these attacks, giving you a much greater chance of landing these close range moves.
  • Though you generally are only allowed one File:groundbounce.png in a combo, you can add Haggar's Rapid Fire Fist after a pipe File:groundbounce.png and still keep the combo going.
  • You can use Haggar's crouching heavy attack to put yourself in a downed state and then safely roll towards your opponent.
  • Haggar's Wild Swing increases with damage based on his height, so putting him at the end of your team can be effective if you tag to him through an aerial combo.
  • Haggar's jumping light is an extremely useful move. It has high priority and as it constantly stays out as long as you're in the air, it can cancel out numerous Hyper Combo's, such as Wesker's Phantom Dance. It's also extremely safe on block, and easily comboable.
  • Haggar's Hyper Haggar Slam can be combo'd out of using a fast enough File:otg.png assist, as it puts the opponent in a floored state.

Basic Strategy

When approaching an opponent try doing an unpredictable variation of pipes and head butts. If the headbutt connects in the while the opponent is on the ground and it will give huge stun. If you counter hit them on the ground it dizzys, you can do anything from this including his level 3 grab. If you counter hit them in the air it puts them into an unrecoverable knockdown and when Haggar lands all of his moves will hit OTG.

Haggar is unfortunately very predictable in his approaches. To mix up your opponent do a normal in the air and stop your momentum with a whiff pile driver. You can do this as many times as you want in the air.

Advanced Strategy

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