Ultimate Marvel vs Capcom 3/Haggar
From Shoryuken Wiki, Marvel vs. Capcom 3 Strategy and More!
Mike Haggar, one time professional wrestler and Mayor of Metro City, took up his wrestling mantle once more to keep the streets of his fair city clean and to save his kidnapped daughter, Jessica. Now known as the "Fighting Mayor", Haggar continues a constant battle against the thugs of Mad Gear.
In a nutshell Haggar is a slow, brute of a grappler with some damaging tricks. 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.
Players to Watch
KaneBlueRiver, Ranmasama, Bum, SprintGod, Roachking, Fooblat, Paradigm, Viscant
Character Specific Information
+ 50,000 + 100,000
(276,800 ~ 396,600)
Tips and Tricks
- Haggar's ground d + h attack is multi purpose. It can hit a grounded opponent and it allows Haggar invicibility during the recovery roll which allows Haggar to get closer to the opponent. It can also be canceled out of immediately by f + h which can be used to extend a combo if an assist was called out before the d + h attack.
- Haggar's Hoodlum Launcher can be a hit or a grab, and they look the same on startup. This menas the light version will cause a hit or be used to continue combos while the medium version will be useful against blocking opponents.
- 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 d + h right away. Not only is this a very fast overhead, but if the pipe hits, you'll score a ground bounce and the combo of your choice.
- 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 can easily lead into a combo.
- Landing an airborne counterhit with Head Butt puts the opponent in a unique hardknockdown state, where you can otg with any standing or crouching normal.
- Haggar can link two Rapid Fist Fire hyper attacks together by placing a Double Lariat at the end of the first one then canceling into another Rapid Fist Fire. This will do more damage than his level 3 hyper and require only two levels of hyper meter.
At any point during a combo when Haggar lands from an Aerial Rave you can connect an OTG hit on the opponent with crouching hard. Typically this will end the combo but if combined with a proper assist right before pressing the command (such as Spencer's Wire Grapple M) you can continue the combo for more damage.
The Throw Assist Combo can be performed off of the ground or air version of the Flying Piledriver.
Solo Combo 1) , , + , + , + (launcher), air , air , air , air + (land), + (launcher), air , air , air + , + (land), +
Solo Combo 2) air + (land), , air , air , air (land), , + (launcher), air , air , air + , + (land), +
Throw Assist Combo) + , trap assist, + , + , + (launcher), air , air , air , air + (land), + (launcher), air , air , air + , + (land), +
Corner Reset Combo) air + (land), , , + , air , air , air , air + (land), , + , air , air , air , air + (land), , + , air , air , air , air + (land), + +
Corner Reset Assist Combo) + , , (launcher), air , air , air + (land), trap assist, + , + , (reset) + (launcher), air , air , air , air + (land), (reset), + , air , air , air , air + (land), , air , air , air , air + (land), + +
Haggar is a sterotypical grappler with some very good mix up qualities. The most difficult part of Haggar's game is getting in close enough with his normal attacks in order to maximize damage. When Haggar is having trouble getting close with standing attacks he can pull out his variety of tools such as his air headbut to put the opponent in a dizzy state, the far reaching steal pipe to down the opponent, the standing hard attack to roll towards the opponent and the Hoodlum Launcher to move in swiftly with an attack. Since Haggar can do so much damage without depending on his hyper attacks he can be great at building hyper meter for the other fighters on the team.
Conversly Haggar can easily performing a reversal on an offenseive opponent due to the invincible start up of his Double Lariat. The Double Lariat should not be used carelessly though because it causes damage to Haggar himself and leaves Haggar vulnerable on the recovery. This vulnerability can be negated by canceling into one of Haggar's hyper attacks.
With an opponent who has become guard happy it can become easier to perdict their actions. Haggar's ground Command Throw, the Flying Piledriver, can do an impressive 220,000 damage against guarding opponents while the Hoodlum Launcher medium can move in swiftly and throw the opponent into the air for a massive combo.
Due to his buffs in Ultimate Marvel vs Capcom 3 Haggar become a stronger point character while still maintaining a roll as a valuable assist. To really get the most out of Haggar though it is best to pair him with an assist that can capture the opponent following Haggar's OTG standing hard attack. With such an assist Haggar is given enough time to cancel back out of the OTG atack with f + H (the only move that can be canceled from his OTG) which will then allow for a longer combo.
It is important to understand the difference between the Hoodlum Launcher light and the Hoodlum Launcher medium. The light version is not a grab, rather it is an attack. The difference is that grabs can catch guarding opponents but not opponents in a get hit state, which the oppisite is true to the attack version. This means when your opponent is guarding too much you can break through with the medium Hoodlum Launcher while The light version is better suited for mid combo use since the medium version can's grab an opponent mid combo.
Haggar's Level 3 Final Haggar Buster is considered a throw and as such it can not be comboed into. You can get into position for this high damage move by catching a bloxking opponent, canceling out of Hoodlum Launcher or by X-Factor canceling while in range. If you have the correct assist paired with your OTG attack you can combo off of the Final Haggar Buster as well.
Strategy vs. Haggar
- Hagger will be attempting to train his opponent to guard often through the use of Pipe attacks and heavy advancing. If he is able to get you blocking then he has free reign to advance with his set of throw attacks (e.g. Hoodlum Launcher Medium) which all lead into heavy damage combos.
- When an opposing Haggar whiffs lariat, you may be inclined to punish it with a crouching normal, but you should consider several things before you do so. If the Haggar has one meter, he can counter your punish attempt by using the invincibility of his Rapid Fire Fist hyper, which can lead into a full combo. If you are using a character with an invincible hyper (eg: Spencer's Bionic Lancer), or a physical counter hyper (eg: Taskmaster's Aegis Counter), you can punish freely and react accordingly, should the Haggar use Rapid Fire Fist. In general, using any projectile move or hyper is the safest way to punish a whiffed lariat, provided you are out of the range of Haggar's Rapid Fire Fist.