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Haggar_Intro_-_MARVEL_VS._CAPCOM_3

Haggar Intro - MARVEL VS. CAPCOM 3

Marvel vs. Capcom 3: Fate of Two Worlds - Haggar character reveal trailer

Yeah! That's why I love wrestling.

Haggar's victory quote

Haggar is popular for his wrestling/street-brawling fighting style. That being said, all of his moves are based from the aforementioned style. He's also much of a contact bruiser like Hulk, for he is not as quick as the rushdown characters in the game. However, it's safe to say that Haggar is more combo oriented, as some of his throws create openings and combo extentions in addition to inflicting damage, and they are also good for punishing and wakeups.

However, his Double Lariat move that predated Zangief's fame is rather like Maki's Reppuukyaku (Gale Leg) from Capcom vs. SNK 2 in that like the original Final Fight series, as his Megacrash it inflicts damage to Haggar himself, but packs a good amount of invincibility, making it one of the best assists in the game despite its drawback. His crouching H/C is a drop kick, which seems to count as an untechable knockdown on Haggar himself, and thus he must be careful when using it (though he can get-up via a tech roll to plan some strange possible mindgames). All of his jumping normals save for his j.S all stay active till Haggar lands, and his standing H/C causes a ground bounce.

His slow speed is no doubt one of his biggest weaknesses, but should Haggar get in close with good assists, he as opposed to throwing can open up a notable amount of combos on his foes, and his Lariat move is a big gamble on the field, as the damage done to Haggar himself can cost him, or open up a great opportunity for combos via a possible punish along with a counter hit.

Marvel vs. Capcom 3: Fate of Two Worlds[]

In UMVC3, most of the uses for his Lariat assist have been nerfed somewhat, and now falls to the ground sooner after an air throw, leaving less vulnerability. His Final Haggar Buster is also buffed in that now he can do more damage from joystick rotation, though his crouching H/C has some alterations good and bad, where it can now only be cancelled into his Steel Pipe, but it's knockdown capabilities make it rather safe on hit. His Rapid Fire Fist is also now invincible at the startup, making it a good break-out-of-defense tool for punishing.

Command Normals[]

  • Steel Pipe - A single strike with a steel pipe that flies out of Haggar's hand upon connecting. A nod to Haggar's main weapon in the original Final Fight series. On the ground, it can stagger, ground bounce or on midair foes do an untechable knockdown. In midair, Haggar drops the pipe if it hits instead of it flinging away, and does either a ground bounce or a untechable knockdown.
  • Head Butt - Haggar strikes in midair with a downward headbutt, where he can stick it in air combos. One of the few moves that can dizzy a foe (on a counter hit), and one of the few moves that has a counter hit property from other traditional fighters (does a untechable knockdown on a midair counter hit).

Special Attacks[]

  • Violent Axe - Rushes forward with a shoulder attack, then does a swinging axe-handle launch (which sends the foe into the air with autotech) followed by a takedown axe-handle. Haggar only does the rush for the L version, the rush+launch for the M version, and all three blows for the H version. The final blow for the H version either does a knockdown or a ground bounce. The rush on the L version sends the foe of their feet, while on all other versions can cause stagger leading into the next blows.
    • In Infinite, M version is now H version, and it cause wall bounce.
  • Flying Piledriver - Reaches for his foe with a grab leading to a Piledriver.
  • Sky-High Back Drop - Midair version of Flying Piledriver. Haggar backdrops the foe from the air.
  • Hoodlum Launcher - Rushing throw where Haggar flings the foe up, creating easy air combo opportunities as it acts like a normal S launcher. The L version acts as a simple launch with a capture property (meaning it can be blocked), while M and H are legit command throw attacks that launch, with the H version having Haggar take to the sky, making it only work on airborne opponents as an anti-air.
    • In Infinite, both M (now as LK) and H (now as HK) shares a same capture properties as original L version from the previous game.
  • Double Lariat - Trademark move. Haggar spins with arms outstreched and can phase through projectiles while moving left or right. When used, Haggar will take damage even if he uses it in an assist attack, though his recoverable health both in play or on assist is not lost. Possess a good amount of invincibility from head-to-toe. This move can even be cancelled into an X-Factor or Hyper Combos.
  • Wild Swing - Midair move. Haggar grabs the foe and spins them around wildly before tossing them down from the momentum gained. Causes untechable knockdown, and the higher height the attack is performed at, the more hits and damage it will inflict. This does not count as a throw oddly, and can be blocked but comboed into. It also does not cause chip damage (as well as any blocked special or Hyper effects) on block.
    • In Infinite, it is now on the same input as Hoodlum Launcher, acting as its Mid-air version of the move. Though HK version has the same properties as the previous game, the LK version has quick recovery and cannot be continued with OTG.
Assist Attacks
Set Name Type Angle Cross-Over
α Double Lariat Direct Instant Giant Haggar Press
β Violent Axe Direct Front Giant Haggar Press
γ Steel Pipe Direct Front Giant Haggar Press

Hyper Combos[]

  • Giant Haggar Press (Level 1) - Haggar breathes deeply, exposes his muscular chest, and leaps high. He lands at full speed into the ground, inflicting more damage the closer he is to the opponent. This can also OTG. The flames from the slam themselves count as an energy attack, and is not part of Haggar's hitbox. The move also inflicts more hits during the falling portion before Haggar reaches the ground, making it suitable for an anti-air.
    • In Infinite, he can now use this move in the air.
  • Rapid Fire Fist (Level 1) - Executes a barrage of lightning quick jabs, then finishes with a Violent Axe that rips the air. Air/comic book tearing streaks are colored yellow. Can button mash the punching part for more hits. Haggar must connect with the first punch, or the final two hits will activate instantly. The final blow hits overhead, and can ground bounce.
    • In Infinite, this move no longer have button mash and ground bounce properties.
  • Max Back Breaker (formerly Final Haggar Buster) (Level 3) - Grabs the opponent, then executes a backdrop on the opponent, grabs their legs, spins them and launches them into the air. A flash in Haggar's eyes signals his high jump as he grabs the opponent in mid-air. A finishing piledriver, shown in 3 different angles, then explodes onto the scene. The range is rather poor on the attack, but it compensates with great startup invincibility.
X-Factor
X-Factor Boosts Damage Speed
Level 1 140% 100% Level 2 165% 105% Level 3 190% 110%

Gameplay Changes[]

  • cr.H causes untechable knockdown, can hit OTG, and can only cancel into a Steel Pipe.
  • Falls faster after an air throw.
  • Decreased initial startup invincibility of Assist α (Double Lariat).
  • Assist α (Double Lariat) no longer causes untechable knockdown.
  • L version of Violent Axe now sends foe into the air with autotech, and no longer knocks down.
  • Added invincibility to Rapid Fire Fist.
  • Additional hits can be added to Rapid Fire Fist through rapid buttons presses, the property already being done before, only to greater effect.
  • Additional hits can be added to Final Haggar Buster through rapid joystick rotations.

Marvel vs. Capcom: Infinite[]

Gameplay Changes[]

  • New move: Cleanin' Up The City. Pulls out a barrel that can be thrown or dropped. Has a chance to drop gold bars (Hyper Combo Gauge) and apples (Infinity Stone Gauge).
  • Violent Ax no longer have spinning launch. M version, now HP version cause Wall Bounce.
  • H (now HK) version of Hoodlum Launcher, along with its M (now LK) version now share same capture properties as original L version
  • Now has Two variations of Wild Swing. LK version is an Air Combo Finisher which cannot be OTG’ed and has quick recovery, while HK version remains Hard Knockdown like previous game.
  • Giant Haggar Press can be used in the air.
  • Rapid Fire Punch no longer Ground Bounce.
  • Final Haggar Buster is renamed Max Back Breaker.
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