Mike Haggar
Michael "Mike" Haggar

Introduction
"They keep sending boys into the ring instead of men!"
Mike Haggar, known across the globe as the funny pipe man and the Mayor of Metro City, started his journey to Mayorship as a pro wrestler in the CWA, inspiring up and coming wrestlers like Biff Slamkovich and Gunloc during his time, before eventually retiring and running for election in Metro City; history speaks for itself from there.
Haggar is a deceivingly simple character to pick up and play, that has many tricks up his (lack of) sleeves for players who choose to stick with him through-and-through. Sporting consistent very high damage, all kinds of great normal attacks from disjointed mid-range pokes to excelling anti-airs, versatile special moves and a heavy emphasis on the game's Run Cancel mechanic, Haggar is a very powerful and appealing beginner's choice.
Also, get used to seeing Haggar's 66LP; it's really good.
EDITOR'S NOTE: Please read source comment on Special Moves header, and verify if these descriptions require re-writing. Remove comment and this note when done. Thanks
Attributes
Prejump: 5 frames(?), 2 frames out of run(?)
Jump length: TBA
Standing |
Crouching |
Taunt
|
 |
 |
|
Haggar standing |
Haggar crouching |
Taunt Length: 37 frames
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Normal Moves
Far Standing Normals
5LP
|
Damage
|
Start-up
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Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
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-
|
-
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-
|
-
|
-
|
+2
|
-4
|
-
|
|
|
5HP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
+2
|
-3
|
-
|
|
|
5LK
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
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-
|
-
|
-
|
-
|
-
|
-2
|
-3
|
-
|
|
|
5HK
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Damage
|
Start-up
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Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
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-
|
-
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-
|
-
|
-
|
0
|
-5
|
-
|
|
|
Near Standing Normals
n.5LP
|
Damage
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Start-up
|
Active
|
Recovery
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Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
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-
|
-
|
-
|
-
|
-
|
TBA
|
TBA
|
-
|
- First hit is identical to f.5LP, second hit is a unique hitbox
- coming back to the game but leaving this note for when i inevitably play haggar: this move has an extremely funky proximity range, please include in description
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|
n.5HP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
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+3
|
-3
|
-
|
|
|
n.5LK
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Damage
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Start-up
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Active
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Recovery
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Guard
|
Hit Advantage
|
Block Advantage
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Cancel
|
-
|
-
|
-
|
-
|
-
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+4
|
+3
|
-
|
|
|
n.5HK
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Damage
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Start-up
|
Active
|
Recovery
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Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
+4
|
-2
|
-
|
|
|
Crouching Normals
2LP
|
Damage
|
Start-up
|
Active
|
Recovery
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Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
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+5
|
+4
|
-
|
|
|
2HP
|
Damage
|
Start-up
|
Active
|
Recovery
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Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
0
|
-5
|
-
|
|
|
2LK
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
+5
|
+2
|
-
|
|
|
2HK
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
KD
|
-5
|
-
|
|
|
Running Normals
66LP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
66HP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
66LK
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
66HK
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Jumping Normals
Diagonal Jump Normals
j.LP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.HP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.LK
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.HK
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Neutral Jump Normals
j.8LP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
j.8HP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Running Jump Normals
66j.LP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Visually identical to j.7/9LP
|
|
66j.HP
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
66j.LK
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
66j.HK
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Visually identical to j.HK
|
|
Grabs and Throws
Grabs
Grab G
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Running Grab 236G/41236G
|
Version
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
236G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
41236G
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Throws
Powerbomb G (vs standing)
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Piledriver G (vs crouching)
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Screw Piledriver 360+G
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
|
|
Special Moves
Angry Hammer 46P
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A dashing double-handed slam with a sick CRACK onomatopoeia if it lands. Not Haggar's most damaging special, but it is his most versatile.
Many of Haggar's normals cause a decent amount of pushback on hitstun; therefore while Violent Axe does more damage, on average you'll end your combos into this more frequently.
On block, it’s pretty unsafe however. But the burst movement it provides can be used to shock opponents. HP goes further than LP. Outside of combos, this is good to punish whiffed normals in the neutral.
|
|
Violent Axe 41236P
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
A double-handed fist swing. It can hit as much as four times, but realistically it'll hit 2-3 times
HP does more damage but takes longer to start up than LP. You're probably going to want to save the HP version for combos with jump-ins.
|
|
Lariat LP+HP LK+HK
Punch version Punch version Kick version Kick version
|
Damage
|
Start-up
|
Active
|
Recovery
|
Guard
|
Hit Advantage
|
Block Advantage
|
Cancel
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
- Steer by holding forwards or backwards.
The P version is harder to steer with, while the K version is easier to steer with, but you’ll more consistently get two hits on the P version since he spins faster. Doesn’t actually take life away from Haggar unlike, well, pretty much every other game this move is in.
Haggar's midsection is entirely invulnerable, so this move lets mids and projectiles pass through.
Has an insane amount of hitboxes which slowly grow out as Haggar continuously spins; grows out once every 2 spins, LK+HK spins slower while LP+HP spins faster. Click the tab below to see all hitboxes.
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Strategy
brap
Combos
morb on em