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Mike Haggar

From The Codex
Street Fighter/Mike Haggar
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Michael "Mike" Haggar (マイケル・"マイク"・ハガー Maikeru "Maiku" Hagā?) is the deuteragonist and a central figure in the Final Fight series. A former professional wrestler from Slam Masters, Haggar does not appear as a playable character in the Street Fighter games but remains influential in the backstories of characters like Cody and Guy. He also serves as a key adversary to members of the Mad Gear Gang, including Hugo, Sodom, Poison, and Rolento, and makes numerous cameo appearances across Street Fighter stages, character intros, and endings.

Mike Haggar
Origin
Origin Final Fight
Creator Takashi Nishiyama, Hiroshi Matsumoto
First Appearance Final Fight
Voiced by Japanese: Tessho Genda; Kiyoyuki Yanada / English: Dale Wilson; Jim Wallace; Matt Riedy; Josh Petersdorf; Jason Simpson
Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Heterosexual
Age 46 (Final Fight)
Birthday September 3, 1943
Height Varies (6.64 ft–6'8")
Weight Varies (267–309 lbs)
Ethnicity Caucasian American
Status Alive
Alignment Neutral Good
Archetype Powerhouse / Leader
Occupation Mayor (Former), Wrestler
Time Period 1987–1990s–1991
Language English
Combat Style Wrestling
Homeworld Earth
Relationships
Affiliations Jessica Haggar, Cody, Guy, Maki, Carlos, Lucia
Enemies Mad Gear Gang, Belger, Retu, Poison (Formerly), Hugo (Formerly), Black

Background

This dropdown contains the synopsis of Mike Haggar's story. Read at your own risk as you may be spoiled otherwise!

Early History
Seemingly before even Slam Masters, Haggar is noted that he was originally a "champion street fighter", meaning he likely took place in the Street Fighter circuit in the far past.

Slam Masters Series
Haggar began his career as a professional wrestler, though it is implied that he may have previously been a "champion street fighter." His skill and reputation earned him recognition as a mentor to rising fighters such as Biff Slamkovich and Gunloc, who later joined the CPWA. During his time there, Haggar formed a tag team with Alexander the Grater, known collectively as the "Knuckle Busters."

Final Fight Series
After retiring from wrestling, Haggar ran for mayor of Metro City and won, vowing to reduce the city's escalating crime rate. In Final Fight, the Mad Gear Gang attempts to manipulate him by kidnapping his daughter, Jessica. Refusing to yield, Haggar teams up with Jessica's boyfriend Cody and his friend Guy to confront the gang and defeat its leader, Belger.

In Final Fight Revenge, Haggar's story again revolves around Jessica's disappearance following a series of riots in Metro City. His ending does not resolve her disappearance, instead mirroring Rolento's ending in Street Fighter Alpha 2, which shows Rolento's bid for control over the city. The Street Fighter Zero 3 Secret File Book later confirms that Haggar rescued Jessica, who eventually left Metro City around the events of Street Fighter Alpha 3, becoming estranged from Cody due to his ongoing violent tendencies and arrest for aggravated assault, and choosing to study abroad in France.

In Final Fight 2, Haggar battles the revived Mad Gear Gang led by Retu to rescue Guy's girlfriend and master. He is aided by Maki, Guy's future sister-in-law and a Bushin-style fighter, and Carlos Miyamoto, a South American swordsman and friend of Haggar.

In Final Fight 3, Haggar reunites with Guy and teams up with Lucia, a female cop, and Dean, an ex-Street Fighter, to combat the Skull Cross Gang, a new criminal organization that has supplanted Mad Gear as Metro City's dominant gang.

Street Fighter Alpha Series
Mike Haggar appears in the background of Guy's stage in Street Fighter Alpha 2, where he is seen putting J into a headlock. He also appears in the background of Guy's stage in Street Fighter Alpha 3.

Street Fighter IV
In Super Street Fighter IV, Haggar makes five cameo appearances. A statue of him appears in the background of the Skyscraper Under Construction stage. A billboard featuring Haggar is visible in the bonus car stage. Cody's prologue shows a poster of him alongside Guy and Haggar, captioned "THE HEROES SAVED OUR CITY," referencing the aftermath of Final Fight. He also pops out of a false platform in the Mad Gear Hideout stage. Lastly, one of Zangief's alternate costumes is modeled after Haggar's outfit, referencing their rivalry and similarities.

Street Fighter V
In Street Fighter V: Arcade Edition, Haggar exonerates Cody and is later succeeded by him as mayor of Metro City. In Cody's character story, Haggar is mentioned by Cody's assistant Marlowe, who reminds Cody to manage his responsibilities and behave properly as mayor. Haggar also appears in Lucia's character story, informing her that the Mad Gear Gang is plotting against the current mayor of Metro City.

Street Fighter III
He is briefly mentioned in Hugo's ending in Street Fighter III: 2nd Impact, where he forms a tag team with Black Widow. This ending suggests that Haggar is still wrestling during the events of SFIII, implying he may have returned to wrestling after his tenure as mayor.

Street Fighter 6
A memorial fighting stadium and a bronze statue were built in his honor at Metro City's Urban Park, as seen in the game's World Tour.

Appearance

General Description: Haggar is a tall, muscular man with a broad-shouldered and powerful build, emphasizing his wrestling and brawling prowess. He maintains a commanding and authoritative presence, both in and out of combat.

Hair: Brown, varying slightly with age. Younger versions have shorter hair, while in Final Fight 3 he sports a longer ponytail.

Facial Hair: Brown mustache, absent in his younger appearances.

Eyes: Brown

Clothing/Outfit:

  • General Outfit: Brown bandolier, green pants, and black boots.
  • Original Final Fight: Tan shirt, yellow arm bands, no mustache.
  • Final Fight 2: Slightly altered bandolier, green jeans, green gloves, and orange boots.
  • Final Fight 3: Green gloves, green shorts, brown boots, green knee guards, and green shin guards.
  • Final Fight: Streetwise (Noncanon): Gray tank top, brown bandolier, brown pants, black gloves, and boots.
  • Saturday Night Slam Masters: Wrestling outfit with green bandolier, black arm bands, green pants with red stripes, red knee guards, and black boots with yellow lining.

Facial Features: Occasionally depicted wearing glasses (Shadaloo C.R.I. artwork), emphasizing his authoritative and tactical persona.

Special Features: His imposing physique highlights his strength and status as a former mayor and professional wrestler.

Personality

  • Charismatic and Strong-Willed: Haggar is a confident and commanding figure, using his natural charisma and physical presence to inspire others and take charge in dangerous situations.
  • Determined Protector: He is unwavering in his commitment to fight crime and defend Metro City, often relying on his wrestling skills and sheer strength to confront threats directly.
  • Devoted Father: Haggar’s love for his daughter Jessica is a central motivator, influencing many of his decisions and reinforcing his sense of responsibility and moral duty.
  • Justice-Oriented: Though sometimes willing to bend rules, Haggar prioritizes the safety and well-being of civilians, demonstrating a strong sense of right and wrong.

Goals

  • Stop Mad Gear Gang (Succeeded).
  • Save his daughter Jessica (Succeeded).
  • Stop the corruption and crime in Metro City (Succeeded).
  • Help Maki save her sister and grandfather (Succeeded).
  • Stop the new gang taking over during Final Fight 3 (Succeeded).

General Information

Name: Mike Haggar[1]

Origin: Final Fight

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Final Fight

Company: Capcom

Creator: Takashi Nishiyama, Hiroshi Matsumoto

Actor

Gender: Male

Sexuality: Heterosexual

Pronouns: He/Him

Handedness: Right-Handed

Age: 46[2] in Final Fight

Blood Type: O[3]

Birthday: September 3, 1943[4]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: Metro City

Story Role: Primary Protagonist, Hero Politian

Legacy: City-Wide Legacy (Mike Haggar is the Mayor of Metro City[8])

Influence: Event Influence

Language: English

Ethnicity: Caucasian American

Religion: N/A

Classification: The Slam Masters[9], "The Uncivil Servant[10], Mayor of Metro City[11], Former Street Fighter[12]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Mayor[13] (Retires around the time of Street Fighter V), Wrestler[14]

Combat Style: Wrestling

Affiliations: Jessica Haggar (His daughter), Cody, Guy, Maki, Carlos, Lucia

Enemies: Mad Gear Gang, Belger, Retu, Poison (Formerly), Hugo (Formerly), Black

Height

Weight

Status: Alive

Alignment: Neutral Good (Mike Haggar became mayor of Metro City in order to break Mad Gear's strangle hold on the city and return peace and control to it[23])

Protection Level: Metropolitan Protector

Potential

Archetypal Tiering: Powerhouse / Leader

Codex Statistics

Key: Final Fighter Series | Slam Masters Series | Street Fighter V

Key Information

  • Final Fight Series: This key covers all events within the Final Fight series of games.
  • Slam Masters Series: This key covers all events within the Slam Masters series of games.
  • Street Fighter V: This key covers all events during the Street Fighter V series of games.

Grade: B | B | A

Tier: 9-B, Higher with Weapons | 9-B | 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[28]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[29])

Attack Potency: Wall level (Buster) (Final Fight characters can easily bust apart tires[30], destroy oil barrels with a single hit[31], kick and destroy[32] multiple oil barrels at once[33], destroy telephone booths in one punch[34], send garbage cans flying with one punch[35], easily break through[36] wooden doors[37] and[38] metal doors[39], break large human-sized wooden cartes with a single punch[40], can destroy wooden[41] barrels in one hit[42], can destroy billboards[43], can break apart thick sheets of glass with two punches[44], along with breaking multiple at once[45], break apart metal grates[46], destroy walls in a single attack[47], fully destroy large metal doors[48], and break apart cars with multiple punches[49]. Can fight and harm Damno[50], who can casually bust through a door[51]), Higher with Weapons (Weapons the Final Fight characters find on the ground deal more damage then their regular punches[52]) | Wall level (Buster) (In Slam Masters the great entertainer CAPCOM issued a challenge to the greatest wrestlers in the world, with Mike Haggar being one of them[53]. His Spinning Piledriver can cause explosions that sends the opponent through the ground[54]) | Room level (Potency) (Has fought[55] against the team of Zangief and Rainbow Mika[56], the latter of who fought and defeated Street Fighter V Balrog[57], where Balrog's rival match is against Chun-Li, where he is able to fight and defeat her[58], who can[59] fight against[60], Juri Han, who can blow up the inside of a building[61] and cause a jet plane to explode[62]. Superior to Street Fighter 1 Ryu, who broke multiple stone tiles[63], and broke three cinderblocks with one attack[64]. The Street Fighter cast can break[65] apart cars overtime with various hits[66]. They can also destroy metal barrels[67]. Along with destroy stone walls overtime[68]. Can destroy barrels in a single hit[69]. The Street Fighter cast can break[70] apart cars overtime with various hits[71]. They can also destroy metal barrels[72]. Along with destroy stone walls overtime[73]. Can fight and harm Sagat[74], who broke a large rock in half[75]. Can destroy barrels in a single hit[76], Can fight and harm Zangief[77], who overpowered a large bear[78]. Should be comparable to Adon[79], who broke a chunk off a statue's head[80]. Should be comparable to characters like Birdie, who bent a large piece of metal[81]. Can destroy barrels in a single hit[82]. The cast is able to destroy barrels with a single hit[83])

Durability: Wall level | Wall level | Room level

Striking Strength: Wall Class (Buster) | Wall Class (Buster) | Room Class (Potency)

Lifting Strength: Class 50 (The Final Fight protagonist can easily overpower and grapple Hugo[84], who can lift a semi-truck[85]. Final Fight characters can break out of being handcuffed[86]) | Class 50 | Class 50

Travel Speed: At least Superhuman (Comparable to the street fighter cast, where all fighters create afterimages when using their super combos[87]. Faster than Dan beating him in a race where he had a headstart, who can outrun a wall of flames[88]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[89]) | At least Superhuman | At least Superhuman

Attack Speed: Transonic | Transonic | Transonic

Reaction Speed: Transonic (Comparable to the Street Fighter cast, who can react to a sonic boom attack from Guile[90], even during the Alpha series[91]) | Transonic | Transonic

Stamina: Superhuman (Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[92]. Final Fight characters can fight through repeated gauntlets of enemies across Metro City without showing any signs of tiring[93]. Final Fight characters can recover and keep fighting even after their entire body was set on fire[94]. Can go through intense battles and long periods of training)

Range: Standard Melee, Extended Melee with Weapons, Hundreds of Meters with Firearms

Intelligence: Average Intelligence

Knowledge:


Powers and Techniques








In Final Fight as they bash their way through the streets of the city, they can collect power-up items which are concealed inside wooden crates, metal drums and other objects, they can either find weapons such as knives, pipes and swords to use in battle or they can collect healing items[218]:


Equipment

Weapons

Weapon Description Usage Game Debut
Knife A bladed weapon found in stages. Can be picked up and used for close-range attacks. Final Fight
Pipe A metal blunt weapon found in stages. Can be picked up and swung to strike enemies. Final Fight
Sword A long bladed weapon found in stages. Can be picked up and used for slashing attacks. Final Fight
Stick A stick that can be punched off of Rolento's person. Rolento's default weapon. Can be picked up and used for close-ranged attacks. Final Fight Revenge
Police Stick A police stick that can be punched off of Edi. E. Edi. E's default weapon. Can be picked up and used for close-ranged attacks. Final Fight Revenge
Nyoi-Bo A weapon that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Slightly stronger than Rolento's Stick. Disappears after 10 successful hits. Final Fight Revenge
Chainsaw A chainsaw that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Final Fight Revenge
War Hammer A war hammer that can be found on the ground in stages. Can be picked up and used for close-ranged attacks. Can Stun an Opponent in 3 Hits. Disappears after around 10 successful hits. Final Fight Revenge
Spiked Knuckles Spiked Knuckles that can be found on the ground in stages. Can be picked up and used for close-ranged piercing attacks. The spiked knuckles also slightly improves punching power. Final Fight Revenge
Poison Claws Poison Claws that can be found on the ground in stages. Can be picked up and used for close-ranged piercing attacks. Poison gains an extra hit to the Cat Claw Special Move as well as increased punch damage when using these. Final Fight Revenge
Hand Grenades Hand Grenades that can be found on the ground in stages. Can be picked up and sued for explosive attacks. Explodes on impact or after 2 seconds. Final Fight Revenge
Bow Gun A bow gun that can be found on the ground in stages. Can be picked up and used for long range attacks. Final Fight Revenge
Pistol A pistol that can be found on the ground in stages. Can be picked up and used for long ranged attacks. Has up to 8 shots. Final Fight Revenge
Shotgun A shotgun that can be found on the ground in stages. Can be picked up and used to shoot out three projectiles at once. Has up to 10 shots. Final Fight Revenge
Machine Gun A Machine Gun that can be found on the ground in stages. Can be picked up and used to shoot out over 48 shots. Final Fight Revenge
Rifle A rifle that can be found on the ground in stages. Can be picked up and used to fire high-powered shots one at a time. Has up to 16 shots. Final Fight Revenge
Freeze Gun A freeze gun that can be found on the ground in stages. Can be picked up and used to freeze opponents. Has up to 16 shots. Final Fight Revenge
Stun Gun A stun gun that can be found on the ground in stages. Can be picked up and used to fire a ball of electricity, which knocks down opponents. Has up to 10 shots. Final Fight Revenge
RPG An RPG that can be found on the ground in stages. Can be picked up and used to shoot out an explosive missile. Has up to 8 shots. Final Fight Revenge
Flamethrower A flamethrower that can be found on the ground in stages. Can be picked up and used to shoot out fire to burn a target. Has up to 32 shots Final Fight Revenge

Food Items

Item Effect
Barbecue Refills the entire strength meter.
Pizza Refills half of the strength meter.
Hamburger Refills half of the strength meter.
Curry Refills half of the strength meter.
Banana Refills 1/4 of the strength meter.
Apple Refills 1/4 of the strength meter.
Grapes Refills 1/4 of the strength meter.
Soda Refills 1/9 of the strength meter.
Vitamins Refills 1/9 of the strength meter.
Gum Refills 1/9 of the strength meter.

Bonus Point Items

Item Points
Diamond 10,000 pts.
Gold Bar 10,000 pts.
Necklace 5,000 pts.
Ring 5,000 pts.
Money 3,000 pts.
Dime 3,000 pts.
Radio 1,000 pts.
Hat 1,000 pts.
Hammer 1,000 pts.

Notable Techniques

Dash

Press control pad left or right twice quickly.

Dash Attack

Dash, then press attack button. For characters like Guy & Lucia, continue to press attack button for multi-hit combinations.

Back Dash

Hold L or R button (default). Then press control pad twice quickly in opposite direction.

Jumping Dash Attack

Dash, then jump. While in air, press Y button.

Jump Kick

Jump, then while in air press Y button.

Reverse Grab

Grab an opponent, then press control pad down and Y button simultaneously. They will then flip the hold on the enemy.

Hold Direction

Hold the L or R buttons to keep facing the same direction as the fighter moves across the screen, allowing them to walk backwards.

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[234]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[235]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[236]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[237]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[238]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[239]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[240]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.

Spinning Piledriver

Haggar lifts his opponent into the air, spins to build momentum, and slams them down with devastating force.

Powerful Strikes

Heavy punches, chops, and forearm smashes that can stagger or crush opponents.

Crushing Throws

Throws and suplexes adapted from professional wrestling, often incorporating momentum to maximize impact.

Aerial and Running Attacks

Dashes, flying lariats, and running strikes that combine speed with Haggar's immense strength.

Environmental Attacks

Uses stage objects such as ropes, turnbuckles, fences, walls, and improvised weapons to damage opponents.

Dirty Fighting Techniques

Stomps on downed enemies, targets weak points like the head, and utilizes weapons like pipes or 2x4s, particularly against punks or street criminals.


Haggar's Wrestling Technique

The Head Butt

Grab an enemy and then press the Y button.

The Jump Kick

Press the B button, then press the Y button.

The Lunge

Press the B button, then press down on the Control Pad while pressing the Y button.

The Back Drop

Grab the enemy and then press the Control Pad in any direction and press the Y button.

The Pile Driver

Grab the enemy and press the B button. While in the air, press down on the Control Pad and hit the Y button.

Super Spin

Press the Y and B buttons at the same time.


Haggar's Wrestling Technique

Head Butt

Grab the enemy and then press the Y button.

Jump Kick

Press the B button to jump, then while in mid-air press the Y button.

Body Press

Press the B button to jump, and simultaneously press Down on the control pad and the Y button.

Suplex

Grab the enemy and push the Control Pad Left or Right, then press the Y button.

Spinning Piledriver

Grab the enemy and press the B button to jump in the air. While in mid-air, press the Y button.

Spinning Clothesline (Super Move)

Press the Y and B Buttons simultaneously. This is a way to get out of tight spots but your health meter will go down everytime you use this technique.


Haggar's Wrestling Techniques

Wrestling Throw

Grab the enemy, then press control pad toward the enemy and press the Y button.

Body Press

Press the B button to jump, then simultaneously press Y button and ↓ on control pad.

Back Flip Drop

Reverse grab the enemy, then press B to jump into the air. While in mid-air, press the Y button.

Spinning Piledriver

Grab the enemy and press the B button to jump in the air. While in mid-air, press the Y button.

Spinning Clothesline (Mega Crush move)

Press the Y and B buttons simultaneously, or press A button. This is a way to get out of tight spots, but your health meter will reduce everytime you damage enemies with this move.

Violent Axe

Press control pad ↓↘→ in a smooth motion, then press Y button at the end of control pad motion.

Haggar's Super Move

Final Hammer

Grab opponent, then press control pad →↘↓ in a smooth motion. At the end of the control pad motion, press Y button.


Throws

  • Repeated Headbutts: Forward or Back + HP
  • Jumping Piledriver: Forward or Back + HK
  • Back Drop: Forward or Back + HK (during Repeated Headbutts)
  • Spinning Leg Takedown: Down-Forward + HP
  • Piledriver Interceptor: Forward or Back + HP or HK (Mid-Air)

Additional Attacks

  • Forearm Smash: Forward + WP
  • Heavy Lunge: Forward + HP
  • Drop Kick: Forward + HK
  • Body Splash: Down + HP (Mid-Air)
  • Knee Press: Down + WK (Mid-Air)

Weapon Techniques

Stick, Sword, or Chainsaw

  • Overhead Slap: Forward + WP
  • Toe Poke: Forward + WK
  • Swinging Pipe: Forward + HP (Steel Pipe only)
  • Knee Capper: Down-Forward + WP
  • Hopping Overhead: Down-Forward + HP (Steel Pipe only)

Knife

  • Gutting Knife: Forward + WP
  • Shin Stab: Forward + WK
  • Crouching Shin Stab: Down-Forward + WP

Special Moves

  • Double Lariat: WP + HP
  • Quick Double Lariat: WK + HK
  • Screw Piledriver: 360° + Punch
  • Power Swing: Dragon Punch Motion + Punch
  • Hammer Thru: WP + HP + SP

Super Moves

  • Gamble Slam: 720° + Punch
  • Giant Swing: Quarter-Circle Forward, Quarter-Circle Forward + Kick


Special Attack

Spinning Clothesline

Jump + Attack simultaneously.

Super Slam Technique

Spinning Piledriver

Grab, rotate control pad 360 degrees, then Jump + Attack simultaneously.


Other

Standard Tactics: Mike Haggar utilizes wrestling moves in his fight along with weapons he can find on the ground, with his favorite attack being the spinning pile driver.

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[245]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[246] and here[247]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Profiles

Final Fight

Profiles
Profile of Haggar

HAGGAR b. 9-3-1943

He is a former champion Street Fighter. He's the new Mayor of Metro City. He has mastered professional wrestling skills and is expert at the BACK DROP and the PILE DRIVER.

Original Translation on left. Final Fight

Final Fight (SNES)

Profile of Haggar

Age: 46
Height: 6'8"
Weight: 267 lbs.

Mike Haggar is a former champion street fighter. After spending five years on the professional wrestling circuit, Haggar has returned home and is currently Mayor of Metro City.

Haggar's Wrestling Technique
  • The Head Butt: Grab an enemy and then press the Y button.
  • The Jump Kick: Press the B button, then press the Y button.
  • The Lunge: Press the B button, then press down on the Control Pad while pressing the Y button.
  • The Back Drop: Grab the enemy and then press the Control Pad in any direction and press the Y button.
  • The Pile Driver: Grab the enemy and press the B button. While in the air, press down on the Control Pad and hit the Y button.
  • Super Spin: Press the Y and B buttons at the same time.
Original Translation on left. Final Fight (SNES)

Final Fight 2

Profile of Mike Haggar

Age: 46
Height: 6'10"
Weight: 280 lbs

Mike Haggar is a former wrestler and a champion street fighter. Haggar still holds the seat as Mayor in the previously crime ridden capital of the world, Metro City.

Haggar may be slow but his wrestling skills are devastating. Once he grabs an opponent, he'll apply a dead wrestling move that causes the ground to rumble.

Haggar's Wrestling Techniques
  • Head Butt- Grab the enemy and then press the Y button.
  • Jump Kick- Press the B button to jump, then while in mid-air press the Y button.
  • Body Press- Press the B button to jump, then simultaneously press Down on the control pad and the Y button.
  • Suplex- Grab the enemy and push the Control Pad Left or Right, then press the Y button.
  • Spinning Piledriver- Grab the enemy and press the B button to jump in the air. While in mid-air, press the Y button.
  • Spinning Clothesline (Super Move)- Press the Y and B buttons simultaneously. This is a way to get out of tight spots but your health meter will go down everytime you use this technique.
Original Translation on left. Final Fight 2

Final Fight 3

Profile of Mike Haggar

Height: 6'10"
Weight: 280 lbs
Hobby: Politics
Favorite Foods: Hamburger, Curried Rice

Mike Haggar is a former wrestler and a champion street fighter. Haggar was instrumental in the defeat of the Mad Gear Gang. He has been the most popular mayor in the previously crime-ridden capital of the world, Metro City, for many years and seems to become more powerful with age. Haggar may be a bit slow but his devastating wrestling skills more than make up for a lack of speed. Once he grabs an opponent, he will apply a deadly wrestling move that causes the ground to rumble.

Haggar's Wrestling Techniques
  • Wrestling Throw: Grab the enemy, then press control pad toward the enemy and press the Y button.
  • Body Press: Press the B button to jump, then simultaneously press Y button and ↓ on control pad.
  • Back Flip Drop: Reverse grab the enemy, then press B to jump into the air. While in mid-air, press the Y button.
  • Spinning Piledriver: Grab the enemy and press the B button to jump in the air. While in mid-air, press the Y button.
  • Spinning Clothesline (Mega Crush move): Press the Y and B buttons simultaneously, or press A button. This is a way to get out of tight spots, but your health meter will reduce everytime you damage enemies with this move.
  • Violent Axe: Press control pad ↓↘→ in a smooth motion, then press Y button at the end of control pad motion.
Haggar's Super Move

Note: Works only when Haggar's Super Move Meter reads "SUPER".

  • Final Hammer: Grab opponent, then press control pad →↘↓ in a smooth motion. At the end of the control pad motion, press Y button.
Original Translation on left. Final Fight 3

Slam Masters

The Slam Masters, Cont.
Mike Haggar

"The Uncivil Servant"

Height: 6 feet, 7 inches
Weight: 300 pounds
Home Town: New York, USA
Favorite Attack: Spinning Piledriver
Personality Profile: Former mayor of Metro City, he likes to pound punks.

Special Attack
  • Spinning Clothesline: Jump + Attack simultaneously
Super Slam Technique
  • Spinning Piledriver: Grab, rotate control pad 360 degrees, then Jump + Attack simultaneously
Original Translation on left. Slam Masters

Trivia

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[253]?

A: Akuma's punch causes the island to start collapsing[254], and specifically causes an explosion of this size in comparisson to the island[255], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[256]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[257], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[258]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[259] and cause a jet plane to explode[260], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[261]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[262]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[263], his ending in Alpha 3 has him easily kill M. Bison[264]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[265], and ends up winning[266], and him calling the Raging Demon a pitifully weak move[267]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[268], while Groan only plays when he's fighting Gen or Evil Ryu[269], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[270]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[271] suggest it to be equal[272] in power to[273] Akuma, several[274] characters[275] note[276] that[277] it isn't[278], as strong[279] as the[280] real Akuma[281]. The real Akuma even considers SiRN Akuma a mockery[282]. C. Viper notes the simulation is only passable as a simulation[283].

Battle Records

19 - 0 - 0



  • Freddie - Fight[300]
    • Conditions: Mike Haggar, Carlos, & Maki all fought together canonically. Freddie had backup.
    • Location: France
  • Bratken - Fight[301]
    • Conditions: Mike Haggar, Carlos, & Maki all fought together canonically. Bratken had backup.
    • Location: Holland
  • Philippe - Fight[302]
    • Conditions: Mike Haggar, Carlos, & Maki all fought together canonically. Philippe had backup.
    • Location: England


  • Callman - Fight[309]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Callman had backup.
    • Location: Metro City
  • Caine - Fight[310]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Caine had backup.
    • Location: Metro City
  • Wong - Fight[311]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Wong had backup.
    • Location: Metro City
  • Stray - Fight[312]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Stray had backup.
    • Location: Metro City
  • Black - Fight[313]
    • Conditions: Mike Haggar, Guy, Lucia, and Dean all fought together canonically. Black had backup.
    • Location: Metro City

None.

None.

References

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  2. Final Fight (SNES) USA Game Manual Page 7
  3. Street Fighter V Website The Character Guides Character Guide 007: Mike Haggar
  4. Final Fight (Arcade) Intro
  5. Street Fighter Memorial Archives Beyond the World
  6. Final Fight Arcade Intro
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  9. Saturday Night Slam Masters (SNES) Game Manual Page 17
  10. Saturday Night Slam Masters (SNES) Game Manual Page 22
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  15. Final Fight (Arcade) Select Player Screen
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  17. Saturday Night Slam Masters (SNES) Game Manual Page 22
  18. Street Fighter V Website The Character Guides Character Guide 007: Mike Haggar
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  21. Saturday Night Slam Masters (SNES) Game Manual Page 22
  22. Street Fighter V Website The Character Guides Character Guide 007: Mike Haggar
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  24. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  25. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
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  39. Final Fight 2 (Arcade)
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  41. Final Fight (Arcade)
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  44. Final Fight (Arcade)
  45. Final Fight (Arcade)
  46. Final Fight 3 (Arcade)
  47. Final Fight 3 (Arcade)
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  49. Final Fight (Arcade)
  50. Final Fight (Arcade) Damno Boss
  51. Final Fight (Arcade)
  52. Final Fight (Arcade)
  53. Saturday Night Slam Masters (SNES) Game Manual Page 13
  54. Ring of Destruction Slam Masters 2 Haggar Super Move
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  56. Street Fighter V Arcade Edition SFV R. Mika Arcade Mode Ending
  57. Street Fighter V: A Shadow Falls
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  62. Super Street Fighter 4 Juri OVA
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  78. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
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  96. Final Fight (Arcade) Intro
  97. Final Fight 3 (Arcade) Intro
  98. Final Fight (Arcade) Intro
  99. Final Fight (Arcade) Intro
  100. Final Fight (Arcade) Intro
  101. Final Fight (Arcade)
  102. Final Fight (Arcade)
  103. Street Fighter 1 Fighter Defeated Cutscene
  104. Street Fighter 1 Ending
  105. Street Fighter 1 Minigame
  106. Street Fighter 1 Minigame
  107. Street Fighter VI Karate Minigame
  108. Street Fighter VI Karate Minigame
  109. Street Fighter VI Karate Minigame
  110. Street Fighter VI Scrap Heap Minigame
  111. Street Fighter VI Scrap Heap 2 Minigame
  112. Street Fighter 6 All Jump Animations
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  114. Street Fighter 2: Turbo Game Manual Page 10
  115. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  116. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  117. Street Fighter Alpha 3 Game Manual Page 8
  118. Street Fighter VI Training Tutorial
  119. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  120. Street Fighter V Perfect Parry
  121. Street Fighter 6 Perfect Parry
  122. Street Fighter V Stun Animation
  123. Street Fighter Series
  124. Street Fighter III 3rd Impact Game Manual Page 15
  125. Street Fighter VI Ball Block Blitz
  126. Street Fighter Alpha Game Manual page 4
  127. Street Fighter III 3rd Impact Game Manual Page 14
  128. Street Fighter IV Game Manual Page 12
  129. Street Fighter 6 Perfect Parry
  130. Street Fighter Alpha Game Manual page 4
  131. Street Fighter III 3rd Strike Game Manual Page 15
  132. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  133. Street Fighter VI Training Tutorial
  134. Street Fighter Alpha Game Manual page 7
  135. Street Fighter Alpha 3 Game Manual Page 12
  136. Street Fighter Alpha 3 Game Manual Page 12
  137. Street Fighter VI Training Tutorial
  138. Street Fighter VI Training Tutorial
  139. Street Fighter V F.A.N.G. Gameplay
  140. Street Fighter V F.A.N.G. Gameplay
  141. Street Fighter 6 World Tour Kimberly Cutscenes
  142. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  143. Street Fighter 6 World Tour Akuma Mastery
  144. Street Fighter IV Game Manual Page 12
  145. Street Fighter Alpha Super Combos
  146. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  147. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  148. Street Fighter IV Game Manual Page 16
  149. Street Fighter 6 World Tour Lily Hawk Cutscenes
  150. Street Fighter 6 World Tour Lily Hawk Cutscenes
  151. Street Fighter VI Training Tutorial
  152. Street Fighter V Movie: A Shadow Falls
  153. Street Fighter Alpha 3 Game Over/Bad Ending
  154. Street Fighter V Karin Story
  155. Street Fighter V Karin Story
  156. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  157. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  158. Super Street Fighter IV - Juri OVA
  159. Super Street Fighter IV - Juri OVA
  160. Super Street Fighter IV - Juri OVA
  161. Super Street Fighter IV - Juri OVA
  162. Street Fighter IV Game Manual Page 15
  163. Street Fighter IV Game Manual Page 16
  164. Ultra Street Fighter IV Ryu Move List
  165. Street Fighter IV Game Manual Page 15
  166. Ultra Street Fighter IV Ryu Move List
  167. Street Fighter IV Game Manual Pages 15-16
  168. Street Fighter IV Game Manual Page 16
  169. Street Fighter IV Game Manual Page 16
  170. Sakura Ganbaru!, Volume 1, Chapter 1
  171. Street Fighter V Official Online Manual
  172. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  173. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  174. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  175. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  176. Street Fighter V Menat Story Ending
  177. Winter Street, U.S.A. | Street Fighter III: New Generation
  178. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  179. Frosty Boulevard | Street Fighter V
  180. Holly Jolly Beatdown | Street Fighter V
  181. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  182. Volcanic Rim | Street Fighter IV
  183. Street Fighter III: 2nd Impact Akuma Move List
  184. Street Fighter V Kolin's Crtical Art
  185. Street Fighter Blanka Electricity
  186. Ultra Street Fighter IV C. Viper vs Dan
  187. Street Fighter V: A Shadow Falls
  188. Street Fighter V: A Shadow Falls
  189. Street Fighter V: A Shadow Falls
  190. Street Fighter V Movie: A Shadow Falls
  191. Street Fighter V Movie: A Shadow Falls
  192. Street Fighter V F.A.N.G. Gameplay
  193. Street Fighter V F.A.N.G. Gameplay
  194. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  195. Street Fighter V Necalli Story Mode
  196. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  197. Street Fighter VI Akuma Moveset
  198. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  199. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  200. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  201. Street Fighter V Menat Story Ending
  202. Final Fight (Arcade) Intro
  203. Saturday Night Slam Masters
  204. Ring of Destruction Slam Masters II
  205. Final Fight Revenge Mike Haggar Super Move
  206. Final Fight (Arcade)
  207. Final Fight (USA) Game Manual Page 9
  208. Final Fight (USA) Game Manual Page 9
  209. Final Fight (Arcade)
  210. Final Fight Revenge
  211. Ring of Destruction Slam Masters II
  212. Ring of Destruction Slam Masters 2 Haggar Super Move
  213. Final Fight Revenge Mike Haggar Super Move
  214. Final Fight Revenge Mike Haggar Super Move
  215. Final Fight (Arcade)
  216. Final Fight (Arcade)
  217. Final Fight Revenge
  218. Final Fight (USA) Game Manual Page 9
  219. Final Fight (USA) Game Manual Page 9
  220. Final Fight (USA) Game Manual Page 9
  221. Final Fight (USA) Game Manual Page 9
  222. Final Fight (USA) Game Manual Page 9
  223. Final Fight (USA) Game Manual Page 9
  224. Final Fight (USA) Game Manual Page 9
  225. Final Fight (USA) Game Manual Page 9
  226. Final Fight (USA) Game Manual Page 9
  227. Final Fight (USA) Game Manual Page 9
  228. Final Fight (USA) Game Manual Page 9
  229. Final Fight (USA) Game Manual Page 9
  230. Final Fight Revenge
  231. Final Fight Revenge
  232. Final Fight Revenge
  233. Final Fight Revenge
  234. Street Fighter VI Training Tutorial
  235. Street Fighter VI Training Tutorial
  236. Street Fighter VI Training Tutorial
  237. Street Fighter VI Training Tutorial
  238. Street Fighter VI Training Tutorial
  239. Street Fighter VI Training Tutorial
  240. Street Fighter VI Training Tutorial
  241. Street Fighter Alpha Game Manual page 4
  242. Street Fighter IV Game Manual Page 15
  243. Street Fighter IV Game Manual Page 16
  244. Street Fighter 6 Online Manual
  245. Street Fighter III Third Impact Game Manual Page 18
  246. Street Fighter IV Game Manual Page 12
  247. Street Fighter VI Online Manual
  248. Saturday Night Slam Masters (SNES) Game Manual Page 22
  249. Saturday Night Slam Masters (SNES) Game Manual Page 22
  250. Street Fighter V Website The Character Guides Character Guide 007: Mike Haggar
  251. Street Fighter V Website The Character Guides Character Guide 007: Mike Haggar
  252. Street Fighter V Website The Character Guides Character Guide 007: Mike Haggar
  253. Street Fighter Alpha 2 Ryu Arcade Ending
  254. Street Fighter Alpha 2 Ryu Arcade Ending
  255. Street Fighter Alpha 2 Ryu Arcade Ending
  256. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  257. Street Fighter IV Aftermath
  258. Street Fighter 4 - Intro: Chun Li
  259. Super Street Fighter 4 Juri OVA
  260. Super Street Fighter 4 Juri OVA
  261. Street Fighter V - E. Honda Arcade Mode Ending
  262. Final Fight Revenge Haggar Super Attack
  263. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  264. Street Fighter Alpha 3 Akuma Ending
  265. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  266. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  267. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  268. Street Fighter Alpha 3 OST Feel the Cool
  269. Street Fighter Alpha 3 OST Groan
  270. Street Fighter Alpha 3 Game Over
  271. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  272. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  273. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  274. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  275. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  276. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  277. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  278. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  279. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  280. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  281. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  282. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  283. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  284. Final Fight (Arcade) Damno Boss
  285. Final Fight (Arcade) Ending
  286. Final Fight (Arcade) Sodom Boss
  287. Final Fight (Arcade) Ending
  288. Final Fight (Arcade) F. Andore & G. Andore Boss
  289. Final Fight (Arcade) Ending
  290. Final Fight (Arcade) Edi.E Boss
  291. Final Fight (Arcade) Ending
  292. Final Fight (Arcade) Rolento Boss
  293. Final Fight (Arcade) Ending
  294. Final Fight (Arcade) Abigail Boss
  295. Final Fight (Arcade) Ending
  296. Final Fight (Arcade) Belger Boss
  297. Final Fight (Arcade) Ending
  298. Final Fight 2 (Arcade) Won Won Boss
  299. Final Fight 2 (Arcade) Won Won Boss
  300. Final Fight 2 (Arcade) Freddie Boss
  301. Final Fight 2 (Arcade) Bratken Boss
  302. Final Fight 2 (Arcade) Philippe Boss
  303. Final Fight 2 (Arcade) Rolento Boss
  304. Final Fight 2 (Arcade) Rolento Boss
  305. Final Fight 2 (Arcade) Retu Boss
  306. Final Fight 2 (Arcade) Retu Boss
  307. Final Fight 3 (Arcade) Dave Boss
  308. Final Fight 3 (Arcade) Dave Boss
  309. Final Fight 3 (Arcade) Callman Boss
  310. Final Fight 3 (Arcade) Caine Boss
  311. Final Fight 3 (Arcade) Wong Boss
  312. Final Fight 3 (Arcade) Stray Boss
  313. Final Fight 3 (Arcade) Black Boss