Sorry for the double post.
As I have been challenged by Smash Daddy to make Haar's moveset in 3 hours, so here it is.
Starting Time 8:30
Finishing Time: 11: 22
Results: Success
Haar
This wallpaper shows Haar and Jill with their respective wyverns.
http://serenesforest.net/media/wall/wp_j.jpg
Story:
Haar of Daein is widely considered to be among the greatest characters in Fire Emblem, both in appearance and functionality (albeit he is only of great use in Radiant Dawn). Haar is a lazy man, never able to resist the chance to sleep even on the battlefield. Despite this, he and his wyvern are without equal in the skies. With his axe and trusty wyvern, Haar is a force to be reckoned with.
Playstyle:
Haar revolves around emphasizing on powerful attacks and a great air game. His comboes aren't exactly the best in the world, but moves like Stun help with it.
Haar's problems lie in a bad defensive game brought on by his great size and lackluster dodges. He can also be shield-poked easily. His high weight helps offset this.
Once he gets over 100% maintain Wrath and give your opponent hell. You aren't that far from death, but you can sure make your opponents feel the hurt while your still standing... err flying.
Unique Mechanics:
Nap-
Haar can not resist sleeping on the job. Simply stay still for 2 seconds, and Haar will doze off, gaining 1% health per second. During this, you are free to fly the wyvern slowly (walking speed), but you cannot do anything else. Simply press A or B to snap out of it.
Stats:
Size- Very Large
Haar is the largest character in the game while mounted on his wyvern. He may not make Ridley look small, but he dwarfs Bowser.
Weight- Very Heavy
As you can imagine, his wyvern and armor make him very heavy, easily the heaviest character in the game.
"Walking" Speed- Slow
Haar's wyvern doesn't fly fast while Haar lazily dozes off.
"Dashing" Speed- Above Average
Haar's wyvern isn't setting any speed records, but its atleast faster than characters like Link.
Average Attack Speed- Below Average
Haar's biggest flaw in both of his games was a slight lack of speed. He isn't nearly as slow as the typical heavyweight, but he is about on par with Adult Link.
Average Attack Reach (Excluding Projectiles)- Variable (about Average I suppose)
Haar's axe may be long, but the height of his wyvern actually offsets him when against ground enemies.
Average Attack Power- High
As you can imagine from an axe user, he is going to be powerful. His wyvern also packs one hell of a punch. His power level may not be over 9000, but its well above the majority of the cast.
Number of jumps- 5
Haar's wyvern has no problems at all in the air.
Jump Distance- Below average
Its not really bad, but its not great. With 5 jumps, Haar will still have a lot of recovering ability.
Falling Speed- A bit slow
Haar has a pretty respectable air game, as you would imagine.
Recovery- Great
Recovering shouldn't be a problem when you are a dragon rider, right?
Final Smash- 4/5
Its powerful but predictable.
Traction- Unaffected
Haar's wyvern won't be touching the ground much, if at all. This naturally gives him a 0% chance to trip.
Dodges- Poor
As big as that dragon is, he has some trouble avoiding hits.
Crouch- No
Wall Jump- No
Wall Cling- No
Crawl- No
Glide- Yes
Specials:
Neutral B- Cancel
Haar's wyvern swoops down as he swings his axe. The hitbox of the move involves a sweetspot and a sourspot (the sourspot being the wyvern and the sweetspot being Haar's axe). Foes hit by this move will have their current action canceled and will be stuck in lag for about half a second. This move has great reach. The lag is rougly 1/3 a second on each end.
You won't be able to chain this on your foe, but its useful for annoying and interrupting your opponent. This move deals 5% damage and no knockback, with an additonal 2% if you sweetspot.
Side B- Hand Axe and Javelin
Much like Link's boomerang, Haar throws his hand axe. It travels about 1/3 the distance of Final Destination before returning back to him. The axe travels at the same speed as Link's boomerang. Unlike Boomerang, Haar loses his primary method of attack while using this, reducing him to mostly moving and wyvern attacks. If you use this move a second time before the boomerang returns, Haar will throw a Javelin, which travels at a high arc before spiraling downwards and traveling about 1/4th of Final Destination, mainly only good as anti-air fodder. The Javelin flies at a pretty average projectile speed. This move has below average lag on both ends. Both the axe and the javelin deal 5% and decent knockback.
Up B- Stun
You were really expecting this to be the Final Smash, right? Haar's wyvern performs a shuttle loop similar to Metaknight, but with about 1.5x the diameter of Shuttle Loop, and returns to its original location. There is no auto-glide after this, unlike Shuttle Loop, but it doesn't leave you helpless, allowing you to use this as an air game staple. Additionally, if your wyvern hits the edge while shuttle looping, Haar will fly onto the stage instead of returning. This has low lag on both ends. This move deals no knockback but stuns the opponents hit by it for about 1.25 seconds and deals 7% damage.
Down B- Counter Gamble -> Wrath
You were expecting Counter weren't you? Sorry to dissappoint.
When used while under 100% damage, Haar will activate Gamble. For 10 seconds, Haar's attacks will have a 50% chance to miss (regardless of whether they would normally hit the enemy or not) but in return the other 50% is critical. When Haar manages to critical, the attack deals double damage.
When Haar gets to 100% damage or higher, the move becomes Wrath. When Haar uses this, he does not lose any accuracy, but he still gains the 50% chance to critical, dealing double damage when he does.
This move has no lag being more of a state of mind than an actual move. A red flash on the ground below Haar's wyvern indicates that Wrath has been used.
Normal Attacks:
A- Axe Swoop
Haar's wyvern swoops down to put Haar in a good place to swing his axe. Haar swings his axe down, dealing 3% and decent knockback. This move has enough hitstun to get in a second fast attack. This has great reach. A bit slow for a neutral A combo starter, but its not a slow attack. Great priority.
A,A- Second Swing
Haar follows up that first axe swing with a second identical one, dealing another 3% and decent knockback. This is used to take advantage of the last hit's hitstun and deal additional damage to the foe. Low hitstun, so don't expect any additional hits. Great reach. Much faster than the first hit due to the wyvern not having to swoop down. Great priority.
Dash Attack/Glide Attack- Swoop
This move is similar to Stun visually. Haar's wyvern performs a barrel roll, going a distance forwards, then swooping upwards and finally returning to his original location. This is fast and predictably has a great hitbox, reaching as far as the average dash attack but also hitting above him. This only deals 6% and decent knockback. This has great priority. This move serves both as Haar's dash attack and his glide attack.
Tilts:
Forward- Headbutt
Haar's wyvern rams its head forwards quickly. The hitbox is the wyvern's head, giving it fairly average reach. This has fairly low lag on both ends. Deals 7% and decent knockback. Surprisingly low priority.
Up- Axe Throw
Haar throws his axe up in the air. It travels about 1 bodylength above Haar while spinning and continues to spin 3 times in place before falling back down to him. This has a duration of roughly 1 second, making it very punishable if it misses, but the beginning lag of the move is very low and the reach is excellent. If someone hits the axe, they take 5% and very knockback. Due to the low knockback of the move, opponents can be struck by all 4 of the hits of this move (one being the initial throw and the other 3 being the midair spins), taking up to 20% damage, but DI can get you out of this attack easily. Great for guarding against aerial attacks.
Down- Spin
Haar's wyvern spins around 360 degrees, dragging its tail across the ground. This move has great reach and low lag on both ends. This only deals 3% damage and no knockback, but the priority of the move is high and it trips foes hit by it.
Smashes:
Forward Smash- Fang
Face the fangs of Haar's wyvern! The wyvern extends it neck forward and clamps it jaw closed, making a new world record for biting pressure. The bite doesn't happen until the maximum distance of the move has been reached, but while extending its neck, it pushes foes forwards into the biting spot. This move is slow even for a smash having about average beginning lag, a fairly long duration, and average ending lag. The move has great reach and high priority (the priority is only applicable when the bite occurs). Deals 13...18% damage and high knockback.
Up Smash- Wings
A simple upwards swing of the wyvern's wings, similar to Charizard's Up Smash. This is the fastest of Haar's smashes having fairly low lag on both ends. The reach is ok, but nothing special. A bit above average priority-wise. This deals 10...14% damage and good knockback.
Down Smash- Slam
Haar's wyvern flies about 3 bodylengths upwards and then dives downwards very fast, slamming down on the ground with huge impact. This has a huge hitbox under Haar's wyvern, particularly when it hits the ground, as it creates shockwaves on both sides that reach about a stage-builder block on each side. This is the slowest of Haar's smashes by far, despite having low beginning lag and average ending lag, due to its long duration of about a second. Haar has super armor frames while flying upwards. High priority. This deals 15....20% damage and high knockback. Definitely a great move for killing enemies... if they actually fall for it.
Aerials:
Nair- Wing Slam
The wyvern roars and turns towards the players as it slams its wings on both sides of itself. Above average lag on both ends but great reach and priority. Deals 10% damage and great knockback.
Fair- Axe Slam
Haar's wyvern flies about 1.5 bodylengths upwards and then dives down to the original location fast. Haar swings his axe fowards while this happens, creating a large swiping hitbox. The trail of the axe is colored red but this doesn't actually linger unlike what the visual suggests. Great reach and priority. This move is slow, but much faster than the related down smash. Haar has super armor while the wyvern flies upwards. Deals 13% damage and great knockback. Again, a great move for killing enemies if they fall for it.
Bair- Flap
Haar's wyvern flaps its wings, releasing a powerful burst of wind behind it. This acts like a the FLUDD, pushing foes a good distance away without actually hurting them and leaving them helpless if they were in a helpless state when hit by it. Low lag on both ends. Great reach. Is priority really even applicable on a move like this? This has 2 primary uses. Its a great move for protecting Haar from rear attacks and it can also serve as an edgeguard, particular when reverse-aerial-rushed (RAR'd).
Uair- Clamp
An upwards aerial version of Fang (F-Smash). This is fast in comparison still having average lag on both ends, but not having the long duration. The reach is the same as the F-Smash (just upwards instead of forwards). Great priority. Deals 12% and great knockback. A superb move for killing.
Dair- Dive
Acts similar to Down Smash, though naturally its not going to have as much lag, as Haar is already in the air. Haar's wyvern rapidly descends heading for the ground. While it travels downwards, the first opponent caught in its path will be caught in its mouth and dragged down with it (making for a potential Haarside). Any other foes will take 7% and decent knockback. When and if the wyvern hits the ground, it creates a large shockwave similar to the D-Smash and deals an impressive 13% and high knockback to the foes in its hitbox as well as the foe the wyvern caught in its jaws (if it did catch someone). This move has a variable duration, of course, but it has low beginning lag. The ending lag is pretty punishable.
Miscellanious Attacks:
Get Up Attack- N/A
The wyvern can't be tripped or knocked down.
Ledge Attack- None
Haar will not grab the ledge, but rather go directly onto the stage.
Grabs/Throws:
Grab- Claw
The wyvern reaches its claws forwards and pins the foe to the ground. Great reach for a grab, but slow.
Grab Attack- Nibble
Isn't that wyvern cute? It aint so cute when its nibbling on the pinned foe, dealing 2% damage for each second that foe is grabbed.
F Throw- Claw Throw
The wyvern stands nearly up-right and picks the foe up with its claws. It then throws them forwards. Pretty amazing for something without opposable thumbs right? Deals 6% and great knockback.
B Throw- Push
The wyvern has grown bored of its catch. It swipes one claw downwards and back, sending the foe skidding across the ground behind the wyvern. Deals 8% and decent knockback.
U Throw- Devour
The wyvern clamps its jaws on the opponent, tosses them up into the air, and catches them in its mouth. The foe disappears, apparently swallowed by the dragon-like beast. FATALITY! A second later, a rumbling is heard and the wyvern spits up its foe sending them flying forward. Deals 10% and high forwards knockback. Huge duration, so quite punishable in team matches.
D Throw- Tail Slam
The wyvern releases its foe from the grip of its claws, but before they have time to react it slams its tail into them. This deals no knockback but an impressive 12% damage.
Final Smash:
Double Stun-
Jill flies in ready to help Haar
.
Haar's wyvern very quickly flies to the left of the stage and Jill appears on the right of the stage. They both then fly horizontally towards the center, turning upwards as they reach the middle. They fly towards the top of the screen. The Final Smash forms a giant _l_ shape. Foes struck by either Haar or Jill will take 30% damage and high knockback, as well as being stunned for 7 seconds. Potentially an awesome killing move as it knocks foes a great distance and prevents them from recovering for 7 seconds, but its also very predictable. Duration is about 2 seconds.
Taunts:
Up- Roar
The wyvern roars furociously.
Side- Calm Down
The wyvern starts to growl, but Haar's pats it and says "Relax." It obeys him.
Down- Yawn
Haar yawns and says "This fight bores me."
Lose Pose:
The wyvern is KO'd on the ground. Haar is already fast asleep, apparently not disappointed at all.
Victory Pose:
Up- Excited?
The wyvern roars and Haar, half-yawning, says "Looks like we won."
Side- Sleepy Time
Haar dozes off and falls asleep. He must have been really into the fight.
Down- Jill
Haar falls asleep just like in the side pose. Jill appears and slaps him, saying "Wake up, lazy."
Pros:
Heaviest character in the game.
Great air game.
Bair is potentially good for gimping.
Unaffected by traction and cannot trip.
Gamble and Wrath are useful for increasing damage.
Hand Axe and Javelin are decent projectiles.
No lack of killing moves.
Has some ways of racking damage.
Great recovery.
Powerful Final Smash.
Can recovery energy via Nap.
Cons:
Largest character in the game by far.
Most moves are quite slow.
Gamble is very risky.
Alot of moves tend to be predictable.
Final Smash is quite easy to avoid.
Has a difficult time defending himself.
Extras:
Universe:
Fire Emblem: Path of Radiance
Fire Emblem: Radiant Dawn
Universe Symbol:
The FE sword symbol.
To Unlock:
Pause the game for one hour or more during a match. Feel free to take a nap during this time. You must defeat Haar after the match ends.
Or
Have him join your party in the SSE.
Unlock Message:
Haar, the lazy rider of Daein, has joined the Brawl. He may be to tired to fight though.
Wii-Mote Sound:
Haar says "5 more minutes...."
Stage:
Elincia's Gambit-
This is really the name of the chapter, not the location. It takes place in a fort near the Capital (I can't remember the fort's name at the moment.) Unfortunately for the players in this fight, another battle is occuring at the moment. The rebel Crimeans are attacking their own queen and you are caught right in the middle of it all. You fight in the courtyard.
This stage features a simple, Final Destination like layout. It is not tournament legal, however, as soldiers will frequently join the fight. They are annoying but not hard to defeat.
The soldiers consists of the following:
Soldier- A standard battlefield soldier with average stats all around. Wields a lance.
Halberdier- An upgrade to the soldier with increased damage and knockback potential.
Knight- Slow moving but heavy. They can take a lot of abuse. Their lances are far reaching but deal only average damage.
General- An upgrade of the knight. They are larger and heavier. They attack with lances that are slow and far reaching but deal good damage and knockback.
Archer- A weak archer with projectile attacks. Light and easy to beat.
Sniper- An upgrade to the archer. Deals better damage. Still light and easy to defeat.
Mage- Uses slower, more powerful projectiles. Really light and easy to kill.
Sage- An upgrade to the mage. Knockback and damage of its magic is buffed.
Myrmidon- A fast swordsman that deals weak damage. Light and easy to defeat.
Swordmaster- An upgrade to the swordsman. Damage and knockback is increased. Still light and easy to defeat.
Priest- An easy to kill healer. Only real purpose is to heal other soldiers. They can perform very weak counterattacks with their staves. Extremely easy to defeat.
Music:
http://serenesforest.net/fe10/sound.html
Enjoy.
Items:
Vulnerary- Heals for 20% upon pickup.
Elixir- Heals the user completely after the next attack they suffer.
Mine- Works similar to Snake's mine. Deals 10% and no knockback but stuns the victim for 3 seconds.
Light Rune- Temporarily forms a spot that noone can step on.
Trophies:
Haar- A lazy wyvern lord from Begnion. His platoon moved to Daein following corruption in the Begnion government. The platoon was mostly destroyed by Ike's army, but he and Jill survive. They hold no grudge towards Ike and actually aided him in the war against Daein's king.
Jill- A young girl, probably about 16 years old. Her full name is Jill Fizzart. She is the daughter of the leader of the platoon that she and Haar once belonged to. Like the rest of the platoon, she is a wyvern rider. After the Mad King's War, she and Haar lived together and started a delivery business (hint hint).
Ike- The Hero of Crimea and the leader of the Greil Mercenaries. He wields the mighty Ragnell and fights for his friends.
Marth- The prince of Aritia. Marth must defeat the Dark Dragon, Medius with his sword, Falchion.
Elincia- The queen of Crimea. Elincia is kind and tries to build a great relationship between her nation and the laguz.
Lucia- The queen's best friend. They are closer than must sisters. She is loved by Bastian, but doesn't return his affections.
Geoffery- Lucia's brother and a friend of the queen. He is the commander of Crimea's Royal Knights and is rumored to have a secret affair with the queen.
Tibarn- Leader of the Hawk Laguz country of Phoenices.
Naesala- King of the Raven Laguz country of Kilvas. He is greedy and caniving, seeming to have no real heart.
Caneighis- King of the beast nation of Gallia. He is a mighty red lion.
Skrimir- Nephew of Caneighis. He is a powerful and arrogant red lion.
Giffca- The shadow of King Caneighis, so to speak. He is his loyal guard. He is a mighty black lion.
Nailah- Queen of the Wolf nation of Hatari. She is a skillful white wolf.
Dheginsea- King of Dragons. A mighty and stubborn black dragon who has lived for hundreds of years.
Reyson, Leanne, and Rafiel- The last three herons. They are all royals and possess the power to empower people with song.
Micaiah- This young girl leads the Dawn Brigade against Begnion. She has many strange powers.
Sothe- Micaiah's closest friend and stalker. He is a talented thief.
Pelleas- Prince of Daein. He is inexperienced as a ruler but would do anything for his nation.
Izuka- A scheming eccentric old man who could try the patience of a stone.
Sanaki- The young Empress of Begnion. Also called The Apostle.
Sephiran- Prime Minister of Begnion. His influence in Begnion is second only to Sanaki's.
The Black Knight- A mysterious figure who was once one of Daein's four riders. He murdered Ike's father.
Assist Trophy:
Jill-
Jill flies in and performs the Stun move, this time making a large version of the symbol for infinity (a sideways eight) on the field. Deals 30% damage, high knockback, and 3 seconds of stun if it hits someone.
Event Matches:
#10- Tired Knight
Haar is supposed to deliver a package, but he is tired. To make things worse, he is under attack.
Playable Characters- Haar
Details-
This is a pretty easy event match. You are assaulted by wyvern knights that wield lances or axes. They are a lot weaker than Haar and shouldn't be that hard to beat. This is a straight-forward side-scrolling level.
Boss:
Izuka will pay for betraying Daein and creating the Feral One potion.
Attacks:
Summon-
Izuka summons a laguz spirit. They come in multiple types:
Dragon- The strongest of Laguz. They are slow and attack with fire breath (10% damage). It takes 50% damage to bring one down.
Tiger- A strong beast. It is fairly slow and attacks with fangs and claws (7% damage). It takes 25% damage to bring one down.
Cat- A fast and weak laguz. It is quick and attacks with fangs and claws (3% damage). It takes 25% damage to bring one down.
Hawk- A strong bird laguz. It is quick and attacks with its talons. (5% damage). It takes 20% damage to bring one down.
Raven- A quick bird laguz. It is quick and attacks with its beak (3% damage.) It takes 15% damage to bring one down.
Balberith-
The most powerful dark magic spell.
A glowing area appears under you. Move out of the way quickly to avoid it. 10....30% damage and Average....Very High Knockback.
Rewarp-
Izuka teleports to a random location on the field.
Fought In- A Swamp (layout is just like Final Destination)
Size- Human Size
Mobile- No (except for Rewarping)
Difficulty- 4/5
Subspace Emissary Role:
To be revealed.