Job #154: Space Harrier's Moveset
It seems like Tankman "borrowed" some ideas from my original moveset in a old, closed support thread.
General Playstyle:
Harrier is a middle-heavyweight character due to his big laser cannon, but he can move fast on the ground (referencing how fast obstacles goes over in the series), has floaty jumps and good air mobility. His moveset focuses on zoning with his cannon's projectiles and close, powerful attacks such as his smashes and Side Special.
Much like Tails, NiGHTS and his fellow Fantasy Zoner, Opa-Opa in Battle of AGES. Harrier is able to air-dash in four directions and has a longer traveling distance thanks to his laser cannon's flight capabilities.
Neutral Attacks:
- Jab Combo: Harrier simply shoots a energy projectile from his cannon. This move can be spammed by holding the button.
- Forward/Back Tilt: Harrier can move around while shooting with his laser cannon and even move backwards. Same as Jab Combo, Mega Man's Side Tilt and Banjo's Breegull Blaster, but weaker.
- Up Tilt: Harrier swings his cannon upwards in an arc.
- Down Tilt: While crouching, Harrier slightly shoots directly in-front of him, causing a small explosion. Similar to Samus's.
- Dash Attack: Harrier dashes forward with a headbutt by using his laser cannon.
Smash Attacks:
- Side Smash: Harrier charges up his cannon and then shoots a short-ranged plasma ring projectile, which is based on one of the enemies.
- Up Smash: Harrier raises his cannon upwards and then releases five powerful flame bursts, akin to Samus'.
- Down Smash: Harrier summons two Idas at both sides of himself, and they then slams down onto the ground at the same time. Meteor-smashes aerial opponents.
Air Attacks:
- Neutral Air: Same as Jab Combo. Harrier can slightly glide on the air like Peach, though it only applies here.
- Forward Air: Harrier swings his cannon vertically downwards in-front of him. Acts as a meteor-smash.
- Back Air: Harrier uses his cannon's boost to back-fire behind him, propeling himself forwards a bit.
- Up Air: Harrier aims his cannon upwards and unleashes a series of energy bursts above him in a quick succession. Same as Mii Gunner's.
- Down Air: Harrier performs 4 subsequent stomps below himself. Similar to Snake's, but has less range.
Grab/Throws:
- Grab/Pummel: Harrier grabs an opponent with one hand and then attacks them with a headbutt.
- Forward Throw: Harrier drags an opponent across the ground a short distance as he flies with his cannon, before throwing them forward. Same as Ridley's Side Special (Space Pirate Rush).
- Back Throw: Harrier throws an opponent backwards and then shoots a laser beam to send them flying away further.
- Up Throw: Harrier flies up high while performing a shuttle loop, before slamming an opponent down onto the ground. Works same as King K. Rool and Kirby's.
- Down Throw: Harrier simply slams the opponent on the ground with his cannon and then releases a close-range explosion.
Special Moves:
- Neutral Special: Lock-On - Harrier aims his cannon forward and shoots a few laser beams, doing chip damage unlike his Jab Combo/Forward-Back Tilt/Neutral Air. Shots will miss if an opponent is outside the reticle even if they overlap them. Based on how Harrier attacks in the PS2 remake and works similar to Palutena's Autoreticle.
- Side Special: Komainu Barrier Rush - Harrier summons dog-like creatures called Komainus as they form a barrier in-front of him and he rushes forward. Same as Banjo's Wonderwing, but not limited, doesn't have super armor and has bigger endlag. Based on the new mode included in the SEGA AGES port on Nintendo Switch.
- Up Special: Flight - Harrier uses his laser cannon to fly freely around for a few seconds (up to 10), able to shoot energy projectiles similar to his Jab/Side Tilt/Neutral Air while doing so, even though he can't turn around. Similar to R.O.B.'s Up Special.
- Down Special: Flash Bomb - Harrier summons a Flash Bomb from the PS2 remake and activates it, summoning a light-like explosion around him which stuns opponents within range. A explosion's damage depends on an opponent's position, with the highest being right at a epicenter. Unlike other projectiles, it cannot be absorbed or reflected, but considering it's power, the move has a long cooldown period (10 seconds) before Harrier can use it again.
- Final Smash: Dragon Rider - Uriah flies besides Harrier, who hops on him as he rides forward across the stage and hits an opponent(s). If it connects, opponents will be sent flying into Dragon Land with a bunch of trees as Uriah quickly flies towards them while breathing fire (like Dark Uriah shooting projectiles in Space Harrier 3-D) with Harrier riding on him, destroying trees in a quick succession and hitting opponents so powerfully they're sent back to the stage.
Others:
Aesthetics:
Harrier's default design is based on
Ken Sugimori's artwork from SEGA 3D Fukkoku Archives' box-art on the Nintendo 3DS. His palettes reference his evil counterpart
Dark Harrier,
a outfit from Space Harrier II (all red/white),
Mammoth (orange/brown),
Uriah (white/grey),
a fighter jet to reference the game's origins (grey/black; which also references the Ida enemy) and Opa-Opa (green shirt/blue lines, red pants/yellow lines, blue glasses & yellow boots).
His final outfit will not change a palette, but rather has him sporting a full red suit/outfit he used in the
SEGA Ages version's box-art on PlayStation 2.
Harrier has a unique shield, in which he uses a
Bit shield power-up from the PlayStation 2 remake, much like Yoshi's egg shield in Smash.
When KO'd/defeated, Harrier will shout out his
infamous death scream when he loses a life in his home series. While respawning, the "
Get ready!" sound effect will play out.
Entrance Animation: Harrier quickly flies towards the stage with his laser cannon at fast speeds and lands straight onto the ground with his feet, assuming his idle/fighting stance as a voice shouts "
Welcome to the Fantasy Zone! Get ready!" plays during the animation, straight borrowed from the original arcade game.
Taunts:
If Harrier performs any taunt after KO'ing an opponent, a voice will shout "You're doing great!"
Taunt 1: Harrier stands up straight and then leans his cannon on the ground as he adjusts his glasses while they shine, before returning to his idle stance.
Taunt 2: Two Komainus appear and flies around Harrier for 2 seconds as he looks at them, before they disappear. Rarely, Opa-Opa will appear instead of them.
Taunt 3: Harrier faces at the camera and gives a peace sign, as he performs a pose similar to one in
Space Harrier II's cover on SEGA Mega Drive/Genesis.
Victory Theme: A
short remix of the main theme (done similarly like in Daytona USA, which plays when a player enters "S.H" as their initials after finishing the race)
Victory Animations:
Victory 1: Harrier is seen running on-screen as Uriah flies by and he hops into his head, flying away off-screen. Based on the
original arcade game's ending after completing a final stage.
Victory 2: Harrier is seen sitting on Dom's shoulder, waving at the screen as Mammoth next to Dom makes a triumphing sound, stomping the ground with it's foot. Based on the
original arcade game's title screen.
Victory 3: Idas are seen floating around before Harrier flies on-screen, destroying them by using his laser cannon. He then lands on the ground and raises it into the air in triumph.