Sailor Moon S/Sailor Mercury: Difference between revisions

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== Character Overview ==


N/A
Strengths:
• N/A
Weaknesses:
• N/A
== Strategy ==
(None)
== Movement ==
{{SVG-Move
|image=
|caption=
|attack=Shadow Dash<br />[[Image:MercuryDash.png|100px|link]]
|data=
{{SMS-Data
|description=
(none)
}}
}}
== Throws ==
{{SVG-Move
|image=
|caption=
|attack=Grand Remover Kick<br />[[Image:MercuryT1.png|100px|link]]
|data=
{{SMS-Throw
|range=
|damage=
|techable=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Strong Wind Break<br />[[Image:MercuryT2.png|100px|link]]
|data=
{{SMS-Throw
|range=
|damage=
|techable=
|description=
(none)
}}
}}
== Normal Attacks ==
{{SVG-Move
|image=
|caption=
|attack=Standing Light Punch<br />[[Image:MercurySLP.png|100px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Standing Hard Punch<br />[[Image:MercurySHP.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Standing Hard Punch (Close)<br />[[Image:MercurySHPC.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Standing Light Kick<br />[[Image:MercurySLK.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Standing Hard Kick<br />[[Image:MercurySHK.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Crouching Light Punch<br />[[Image:MercuryCLP.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Crouching Hard Punch<br />[[Image:MercuryCHP.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Crouching Light Kick<br />[[Image:MercuryCLK.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Low.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Crouching Hard Kick (Slide)<br />[[Image:MercuryCHK.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Low.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Jumping Light Punch (Vertical)<br />[[Image:MercuryJLP.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Jumping Light Punch (Moving)<br />[[Image:MercuryJLP.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Jumping Hard Punch (Vertical)<br />[[Image:MercuryJHP.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Jumping Hard Punch (Moving)<br />[[Image:MercuryJHP.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Jumping Light Kick (Vertical)<br />[[Image:MercuryJLK.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Jumping Light Kick (Moving)<br />[[Image:MercuryJLKM.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Jumping Heavy Kick (Vertical)<br />[[Image:MercuryJHK.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Jumping Heavy Kick (Moving)<br />[[Image:MercuryJHKM.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
== Special Attacks ==
{{SVG-Move
|image=
|caption=
|attack=Diving Gaia Crash (LK)<br />[[Image:MercurySP1LK.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=Diving Gaia Crash (HK)<br />[[Image:MercurySP1HK.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:High.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=World Shaking (LP)<br />[[Image:MercurySP2LP.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SVG-Move
|image=
|caption=
|attack=World Shaking (HP)<br />[[Image:MercurySP2HP.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
== Desperation Attack ==
{{SVG-Move
|image=
|caption=
|attack=Destructive Carnival<br />[[Image:MercuryD.png|140px|link]]
|data=
{{SMS-Data
|guard=[[Image:Mid.png|link]]
|startup=
|active=
|recovery-whiff=
|recovery-hit=
|hitstun=
|advantage=
|damage=
|description=
(none)
}}
}}
{{SMS_Nav}}
{{GenPgNav}}
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLDDDDDDDDDDDDDDDDDDDDD:
Dai Ranking: A
Dai Ranking: A



Revision as of 10:42, 11 October 2018


  This page is directly from another document.

It will need to be modified to match standard formatting.
This information is used with permission from DaiAndOh and can be found in full at this Google Document.


Sailor Mercury
link
Full name Ami Mizuno
Age 15
Height 163.7 cm
Blood type A
Hometown Azabu-Juuban, Minato-ku, Tokyo, Japan
Likes Reading
Dislikes Love letters, Yellow-Tail Tuna
Special skills Calculating

Colors

Player 1
Player 2


Character Overview

N/A

Strengths: • N/A

Weaknesses: • N/A

Strategy

(None)


Movement

Shadow Dash
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip

(none)


Throws

Grand Remover Kick
link
Range Damage Techable Advantage

(none)


Strong Wind Break
link
Range Damage Techable Advantage

(none)


Normal Attacks

Standing Light Punch
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Standing Hard Punch
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Standing Hard Punch (Close)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Standing Light Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Standing Hard Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Crouching Light Punch
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Crouching Hard Punch
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Crouching Light Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Crouching Hard Kick (Slide)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Jumping Light Punch (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Jumping Light Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Jumping Hard Punch (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Jumping Hard Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Jumping Light Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Jumping Light Kick (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Jumping Heavy Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Jumping Heavy Kick (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Special Attacks

Diving Gaia Crash (LK)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Diving Gaia Crash (HK)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


World Shaking (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


World Shaking (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Desperation Attack

Destructive Carnival
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link

(none)


Sailor Moon S
Sailor Chibi Moon Sailor Jupiter Sailor Mars
Sailor Mercury Sailor Moon Sailor Neptune
Sailor Pluto Sailor Uranus Sailor Venus
List of Fighting Games
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OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLDDDDDDDDDDDDDDDDDDDDD: Dai Ranking: A

Special Moves

Shabon Spray Charge ,+

LP version functions like Guile's Sonic Boom, a charge projectile with little recovery time so you can walk with it. Tick throwing with it might be hazardous against characters with powerful guard cancels. HP version travels faster but Mercury has more recovery time.

Aqua Mirage +

Tornado projectile which travels mostly vertically. Startup invincibility guarantees this move will come out, it can beat jumpers from far away, or used to lock down the corner fairly safely from close range.

Reverse Break Step +

Mercury does a handstand and spins around. Some invincibility on it, but watch out for spaced lows.

Walljump Near a wall, , or

Mercury jumps off the wall like Chun Li. Can be useful for escaping certain situations.

Super

Water Bullet +

Mercury leaps into the air feet first off the screen. Kind of slow to start up, does huge damage like most supers if you catch them jumping. Watch for chip kills too.

Strategy

Mercury has the fastest walk speed in the game by far! This, in addition to her projectiles and wall jump gives her a wide variety of approaches. When you're finally in there, pressure your opponent between your normals and projectiles. In addition, Mercury should incorporate throws into her corner offense as well, her walk speed, sonic boom, and the general effectiveness of throws in this game are too good not to.

Mercury’s not one of the best while under pressure, handstand spin is vulnerable to the long range sweeps of this game. However, smart use of it and backdash guard cancels will open up opportunities to wall jump out of corners. Mercury’s walk speed is amazing by itself in neutral, between that and having a sonic boom, she can pick her spots to overcome zoning.

Data Arsenal