Sailor Moon S/Sailor Mercury: Difference between revisions
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Kankanmikan (talk | contribs) (Reformat most of the page to incorporate new categories with old information.) |
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|dislikes=Conflict, loneliness, accidental j.LP | |dislikes=Conflict, loneliness, accidental j.LP | ||
|skills=She is smart and fast girl - also very good with computers and technology. | |skills=She is smart and fast girl - also very good with computers and technology. | ||
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{{SMS-Data | {{SMS-Data | ||
|description= | |description= | ||
Mercury jumps off the wall like Chun Li. Can be useful for escaping certain situations. | |||
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10F:Guaranteed action, Chip: 2 | 10F:Guaranteed action, Chip: 2 | ||
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. | |||
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15F:Guaranteed action, Chip: 2 | 15F:Guaranteed action, Chip: 2 | ||
Travels faster but Mercury has more recovery time. | |||
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|description= | |description= | ||
1~8F, 34~42F:Invincible, 44~47F:able Guard and Crouching Action, Chip 1X7 | 1~8F, 34~42F:Invincible, 44~47F:able Guard and Crouching Action, Chip 1X7 | ||
Mercury does a handstand and spins around. Some invincibility on it, but watch out for spaced lows. | |||
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|description= | |description= | ||
1~12F, 59~60F:Invincible, 62~67F:able Guard and Crouching Action, Chip: 3X15 | 1~12F, 59~60F:Invincible, 62~67F:able Guard and Crouching Action, Chip: 3X15 | ||
Mercury does a handstand and spins around. Some invincibility on it, but watch out for spaced lows. | |||
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|description= | |description= | ||
1~6F:Invincible, 7F:Guaranteed action, Chip: 3 | 1~6F:Invincible, 7F:Guaranteed action, Chip: 3 | ||
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. | |||
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|description= | |description= | ||
1~10F:Invincible, 11F:Guaranteed action, Chip:3 | 1~10F:Invincible, 11F:Guaranteed action, Chip:3 | ||
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. | |||
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|description= | |description= | ||
Chip: 12 | Chip: 12 | ||
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. | |||
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==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. | |||
== Match-ups == | |||
• '''Vs. Sailor Moon''' | |||
• '''Vs. Sailor Mercury''' | |||
• '''Vs. Sailor Mars''' | |||
• '''Vs. Sailor Venus''' | |||
• '''Vs. Sailor Jupiter''' | |||
• '''Vs. Sailor Chibi Moon''' | |||
• '''Vs. Sailor Uranus''' | |||
• '''Vs. Sailor Neptune''' | |||
• '''Vs. Sailor Pluto''' | |||
== | == Colors == | ||
{{ColorSwaps | |||
|P1-Palette=[[Image:MercuryC1.png]] | |||
|P2-Palette=[[Image:MercuryC2.png]] | |||
}} | |||
== | == Frame Data == | ||
[[Image:MercuryFrameData.jpg]] | |||
== | == External Links == | ||
A lot of this information is out of date, so please tread with caution and cross-verify information. Roughly ordered by level of practicality/difficulty from most practical/least difficult to least practical/most difficult to perform in a match. | |||
[ | * [https://docs.google.com/document/d/1dcR-1U_v5w1OYKpgSqbU-KcUwcsh_MV1g9AaN8C2LCU/edit#heading=h.5rrego76naod Basic Mercury primer] by DaiAndOh | ||
{{SMS_Nav}} | {{SMS_Nav}} | ||
Revision as of 23:28, 16 January 2020
Character Overview
N/A
Strengths: • N/A
Weaknesses: • N/A
Strategy
(None)
Movement
| Triangle Jump |
|---|
Throws
| DDT |
|---|
| Air Throw |
|---|
Normal Attacks
| Standing Light Punch |
|---|
| Standing Hard Punch |
|---|
| Standing Light Kick |
|---|
| Standing Light Kick (Close) |
|---|
| Standing Hard Kick |
|---|
| Standing Hard Kick (Close) link |
|---|
| Crouching Light Punch |
|---|
| Crouching Hard Punch |
|---|
| Crouching Light Kick |
|---|
| Crouching Hard Kick |
|---|
Jumping Light Punch (Vertical)
|
|---|
Jumping Light Punch (Moving)
|
|---|
Jumping Hard Punch (Vertical)
|
|---|
Jumping Hard Punch (Moving)
|
|---|
Jumping Light Kick (Vertical)
|
|---|
Jumping Light Kick (Moving)
|
|---|
| Jumping Heavy Kick (Vertical) |
|---|
| Jumping Heavy Kick (Moving) |
|---|
Special Attacks
| Bubble Spray (LP) |
|---|
| Bubble Spray (HP) |
|---|
| Reverse Break Step (LK) |
|---|
| Reverse Break Step (HK) |
|---|
| Mercury Aqua Mirage(LP) |
|---|
| Mercury Aqua Mirage(HP) |
|---|
Desperation Attack
Water Bullet
|
|---|
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.
Match-ups
• Vs. Sailor Moon
• Vs. Sailor Mercury
• Vs. Sailor Mars
• Vs. Sailor Venus
• Vs. Sailor Jupiter
• Vs. Sailor Chibi Moon
• Vs. Sailor Uranus
• Vs. Sailor Neptune
• Vs. Sailor Pluto
Colors
| Player 1 |
|
| Player 2 |
|
Frame Data
External Links
A lot of this information is out of date, so please tread with caution and cross-verify information. Roughly ordered by level of practicality/difficulty from most practical/least difficult to least practical/most difficult to perform in a match.
- Basic Mercury primer by DaiAndOh
| 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 | |||
|---|---|---|---|
| Back to Mainpage |








