Sailor Moon S/Sailor Mercury: Difference between revisions

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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.
}}
== Colors ==
{{ColorSwaps
|P1-Palette=[[Image:MercuryC1.png]]
|P2-Palette=[[Image:MercuryC2.png]]
}}
}}


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  |description=
  |description=
(none)
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.
}}
}}
}}
}}


{{SMS_Nav}}
==Strategy==
{{GenPgNav}}


OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLLDDDDDDDDDDDDDDDDDDDDD:
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.


==Special Moves==
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.


'''Shabon Spray''' Charge [[File:B.png]],[[File:F.png]]+[[File:AnyP.png]]
== Match-ups ==


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.
• '''Vs. Sailor Moon'''


'''Aqua Mirage''' [[File:QCF.png]][[File:UF.png]]+[[File:AnyP.png]]


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.
• '''Vs. Sailor Mercury'''
 
 
• '''Vs. Sailor Mars'''
 
 
• '''Vs. Sailor Venus'''
 
 
• '''Vs. Sailor Jupiter'''
 
 
• '''Vs. Sailor Chibi Moon'''
 
 
• '''Vs. Sailor Uranus'''
 
 
• '''Vs. Sailor Neptune'''


'''Reverse Break Step''' [[File:DP.png]]+[[File:AnyK.png]]


Mercury does a handstand and spins around. Some invincibility on it, but watch out for spaced lows.
• '''Vs. Sailor Pluto'''


'''Walljump'''  Near a wall, [[File:DF.png]],[[File:F.png]] or [[File:UF.png]]


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


==Super==
== Colors ==
'''Water Bullet''' [[File:HCB.png]][[File:F.png]]+[[File:HK.png]]


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.
{{ColorSwaps
|P1-Palette=[[Image:MercuryC1.png]]
|P2-Palette=[[Image:MercuryC2.png]]
}}


==Strategy==
== Frame Data ==
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.  
[[Image:MercuryFrameData.jpg]]


==Data Arsenal==
== 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.


[[Image:MercuryFrameData.jpg|900px]]
* [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

Sailor Mercury
link
link
Full name Ami Mizuno
Age 15
Height 5'2"
Blood type A
Hometown Azabu-Juuban, Minato ward, Tokyo; Japan
Likes Reading, chess, swimming, her friends, sandwiches & hamburgers, romance novels & pop culture (this is a secret, don't tell anyone)
Dislikes Conflict, loneliness, accidental j.LP
Special skills She is smart and fast girl - also very good with computers and technology.

Character Overview

N/A

Strengths: • N/A

Weaknesses: • N/A

Strategy

(None)


Movement

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

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


Throws

DDT
link
Range Damage Techable Advantage
40 20 Yes -6(2P:-5)

1P Throw:punishable 6F 2P Throw:5F Invincible


Air Throw
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 4 5 6 14 +6 2 / 3 / 3 / 3

(none)


Standing Hard Punch
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 10 13 32 +6 7 / 9 / 11 / 12

(none)


Standing Light Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 2 / 3 / 3 / 3

(none)


Standing Light Kick (Close)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 3 / 4 / 5 / 5

(none)


Standing Hard Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 11 10 14 34 +6 8 / 10 / 12 / 14

(none)


Standing Hard Kick (Close)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 6(0)10 14 34 +6 4+8 / 5+10 / 6+8 / 7+10

needs image


Crouching Light Punch
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 2 / 3 / 3 / 3

(none)


Crouching Hard Punch
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 9 9 27 +11 5 / 7 / 8 / 9

(none)


Crouching Light Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 2 / * / 3 / *

(none)


Crouching Hard Kick
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 8 14 27 +7/D 7 / * / 11 / *

(none)


Jumping Light Punch (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +7~+14 2 / 3 / 3 / 3

(none)


Jumping Light Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +7~+14 3 / 4 / 5 / 5

(none)


Jumping Hard Punch (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 18 5 26 +6~+14 5 / 7 / 8 / 9

(none)


Jumping Hard Punch (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 18 5 26 +6~+14 5 / 7 / 8 / 9

(none)


Jumping Light Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +9~+14 3 / 4 / 5 / 5

(none)


Jumping Light Kick (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 All All All +9~+14 4 / 5 / 6 / 7

(none)


Jumping Heavy Kick (Vertical)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 16 1 24 +7~+14 6 / 8 / 9 / 10

(none)


Jumping Heavy Kick (Moving)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 16 1 24 +7~+14 7 / 9 / 11 / 12

(none)


Special Attacks

Bubble Spray (LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 Projectile 31 43 +6~ 8 / 12 / 14 / 16

(charge) , 30 frame charge time

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.


Bubble Spray (HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 16 Projectile 41 57 -4~ 10 / 13 / 15 / 17

(charge) , 30 frame charge time

15F:Guaranteed action, Chip: 2

Travels faster but Mercury has more recovery time.


Reverse Break Step (LK)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 3(0)2X9 47 4X9 / 5 / 6 / 7

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.


Reverse Break Step (HK)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 4(0)3X13(0)4 66 12 / 16 / 18 / 20

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.


Mercury Aqua Mirage(LP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 Projectile 36 44 +2~ 12 / 16 / 18 / 20

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.


Mercury Aqua Mirage(HP)
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 Projectile 49 61 -12~ 14 / 18 / 21 / 24

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.


Desperation Attack

Water Bullet
link
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 21 -55/D 48 / 62 / 72 / 72

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.


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.

Sailor Moon S
Sailor Chibi Moon Sailor Jupiter Sailor Mars
Sailor Mercury Sailor Moon Sailor Neptune
Sailor Pluto Sailor Uranus Sailor Venus
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