Gundam Wing: Endless Duel/Mercurius: Difference between revisions

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m (Jotamide moved page Mercurius to Gundam Wing: Endless Duel/Mercurius: Made subpage of GWED wiki)
(Rearranged order. Deleted unneeded categories. Added move names based on the instruction manual. Translations by Ulukai. Frame data by TheOWLSaysORLY and ComboKyo. Move templates by BigZam.)
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|name=Mercurius
|name=Mercurius
|image=
|image=
|classification=
|classification=Mercurius
|model=
|model=OZ-13MSX2
|height=
|height=16.3 meters
|weight=
|weight=7.3 metric tons
|pilot=
|pilot=Lucrezia Noin
|pilotimg=
|pilotimg=
}}
}}


=Specials=


=Introduction=
{{SVG-Move
|image=
|caption=
|attack=Shield Crash<br />シールドクラッシュ<br />[[File:DP.png]] + [[File:Any.png]]
|data=
{{GEWD-Data
|version={{WP}} or {{WW}}
|damage=
|guard=[[File:Mid.png|link]]
|startup=13
|active=39, or until landing.
|hitadvan=KD
|blockadvan-14
|properties=[[File:Knockdown.png]]
|description=Short and low vertical hitbox
}}
{{GEWD-Data
|version={{SP}} or {{SW}}
|damage=
|guard=[[File:Mid.png|link]]
|startup=13
|active=42, or until landing
|hitadvan=0
|blockadvan=-26 or until landing.
|properties=[[File:Knockdown.png]]
|description=Multiple hits. Short and low vertical hitbox.
}}
}}


The OZ-13MSX2 Mercurius (aka Mercurius) is a limited production defensive mobile suit, forcefully developed for OZ. The unit is featured in the anime Mobile Suit Gundam Wing,
{{SVG-Move
 
|image=
=Information=
|caption=
FGT: 150
|attack=Planet Defensor<br />プラネイトディフェンサー<br />[[File:QCB.png]] + [[File:Any.png]]<br />into<br />Planet Attack<br />プラネイトアタック<br />[[File:QCF.png]] + [[File:Any.png]]
|data= {{GEWD-Data
|version=[[File:QCB.png]]+[[File:Any.png]]
|damage=
|guard=
|startup=45
|active=N/A
|hitadvan=
|blockadvan
|properties=
|description=45 ticks of startup and 25 ticks of non-grab invulnerability. Enables a barrier that drains your meter over time and keeps you non-grab invulnerable until it drains or you complete one of the move's follow-ups.
}}
{{GEWD-Data
|version=[[File:QCF.png]]+{{WP}} or {{WW}}
|damage=
|guard=[[File:Mid.png|link]]
|startup=23
|active=39
|hitadvan=-3
|blockadvan-3
|properties=[[File:Projectile.png]]
|description=Fires 4 projectiles that launch in all 4 cardinal directions and travel straight.
}}
{{GEWD-Data
|version=[[File:QCF.png]]+{{SP}} or {{SW}}
|damage=
|guard=[[File:Mid.png|link]]
|startup=19
|active=32
|hitadvan=+67
|blockadvan=+67
|properties=[[File:Projectile.png]]
|description=Fires 4 projectiles that track the opponent. Attack box only active while the projectile is moving.
}}
}}


WEP: 100


SPD: 125
{{SVG-Move
 
|image=
POW: 130
|caption=Super
 
|attack=Planet Thunder<br />プラネイトサンダー<br />[[File:QCF.png]] [[File:QCF.png]] + [[File:Any.png]]
ARM: 130
|data=
 
{{GEWD-Data
RFN: Mercurius
|version=
 
|damage=
HEI: 16.3
|guard=[[File:Mid.png|link]]
 
|startup=36
WEI: 7.3
|active=99
 
|hitadvan=+5
MAT: Gundanium
|blockadvan=-13
 
|properties=
RN: OZ-13MSX2
|description=Non-grab invincible for the first 34 frames.
 
}}
AMS: Beam Gun*1 (Vulcan), Crash Shield*1, PURANEITODEiFUeNSAA*10 (Can't
}}
they just be called 'pucks' instead? :)
 
IGP: [NOIN] Lucrezia Noin


=Basics=
=Basics=


Notation
{{SVG-Move
|image=
|caption=
|attack=Stand Weak Punch<br />{{WP}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:Mid.png|link]]
|startup=10
|active=11
|hitadvan=+2
|blockadvan=+2
|properties=[[File:Rapidfire.png|link]]
|description=Chains: {{WP}} '''/''' {{SP}} '''/''' {{WW}} '''/''' {{SW}}  '''::'''  [[File:D.png|link]]+{{WP}} '''/''' {{SP}} '''/''' {{WW}} '''/''' {{SW}}
}}
}}


Y = Weak Punch
{{SVG-Move
|image=
|caption=
|attack=Stand Strong Punch<br />{{SP}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:Mid.png|link]]
|startup=12
|active=26
|hitadvan=+11
|blockadvan=-8
|properties=[[File:Launcher.png]]
|description=Chains: {{SP}} '''::''' [[File:D.png|link]]+{{SP}} '''/''' {{SW}}
}}
}}


X = Strong Punch
{{SVG-Move
|image=
|caption=
|attack=Stand Weak Weapon<br />{{WW}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:Mid.png|link]]
|startup=10
|active=29
|hitadvan=+2
|blockadvan=+2
|properties=Hits up to 3 times.
|description=Chains: {{SP}} '''/''' {{SW}} '''::''' [[File:D.png|link]]+{{SP}} '''/''' {{WW}} '''/''' {{SW}}
}}
}}


B = Weak Weapon
{{SVG-Move
|image=
|caption=
|attack=Stand Strong Weapon<br />{{SW}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:Mid.png|link]]
|startup=13
|active=11
|hitadvan=10
|blockadvan=10
|properties=[[File:Knockdown.png]]
|description=Chains: [[File:D.png]]+{{SW}}. Hits OTG.
}}
}}


A = Strong Weapon


s.wP - Basic Jab, used as a combo starter or for tick throws
{{SVG-Move
|image=
|caption=
|attack=Crouch Weak Punch<br />[[File:D.png]] + {{WP}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:Low.png|link]]
|startup=7
|active=11
|hitadvan=+2
|blockadvan=+2
|properties=[[File:Rapidfire.png]]
|description=Chains: {{WP}} '''/''' {{SP}} '''/''' {{WW}} '''/''' {{SW}}    '''::''' [[File:F.png|link]] '''+''' {{SP}}  '''::'''  [[File:D.png|link]]+{{SP}} '''/''' {{WW}} '''/''' {{SW}}. Hits OTG.
}}
}}


cr.wP - Crouching jab, slightly better for tick throws
{{SVG-Move
|image=
|caption=
|attack=Crouch Strong Punch<br />[[File:D.png]] + {{SP}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:Low.png|link]]
|startup=10
|active=11
|hitadvan=KD
|blockadvan=-13
|properties=[[File:Knockdown.png]]
|description=Hits OTG.
}}
}}


s.sP - Kicks forward, launches and has an okay hitbox, if it hits a grounded opponent they are stuck in hitstun until they reach the ground or are hit by a new move. Great for combos.
{{SVG-Move
|image=
|caption=
|attack=Crouch Weak Weapon<br />[[File:D.png]] + {{WW}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:Mid.png|link]]
|startup=4
|active=41
|hitadvan=-8
|blockadvan=-8
|properties=Hits OTG.
|description=Chains: {{SP}} '''/''' {{SW}}  '''::'''  [[File:D.png|link]]+{{SP}} '''/''' {{WW}} '''/''' {{SW}}Cancels only active after the second hit. Destroys projectiles.
}}
}}


cr.sP - Sweep, Solid hitbox and comes out fast. Can OTG off the hard knockdown it causes.  
{{SVG-Move
|image=
|caption=
|attack=Crouch Strong Weapon<br />[[File:D.png]] + {{SW}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:Mid.png|link]]
|startup=4
|active=34
|hitadvan=KD
|blockadvan=-13
|properties=[[File:Knockdown.png]]
|description=
}}
}}


s.wW - Shoots the planet defensers forward in a diagonal line. Hits 3 times, counts as a projectile and can destroy other projectiles.


cr.wW - Covers your position with angled planet defensers. Hits 3 times, counts as a projectiles and can destroy other projectiles.  
{{SVG-Move
|image=
|caption=
|attack=Air Weak Punch<br />[[File:Air.png]] {{WP}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:High.png|link]]
|startup=7
|active=Until ground
|hitadvan=
|blockadvan=
|properties=
|description=
}}
}}


s.sW - Swings a beam saber out of the shield, really good hitbox and is a very solid poke. Can anti-air but not as reliable as cr.sW sometimes.  
{{SVG-Move
|image=
|caption=
|attack=Air Strong Punch<br />[[File:Air.png]] {{SP}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:High.png|link]]
|startup=9
|active=Until ground
|hitadvan=
|blockadvan=
|properties=[[File:Launcher.png]]
|description=
}}
}}


cr.sW - Your best anti-air button, if it connects it puts the opponent in a hard knockdown that you can OTG off of.
{{SVG-Move
|image=
|caption=
|attack= Air Weak Weapon<br />[[File:Air.png]] {{WW}}
|data=
{{GEWD-Data
|damage=
|guard=[[File:Mid.png|link]]
|startup=4
|active=Until ground
|hitadvan=
|blockadvan=
|properties=Hits OTG.
|description=Hits 3 times. Nullifies projectiles.
}}
}}


j.wP - Holds Knee out, has really long active frames but is has low hitstun/blockstun so it isn't very good.  
{{SVG-Move
 
|image=
j.sP - Same animation as s.sP and launches grounded opponents on hit. Really good for combos and the "X Loops".
|caption=
 
|attack=Air Strong Weapon<br />[[File:Air.png]] {{SW}}
j.wW - Similar to cr.wW, comes out very fast and can be done very early during a jump. Sadly is not an overhead but is okay as a poke. Counts as a projectile.  
|data=
 
{{GEWD-Data
j.sW - Same animation as s.sW, good hitbox and a lot of blockstun. Great to keep pressure and in combos.
|damage=
 
|guard=[[File:High.png|link]]
=Move List=
|startup=13
'''Specials:'''
|active=Until ground
|hitadvan=
|blockadvan=
|properties=
|description=Knocks down on the first tick only.
}}
}}


Shield Crash (14-24)-DP + Attack
    Ground & Air OK
    Mercurius flies forward with its crash shield on its chest. Heavy version does four hits, light does one. Both cause Hard Knockdown on hit.
Defensor Shield (0)- QCB + Attack;
    Ground only
    Mercurius activates its Planet Defensor shield.  While active, the shield make Mercurius immune to all attacks except for throws.  Both
    versions cost no energy initially, but the shield drains your meter continuously until it's empty or you cancel into Defensor Attack.
Defensor Attack (7 per defensor)- QCF + Attack;
    Ground only
    Mercurius throws the Planet Defensors at the enemy.  This can only be used if Mercurius has its shield active (the previous move).  Light
    throws the Defensors in the primary directions; heavy version homes in on the enemy.
'''Super Attack''': Defensor Thunder (30)- QCF x2 + Attack;
    Ground only (Unless you use the Air Super Glitch explained in the Basics section)
    Mercurius floats upwards and discharges electricity from the Planet Defensors.  Does eight hits and carries the enemy upwards.
    This move is great for comboing off of hard knockdowns.
=Move Analysis=
==Combos==
==Combos==
Combos:
Combos:
Line 147: Line 354:
     the screen and its about to start returning to neutral.
     the screen and its about to start returning to neutral.


==Basic Strategy==
==Strengths==
 
The Good


Multi-hit strong projectiles, which beats Epyon's super.
Multi-hit strong projectiles, which beats Epyon's super.
Line 160: Line 365:
*Strong throw regains power. :)
*Strong throw regains power. :)


The Bad:
==Weaknesses==
*Fires less vulcans than everyone else.
*Fires less vulcans than everyone else.
*Throw does less damage than everyone else.
*Throw does less damage than everyone else.
Line 178: Line 383:


Mercurius is one of the characters who cannot use their super in the air unless you use the air super glitch. During a normal jump only (cannot be done during a vernier jump) if you input the super but with both punches it will come out in the air.  
Mercurius is one of the characters who cannot use their super in the air unless you use the air super glitch. During a normal jump only (cannot be done during a vernier jump) if you input the super but with both punches it will come out in the air.  
=Information=
The OZ-13MSX2 Mercurius (aka Mercurius) is a limited production defensive mobile suit, forcefully developed for OZ. The unit is featured in the anime Mobile Suit Gundam Wing,
FGT: 150
WEP: 100
SPD: 125
POW: 130
ARM: 130
AMS: Beam Gun*1 (Vulcan), Crash Shield*1, PURANEITODEiFUeNSAA*10 (Can't
they just be called 'pucks' instead? :)


{{GWED_Nav}}
{{GWED_Nav}}

Revision as of 21:29, 15 July 2021

Mercurius
Classification Mercurius
Model number OZ-13MSX2
Height 16.3 meters
Weight 7.3 metric tons
Pilot Lucrezia Noin

Specials

Shield Crash
シールドクラッシュ
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 13 39, or until landing. KD

Short and low vertical hitbox

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
or link 13 42, or until landing 0 -26 or until landing.

Multiple hits. Short and low vertical hitbox.


Planet Defensor
プラネイトディフェンサー
+
into
Planet Attack
プラネイトアタック
+
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
+ 45 N/A

45 ticks of startup and 25 ticks of non-grab invulnerability. Enables a barrier that drains your meter over time and keeps you non-grab invulnerable until it drains or you complete one of the move's follow-ups.

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
+ or link 23 39 -3

Fires 4 projectiles that launch in all 4 cardinal directions and travel straight.

Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
+ or link 19 32 +67 +67

Fires 4 projectiles that track the opponent. Attack box only active while the projectile is moving.


Planet Thunder
プラネイトサンダー
+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 36 99 +5 -13

Non-grab invincible for the first 34 frames.


Basics

Stand Weak Punch
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 10 11 +2 +2 link

Chains: / / / :: link+ / / /


Stand Strong Punch
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 12 26 +11 -8

Chains: :: link+ /


Stand Weak Weapon
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 10 29 +2 +2 Hits up to 3 times.

Chains: / :: link+ / /


Stand Strong Weapon
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 13 11 10 10

Chains: +. Hits OTG.


Crouch Weak Punch
+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 11 +2 +2

Chains: / / / :: link + :: link+ / / . Hits OTG.


Crouch Strong Punch
+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 10 11 KD -13

Hits OTG.


Crouch Weak Weapon
+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 4 41 -8 -8 Hits OTG.

Chains: / :: link+ / / Cancels only active after the second hit. Destroys projectiles.


Crouch Strong Weapon
+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 4 34 KD -13


Air Weak Punch
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 Until ground


Air Strong Punch
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 9 Until ground


Air Weak Weapon
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 4 Until ground Hits OTG.

Hits 3 times. Nullifies projectiles.


Air Strong Weapon
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 13 Until ground

Knocks down on the first tick only.


Combos

Combos: ENC KD: cwp x3, csp
ENC Combo: cwp x3, SsW
Rising Combo: ENC, TDD+wk, AsW (4+1+1=6)

Combos

GFDD+sk, AsP (4+1=5) (100/100)
GFDD+Wk, AQCFx2+k (2+9=11) (200/170)
GFDD+sk, AQCFx2+k (2+13=15) (300/270)
SWV, SsV, GQCFx2+k (3+5+8=16) (208/208)
SWV, SsV, GQCF+sk, GQCFx2+k (3+5+3+6=17) (308/263)

Midscreen Combos:

    cr.wP > s.wW > s.sP > Super
    cr.wP > s.wW (1st Hit Only) > s.sP > delay weak DP > OTG Ender
    s.wW > s.sP > forward block dash > cr.wW > vernier > j.wW > j.DP 
    cr.wP > s.sP > s.sW > jump > j.sW > j.EX DP >(Dash depending on distance) OTG Ender
    s.sP > forward block dash > cr.wW > s.A > jump > j.A > j.DP > OTG Ender

OTG Enders: (Off of any Hard Knockdowns)

   cr.wW (2 Hits) > Super 
   j.wW > land > j.wW 
   Throw > OTG Ender

Corner Combos:

   cr.wP x2 > s.wW (2 Hits) > cr.wW > s.sP > link s.wW > s.sW > jump > j.sW > j.EX DP > OTG Ender 
   
   cr.wP x2 > s.wW (3 Hits) > cr.wW (3 Hits) > s.sP > Forward Block Dash > cr.wW > Vernier > j.wW > j.DP > OTG Ender    
   j.sP > rejump and delay the next j.sP as late as possible > land > s.sP > vernier > j.sP > land > j.sW > j.DP > OTG Ender

The Infinite

   The Infinite is performed by doing ( cr.wW > s.sW > dash > cr.wW > s.sW > dash > ectect) in the corner. The trick is to buffer dash at the end frame of the s.sW where its back is facing 
   the screen and its about to start returning to neutral.

Strengths

Multi-hit strong projectiles, which beats Epyon's super. Regular weapon attacks travel across the screen.

  • Good mobility.
  • Great reach.
  • It can dish out some devastating combos.
  • One of the best specials around.
  • Great when it comes to countering.
  • Strong throw regains power. :)

Weaknesses

  • Fires less vulcans than everyone else.
  • Throw does less damage than everyone else.
  • Doesn't combo very effectively away from the corner.
  • Damage isn't as overwhelming as you think.
  • Inflexible, it doesn't recover from mistakes very well.
  • Not that useful against close range opponents.

Advanced Strategy

Mercurius has great tools to annoy the opponent and play strong footsies to push them into the corner where you can really get your offense going. You are going to be using Strong Weapon a lot to poke at the opponent, using j.sW and the grounded version. Crouching Weak Weapon is also very good but you need to Block Dash cancel it to actually be safe. All of your weak weapon buttons also count as projectiles and can destroy the Opponent's projectiles, making a lot of zoning situations easier to deal with.

Mercurius' mixups aren't all too powerful but it is the only character to build meter off throws and has great OTG options with cr.wW and Super which will fully combo off of any hard knockdown. Mercurius' corner game is amazing, it's where you can force the opponent into really bad situations with your great pokes and opportunities to tick throw and where you can get all your stronger combos.

Defensor Shield is one of THE best supers in the game. While active your meter will continuously drain until empty and you are completely invincibility to all attacks except throws. Meaning that your Opponent is forced to wait for your super meter to run out or attempt to throw you. It also gives you access to the Defensor Attack which will cancel you out of the Shield Super and send the Defensor Bits attacking towards your Opponent. The only things you have to be careful of is this Super does have startup before the invincibility takes effect and that throws/throw techs will immediately end the super.

Mercurius is one of the characters who cannot use their super in the air unless you use the air super glitch. During a normal jump only (cannot be done during a vernier jump) if you input the super but with both punches it will come out in the air.

Information

The OZ-13MSX2 Mercurius (aka Mercurius) is a limited production defensive mobile suit, forcefully developed for OZ. The unit is featured in the anime Mobile Suit Gundam Wing,

FGT: 150

WEP: 100

SPD: 125

POW: 130

ARM: 130

AMS: Beam Gun*1 (Vulcan), Crash Shield*1, PURANEITODEiFUeNSAA*10 (Can't they just be called 'pucks' instead? :)


Gundam Wing: Endless Duel
Deathscythe Epyon Heavyarms Mercurius Sandrock
Shenlong Tallgeese Vayeate Wing Wing Zero
List of Fighting Games
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