Gundam Wing: Endless Duel/Mercurius

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

Introduction

The OZ-13MSX2 Mercurius is designated as a defensive mobile suit. Its defining feature is the 214X special Planet Defensor; a barrier that grants strike and projectile invulnerability at the cost of constant meter drain. Combine that with the ability to disperse the Defensor shield into tracking projectiles and rejump combos, and the so-called defensive suit can go on a rampage if its pilot gets the ball rolling.

Strengths Weaknesses

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. :)
  • 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.

Special Attacks

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
link
or
16 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
link
or
6, 6, 6, 16 link 13 42, or until landing 0 -26 or until landing.

Multiple hits. Short and low vertical hitbox.

Air 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
link
or
16 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
link
or
6, 6, 6, 16 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
link
+
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

Inherits the collision boxes of its previous state. It's a bug. The move doesn't define collision. 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, you complete one of the move's follow-ups, or you get grabbed.

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

Inherits the collision boxes of its previous state. It's a bug. The move doesn't define collision.
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
link
+ or
8 x (1-4) link 19 32 +67 +67

Inherits the collision boxes of its previous state. It's a bug. The move doesn't define collision.
Fires 4 projectiles that track the opponent. Attack box only active while the projectile is moving.


Super Attack

Planet Thunder
プラネイトサンダー
link
+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
6 x 8 link 36 99 +5 -13

Non-grab invulnerable for the first 33 frames. Reference animation slowed to 33.3% speed.


Normal Attacks

Standing Attacks

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

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

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

Chains: :: link+ /

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

Chains: / :: link+ / /

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

Chains: +. Hits OTG.


Crouching Attacks

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

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

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

Hits OTG.

Crouch Weak Weapon
link
+
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
3, 3, 3 link 4 41 -8 -8 Hits OTG.

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

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


Air Attacks

Air Weak Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
2 link 7 Until ground
Air Strong Punch
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
8 link 9 Until ground
Air Weak Weapon
link
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
3, 3, 3 link 4 Until ground Hits OTG.

Hits 3 times. Nullifies destroyable projectiles.

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


Vulcan Attacks

TODO (3 damage each)

Movement Data

TODO

Combos

2WP start
2WPx3 > 2SP
2WPx3 > 5SP
2WP > 5WW > 5SP > 236236X
2WP > 5WW(1) > 5SP > dl.623W > OTG
2WP > 5SP > 5SW > j.SW > j.623X > OTG
2WP Corner-only start
2WPx2 > 5WW(2) > 2WW > 5SP, 5WW > 5SW > j.SW > j.623S > OTG
2WPx2 > 5WW(3) > 2WW(3) > 5SP > 6BS > 2WW > BS > j.WW > j.623S > OTG
5WW start
5WW > 5SP > 6BS > 2WW > BS > j.WW > j.623X
Boost after 2WW may only be needed midscreen.
5SP start
5SP > 6BS > 2WW > 5SW > j.SW > j.623X > OTG
j.SP Corner-only start
j.SP > rejump > dl.j.SP > land > 5SP > BS > j.SP > land > j.SW > j.623S > OTG
Rejump j.SP requires a lot of delay.
623X start
623W > j.SW
623S > j.SP
623X > j.236236X
Vulcan start
(v.WP >) v.SP > 236236X
(v.WP >) v.SP > 236S > 236236X
v.WP combos to v.SP with opponent near corner.
OTG Enders
2WW(2) > 236236X
j.WW > land > j.WW
A dash may be required in most combos for OTG to connect.
Infinites
(2WW > 5SW > 66)xN
Performed 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.

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 special moves 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.

Trivia

In-game stats
  • FGT: 150
  • WEP: 100
  • SPD: 125
  • POW: 130
  • ARM: 130
  • AMS: Beam Gun*1 (Vulcan), Crash Shield*1, PURANEITODEiFUeNSAA*10

GWED Navigation

Gundam Wing: Endless Duel
Deathscythe Epyon Heavyarms Mercurius Sandrock
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