Sailor Mercury

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This information is used with permission from DaiAndOh and can be found in full at this Google Document.


Sailor Mercury
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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 MercuryC1.png
Player 2 MercuryC2.png


Character Overview

N/A

Strengths: • N/A

Weaknesses: • N/A

Strategy

(None)


Movement

Triangle Jump
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both

(none)

Throws

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

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

Air Throw
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Range Damage Techable Advantage

(none)

Normal Attacks

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

needs image

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

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

(none)

Special Attacks

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

10F:Guaranteed action, Chip: 2

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

15F:Guaranteed action, Chip: 2

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

1~8F, 34~42F:Invincible, 44~47F:able Guard and Crouching Action, Chip 1X7

Reverse Break Step (HK)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
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 Aqua Mirage(LP)
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Guard Level Startup Active Recovery-Whiff motion Advantage Dmg/Face/Counter/Both
link 8 Projectile 36 44 +2~ 12 / 16 / 18 / 20

1~6F:Invincible, 7F:Guaranteed action, Chip: 3

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

1~10F:Invincible, 11F:Guaranteed action, Chip:3

Desperation Attack

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

Chip: 12

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Special Moves

Shabon Spray Charge B.png,F.png+AnyP.png

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 QCF.pngUF.png+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.

Reverse Break Step DP.png+AnyK.png

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

Walljump Near a wall, DF.png,F.png or UF.png

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

Super

Water Bullet HCB.pngF.png+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.

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

MercuryFrameData.jpg