Sailor Moon S/Sailor Mercury

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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

Mercury walks around very fast and hits people with the fast sweep. Dumb corner shenanigans with tornadoes, throw loops, and jump ins.

Pros Cons
These boots are made for walking: Mercury possesses the fastest walk speed in the game by far and closes distances in the blink of an eye, making her very dangerous even if she's far away from the opponent

Great projectiles: Both Bubble Spray and Aqua Mirage are very good moves at dealing against both grounded and airborne opponents

Sweep: Her sweep is the fastest in the game at frame 5, has great range and knocks down, watch your feet!

Flexible kit and mobility: Between her amazing walk speed and shimmying, good jump arc, wall jump, grounded throw, air throw, option selects and solid normals and specials, Mercury is a very flexible and mobile character that excels in different areas

Low damage: Outside of counterhits, Mercury doesn't deal a lot of damage compared to the rest of the cast

Awkward defensive options: While not having bad defense overall, her main DP and guard cancel option is attached to a Tiger Knee motion and both her reversal are weak to certain low moves, thus making them somewhat weird and impractical at times

Movement

Speed Forward: 3/1F

Speed Backwards: 2.128/1F

Jump: 46F

Jump Speed: 2.224/1F

Jumping Distance: 115

Back Dash
44
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A 18 N/A N/A

Strike, projectile, and throw invulnerable for 1~17 frames. Move Distance: 136


Triangle Jump
7 or 9
or
in the air while at the wall
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
N/A 1 N/A N/A N/A N/A N/A

Mercury jumps off the wall like Chun Li. Can be useful for escaping certain situations. Overall not very good and mostly happens when you don't want it to.


Throws

DDT
6HP
+
Range Damage Techable Advantage
40 (Left: 39) 24 Yes -6 (2P: -5, but invincible)


Air Throw
6HP
+
when opponent is in the air
Range Damage Techable Advantage
40 (Left: 39)? 28 Yes -6 (2P: -5, but invincible)?

Rarely used one purpose since tornado is relatively safer


Normal Attacks

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

Chop. Normal boring LP, not much to talk about.


Standing Heavy Punch
5HP
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 10 13 32 +6 7 / 9 / 11 / 12 / *

Very cool back fist, typically seen as a missed grab. Decent frame data all things considered.


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

Big Poke. Meme'd for years as a pressure due to it's big poke and disjointed boot. Pretty decent all things considered.


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

You don’t really want this move coming out due to it’s smaller hitbox whiffing sometimes


Standing Heavy Kick
5HK
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 / *

Decent move to combo into and from if you want more Mercury damage, as you can cancel the first hit into any special move. Only problem is the relatively small hitbox of the first hit


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

Actually has some niche uses in combo spacing, but not typically seen.


Crouching Heavy Punch
2HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 9 9 27 +11 5 / 7 / 8 / 9 / *

Not typically seen outside of a few combos, lots of plus frames.


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

Go to low button. Good low.


Crouching Heavy Kick
2HK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 5 8 14 27 +7/D 7 / * / 11 / * / *

They really gave her a frame 5 sweep.


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

No one ever does this on purpose.


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

AKA Tornado Jump. No one does this on purpose, you miss the TK input for tornado and got this instead. Whoops.


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

Potentially a missed air throw


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

Either a missed air throw or you accidentally hit HP trying to do tornado and messed up the tornado too.


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

Decent anti air, but you have tornado


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

Decent anti air, but you have tornado


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

You can in fact do this from a neutral jump if you so desire.


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

Good jump in button. Also a good cross up tool since it can be made very ambiguous. Watch out for wake up options like backdash though.


Special Attacks

Bubble Spray (LP)
[4]6LP
(charge) +
30 frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 Projectile 31 43 +6~ 8 / 12 / 14 / 16 / 2

10F: Guaranteed action

Functions like Guile's Sonic Boom, a slow moving 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)
[4]6HP
(charge) +
30 frame charge time
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 16 Projectile 41 57 -4~ 10 / 13 / 15 / 17 / 2

15F: Guaranteed action

Travels faster but Mercury has more recovery time. Mercury (and Jupiter) recovers slightly faster from her heavy fireball than other characters.


Reverse Break Step (LK)
623LK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 7 3(0)2x9 20 47 -7~+1 4x9 / 5 / 6 / 7 / 1x7

1~8F, 34~42F: Invincible

44~47F: Able to guard and/or crouch

LK spin kick hits multiple times and doesn’t knock down. Can hit for some funny damage in combo videos and not much else. Faster than HK by 2 frames but not desirable due to said non-knockdown.


Reverse Break Step (HK)
623HK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 9 4(0)3x13(0)4 11 66 -22/D 12 / 16 / 18 / 20 / 3x15

1~12F, 59~60F: Invincible

62~67F: Able to guard and crouch

HK spin kick is only notable for the large amount of invulnerability frames on the move. At 12 frames it can beat out every reversal special in the game even with its trash hitbox. Aside from that it’s not great. Its trash and relatively slow hitbox when invulnerable makes it a rough anti air and it can only hit opponents up close. And used as a reversal but itself isn’t that great since most low moves can be spaced to both dodge and hit it. Use it when you want to be invincible, not much else.


Mercury Aqua Mirage(LP)
2369LP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 8 Projectile 36 44 +2~ 12 / 16 / 18 / 20 / 3

1~6F: Invincible

7F: Guaranteed action

Classic “why did I jump into this” move. It can be jumped over but this fast move controls the skies and space in front of Mercury quite well. Tornado can be used as a hacky reversal due to its invulnerability frames, but mercury is vulnerable for 2 frames before the hitbox comes out, so it trades a lot, or worse yet, you get grabbed.


Mercury Aqua Mirage(HP)
2369HP
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 12 Projectile 49 61 -12~ 14 / 18 / 21 / 24 / 3

1~10F: Invincible

11F: Guaranteed action

Basically never used version as it’s slower, not as safe, the angle it goes at is worst, and even if it hits it only does 2 more damage so bleh.


Desperation Attack

Water Bullet
632146HK
+
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 21 Rising A lot 104 -55/D 48 / 62 / 72 / 72 / 12

Mercury leaps into the air feet first off the screen. It has invincibility on frame 1 but it goes away by 12 before the hitbox comes out, meaning that using it as a true reversal is risky. Another thing to note is that while this move has a ton of end lag, once Mercury lands she only has 1 frame of landing lag, so you can backdash or even go for a grab if the opponent is trying to punish after you land.


Strategy

Mercury has the fastest speed in the game by far and she abuses that speed in her gameplay. Whether that be closing space at an alarming speed or going for a very fast tick throw, if her speed isn’t checked she can run over other characters. As mercury you can use her bubbles as a very effective slow projectile to follow or zone with. HP bubbles can be used as timing mix ups but shouldn’t be the default projectile thrown due to the lag of them. Tornadoes can be used to anti air or lock down people for guard cancel mix ups up close. Not too close as then tornado is easily punished with a basic guard cancel. You also cannot throw a tornado if bubbles are on screen, and mercury’s spin kick is not that good of a back up anti air.

Mercury’s low damage basic combos means that she mostly fishes for counter hit damage tornado (18 damage) or a throw (24 damage if unteched + throw loop pressure). This is far better then her basic combo of 2x 2LK into sweep (11 damage). You can do more damaging combos in the corner using moves like 2HP to combo into specials like tornado and bubbles, allowing you to micro walk forward and combo after them. The risk of doing that is that Mercury has to be very close to her opponent, which opens her up to a reversal that spaced 5LK into tornado or tick throw doesn’t have.

In short know your spacings, abuse your speed, learn tick throw timings, and pick player 2 in order to succeed as Mercury.

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
List of Fighting Games
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