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.


Strengths:

• Fastest walk speed in the game

• Flexible movement options because of projectiles and walljumps

• 5 frame sweep

Weaknesses:

• Has tiger knee inputs for one of her best guard cancel options

• DP is susceptible to getting hit by a low

Movement

Speed Forward: 3/1F

Speed Backwards: 2.128/1F

Jump: 46F

Jump Speed: 2.224/1F

Jumping Distance: 115

Back Dash
MercuryDash.png
44
B.pngB.png
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
MercuryTriangleJump.png
7 or 9
UB.png or UF.png
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.

Throws

DDT
2. 6HP.png
6HP
F.png + HP.png
Range Damage Techable Advantage
40 (Left: 39) 20 Yes -6 (2P: -5, but invincible)

(none)

Air Throw
3. j.6HP.png
6HP
F.png + HP.png
when opponent is in the air
Range Damage Techable Advantage
40 (Left: 39)? 20 Yes -6 (2P: -5, but invincible)?

(none)

Normal Attacks

Standing Light Punch
MercurySLP.png
5LP
LP.png
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 Heavy Punch
MercurySHP.png
5HP
HP.png
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
MercurySLK.png
5LK
LK.png
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)
MercurySLKC.png
5LK
LK.png
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 Heavy Kick
MercurySHK.png
5HK
HK.png
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 / *

This move has 2 hitboxs that can link together. You can cancel the first hit into other moves, such as desperation.

Crouching Light Punch
MercuryCLP.png
2LP
D.png + LP.png
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 Heavy Punch
MercuryCHP.png
2HP
D.png + HP.png
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
MercuryCLK.png
2LK
D.png + LK.png
Guard Level Startup Active Recovery-Whiff Motion Advantage Dmg/Face/Counter/Both/Chip
link 4 5 6 14 +6 2 / * / 3 / * / *

(none)

Crouching Heavy Kick
MercuryCHK.png
2HK
D.png + HK.png
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)
MercuryJLP.png
j.LP
Air.pngLP.png
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)
MercuryJLP.png
j.LP
Air.pngLP.png
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 Heavy Punch (Vertical)
MercuryJHP.png
j.HP
Air.pngHP.png
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 Heavy Punch (Moving)
MercuryJHP.png
j.HP
Air.pngHP.png
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)
MercuryJLK.png
j.LK
Air.pngLK.png
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)
MercuryJLK.png
j.LK
Air.pngLK.png
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)
MercuryJHK.png
j.HK
Air.pngHK.png
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)
MercuryJHK.png
j.HK
Air.pngHK.png
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)
MercurySP1LP.png
[4]6LP
B.png (charge) F.png + LP.png
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 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)
MercurySP1HP.png
[4]6HP
B.png (charge) F.png + HP.png
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.

Reverse Break Step (LK)
MercurySP2LK.png
623LK
DP.png + LK.png
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

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

Reverse Break Step (HK)
MercurySP2HK.png
623HK
DP.png + HK.png
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

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

Mercury Aqua Mirage(LP)
MercurySP3LP.png
2369LP
QCF.pngUF.png + LP.png
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

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)
MercurySP3HP.png
2369HP
QCF.pngUF.png + HP.png
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

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
MercuryD.png
632146HK
HCB.pngF.png + HK.png
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. 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 MercuryC1.png
Player 2 MercuryC2.png


Frame Data

MercuryFrameData.jpg

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.

SMSJR Cart JP.png
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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