Gundam Wing: Endless Duel/Mercurius

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

Specials

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

Short and low vertical hitbox

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

Multiple hits. Short and low vertical hitbox.

Planet Defensor
プラネイトディフェンサー
QCB.png + Any.png
into
Planet Attack
プラネイトアタック
QCF.png + Any.png
Version Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
QCB.png+Any.png 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
QCF.png+WP.png or WW.png link 23 39 -3 Projectile.png

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
QCF.png+SP.png or SW.png link 19 32 +67 +67 Projectile.png

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
QCF.png QCF.png + Any.png
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
WP.png
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 10 11 +2 +2 link

Chains: WP.png / SP.png / WW.png / SW.png :: link+WP.png / SP.png / WW.png / SW.png

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

Chains: SP.png :: link+SP.png / SW.png

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

Chains: SP.png / SW.png :: link+SP.png / WW.png / SW.png

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

Chains: D.png+SW.png. Hits OTG.


Crouch Weak Punch
D.png + WP.png
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 11 +2 +2 Rapidfire.png

Chains: WP.png / SP.png / WW.png / SW.png :: link + SP.png :: link+SP.png / WW.png / SW.png. Hits OTG.

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

Hits OTG.

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

Chains: SP.png / SW.png :: link+SP.png / WW.png / SW.pngCancels only active after the second hit. Destroys projectiles.

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


Air Weak Punch
Air.png WP.png
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 7 Until ground
Air Strong Punch
Air.png SP.png
Damage Guard Level Startup Active+Recovery Advantage on Hit Advantage on Block Properties
link 9 Until ground Launcher.png
Air Weak Weapon
Air.png WW.png
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
Air.png SW.png
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? :)


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Gundam Wing: Endless Duel
Deathscythe Epyon Heavyarms Mercurius Sandrock
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