Sailor Moon S/Sailor Mercury

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 Cleanup.png This article is nice, but could use a little cleanup.

This article currently could benefit from having move descriptions, more in depth general strategy, and match-up information. We'd be pleased if you could contribute!


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
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) 24 Yes -6 (2P: -5, but invincible)


Air Throw
3. j.6HP.png
6HP
F.png + HP.png
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
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 / *

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


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 / *

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


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 / *

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)
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 / *

Its the first hit of 5HK (kind of)


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 / *

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


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 / *

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


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 / * / *

Go to low button. Good low.


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 / * / *

They really gave her a frame 5 sweep.


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 / *

No one ever does this on purpose.


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 / *

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)
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 / *

Potentially a missed air throw


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 / *

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


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 / *

Decent anti air, but you have tornado


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 / *

Decent anti air, but you have tornado


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 / *

Standard jump in, can cross up


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 / *

Standard jump in, can cross up


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 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)
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. Mercury (and Jupiter) recovers slightly faster from her heavy fireball than other characters.


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. Added recovery on heavy version for not much more damage make it less desirable.


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. 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 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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