SMS/Mercury: Difference between revisions

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< SMS
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{{SMS_Move_Card
{{SMS_Move_Card
|input=8j.HP, 7/9j.HP
|input=8j.HP, 7/9j.HP
|description= If you use THIS move, you either missed an air throw attempt or a Heavy Tornado, neither of which you should be trying anyway.
}}
}}



Revision as of 02:22, 12 September 2023

Overview

Overview
Mercury walks around very fast and hits people with the fast sweep. Dumb corner shenanigans with tornadoes, throw loops, and jump ins.
Mercury
SMS Mercury Portrait.png
Jump Speed
2.224
Jump Duration
46
Jump Distance
115
Forwards Speed
3
Backwards Speed
2.128
Backdash
18f, invuln 1~>17
Backdash Distance
136

Mercury zooms across the screen for quick low/throw/cross-up mixups until she gets corner lockdown with tornado/throw.

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.

Normals

5LP

5LP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 6 +6 2 3 3 3

Cute little chop. Not much to say about it.

Total Duration
14

5HP

5HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 9 10 13 +6 7 9 11 12

Decent frame data for what it's worth, but you probably got this as a missed grab attempt. At least you looked cool doing it.

Total Duration
32

c.LK

c.LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 6 +6 3 4 5 5

Awkward hitbox that can sometimes whiff. Try not to use this.

Total Duration
14

f.LK

f.LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 6 +6 2 3 3 3

Long-reaching disjointed boot. Useful in neutral and pressure.

Total Duration
14

5HK

5HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 5 6*10 14 +6 4 5 6 7

Potentially useful as a long-reaching anti-air, though only in emergencies where you don't have time to react with Tornado. The first hit, while much smaller, can also be a decent combo tool if you're close enough.

Total Duration
34

2LP

2LP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 4 5 6 +6 2 3 3 3

Can help with spacing in certain combo routes. Not very useful otherwise.

Total Duration
14

2HP

2HP
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Mid 7 9 9 +11 5 7 8 9

Another combo tool. Comes with a hefty amount of plus frames.

Total Duration
27

2LK

2LK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 4 5 6 +6 2 0 3 0

Go to low button. Nice range, disjointed, quite safe. Good low.

Total Duration
14

2HK

2HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
Low 5 8 14 +7/D 7 0 11 0

They really gave a 5-frame sweep to the character with the fastest walk speed.

Total Duration
27

j.LP

8j.LP or 7/9j.LP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
8j.LP High 4 Until Landing Until Landing +7~+14 2 3 3 3
7/9j.LP High 4 Until Landing Until Landing +7~+14 3 4 5 5

If you use this move, you likely missed the TK Tornado and got this instead. Whoops. It's okay, though. Practice makes perfect.

Oh, and this move is useless. Don't bother doing it on purpose.

Version Total Duration
8j.LP 0
7/9j.LP 0

j.HP

8j.HP or 7/9j.HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
8j.HP High 4 18 5 +6~+14 5 7 8 9
7/9j.HP High 4 18 5 +6~+14 5 7 8 9

If you use THIS move, you either missed an air throw attempt or a Heavy Tornado, neither of which you should be trying anyway.

Version Total Duration
8j.HP 26
7/9j.HP 26

j.LK

8j.LK or 7/9j.LK
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
8j.LK High 4 Until Landing Until Landing +9~+14 3 4 5 5
7/9j.LK High 4 Until Landing Until Landing +9~+14 4 5 6 7

Add a description to this move using the |description= field

Describe what the move is used for. Maybe mention some positive traits or downsides that are important.

Version Total Duration
8j.LK 0
7/9j.LK 0

j.HK

8j.HK or 7/9j.HK
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG
8j.HK High 8 16 1 +7~+14 6 8 9 10
7/9j.HK High 5 16 1 +7~+14 7 9 11 12

Add a description to this move using the |description= field

Describe what the move is used for. Maybe mention some positive traits or downsides that are important.

Version Total Duration
8j.HK 24
7/9j.HK 24

Universal Machanics

Movement

Backdash

44
Startup Total Duration
1 18

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

Total Duration
18

Triangle Jump

Near Wall while jumping 7/9
Startup Total Duration
1 0

Wall jump, used to escape corners.

Total Duration
0

Throws

DDT

4/6HP or j.4/6HP
Version Range DMG Is Techable Advantage
4/6HP 40 24 Yes -6 (2P: -5, but invincible) on tech
j.4/6HP 40 28 Yes -6 (2P: -5, but invincible) on tech

4/6HP: Relatively standard ground throw. Punishable on tech by every character in the game if you're P1. No, I'm serious.

j.4/6HP: Though having an air throw is nice, Tornado being a safer option makes it rarely worth using.

Specials

Bubble Spray

[4]6LP or [4]6HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Bubble Spray (LP) Mid 12 Projectile 31 +6~ 8 12 14 16 2
Bubble Spray (HP) Mid 16 Projectile 41 -4~ 10 13 15 17 2

[4]6LP: Slow moving charge projectile reminiscent to Guile's Sonic Boom, and is useful for approaching, space control, projectile wars, etc. Be careful when trying to tick throw with it against characters with strong guard cancel options.

[4]6HP: Travels much faster. Though the recovery is longer than LP, it's not as long as other characters' HP projectiles, making it more useful as a result.

Version Total Duration
Bubble Spray (LP) 43
Bubble Spray (HP) 57
  • 30f Charge Timing
  • 30f Charge Timing

Reverse Break Step

623LK or 623HK
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Reverse Break Step (LK) Mid 7 3*2x9 20 -7~+1 4 5 6 7 1x7
Reverse Break Step (HK) Mid 9 4*3x13*4 11 -22/D 12 16 18 20 3x15
Version Total Duration
Reverse Break Step (LK) 47
Reverse Break Step (HK) 66
  • 1~8F, 34~42F: Invincible, 44~47F: Able to guard and/or crouch
  • 1~12F, 59~60F: Invincible, 62~67F: Able to guard and crouch

Mercury Aqua Mirage

2369LP or 2369HP
Version Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Mercury Aqua Mirage (LP) Mid 8 Projectile 36 +2~ 12 16 18 20 3
Mercury Aqua Mirage (HP) Mid 12 Projectile 49 -12~ 14 18 21 24 3
Version Total Duration
Mercury Aqua Mirage (LP) 44
Mercury Aqua Mirage (HP) 61
  • 1~6F: Invincible, 7F: Guaranteed action.
  • 1~10F: Invincible, 11F: Guaranteed action

Desperation

Water Bullet

632146HK
Guard Startup Active Recovery Frame Advantage DMG Face DMG Counter DMG Counter & Face DMG Chip Damage
Mid 21 22 61 -55/D 48 62 72 72 12

Add a description to this move using the |description= field

Describe what the move is used for. Maybe mention some positive traits or downsides that are important.

Total Duration
104
  • 1~12f, 20~Mercury's descent Invincible

Navigation

Mercury
To edit frame data, edit values in SMS/Mercury/Data.
System Links