Overview
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.
- 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
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
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
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
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
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
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
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
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
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
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
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
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 |
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Version | Total Duration |
---|---|
8j.LK | 0 |
7/9j.LK | 0 |
j.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 |
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Version | Total Duration |
---|---|
8j.HK | 24 |
7/9j.HK | 24 |
Universal Machanics
Movement
Backdash
Startup | Total Duration |
---|---|
1 | 18 |
Strike, projectile, and throw invulnerable for 1~17 frames. Move distance: 136
Total Duration |
---|
18 |
Triangle Jump
Throws
DDT
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
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
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
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
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=
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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