Mercurius (GWED): Difference between revisions

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*Damage isn't as overwhelming as you think.
*Damage isn't as overwhelming as you think.
*Inflexible, it doesn't recover from mistakes very well.
*Inflexible, it doesn't recover from mistakes very well.
Not that useful against close range opponents.
*Not that useful against close range opponents.


[[Category:Gundam Wing: Endless Duel]]
[[Category:Gundam Wing: Endless Duel]]

Revision as of 00:31, 8 January 2016

Introduction

Information

FGT: 150

WEP: 100

SPD: 125

POW: 130

ARM: 130

RFN: Mercurius

HEI: 16.3

WEI: 7.3

MAT: Gundanium

RN: OZ-13MSX2

AMS: Beam Gun*1 (Vulcan), Crash Shield*1, PURANEITODEiFUeNSAA*10 (Can't they just be called 'pucks' instead? :)

IGP: [NOIN] Lucrezia Noin

Basics

Move List

Specials:

Shield Crash (14-24)-DP + Attack;

Ground or air

Mercurius flies forward with its crash shield on its chest. Heavy version does four hits, light does one.

Defensor Shield (0)-Down, DB, back + Attack;

Ground only

Mercurius activates its planet defensor shield. While active, the shield make Mercurius immune to all attacks except for throws. Both versions cost no energy initally, but the shield drains energy constantly.

Defensor Attack (7 per defensor)-Down, DF, forward + Attack;

Ground only

Mercurius throws the planet defensors at the enemy. This can only be used if Mercurius has its shield active (the previous move). Light throws the defensors in the primary directions; heavy version homes in on the enemy.

Super:

Defensor Thunder (30)-Down, DF, forward, down, DF, forward + Attack;

Ground only

Mercurius floats upwards and discharges electricity from the planet defensors. Does eight hits and carries the enemy upwards.

Move Analysis

Strategy

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)

Basic Strategy

Advanced Strategy

The Good

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. :)

The Bad:

  • 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.