Mercurius (GWED)

From SuperCombo Wiki
Revision as of 02:17, 1 September 2017 by Pompadude (talk | contribs) (→‎Move List)
Gwmercurius.gif

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

Notation

Y = Weak Punch

X = Strong Punch

B = Weak Weapon

A = Strong Weapon

s.wP - Basic Jab, used as a combo starter or for tick throws

cr.wP - Same as s.wP except slightly better for tick throws

s.sP - Kicks forward, launches and has an okay hitbox, Used mostly for combos.

cr.sP - Sweep, Solid hitbox and comes out fast. Can OTG off the hard knockdown it causes.

s.wW - Shoots the planet defensers forward in a diagonal line. Hits 3 times, counts as a projectile and can destroy other projectiles.

cr.wW - Covers your position with angled planet defensers. Hits 3 times, counts as a projectiles and can destroy other projectiles.

s.sW - Swings a beam saber out of the shield, really good hitbox and is a very solid poke. Can anti-air but not as reliable as cr.sW sometimes.

cr.sW - Your best anti-air button, if it connects it puts the opponent in a hard knockdown that you can OTG off of.

j.wP - Holds Knee out, has really long active frames but is has low hitstun/blockstun so it isn't very good.

j.sP - Same animation as s.sP and launches grounded opponents on hit. Really good for combos and the "X Loops".

j.wW - Similar to cr.wW, comes out very fast and can be done very early during a jump. Sadly is not an overhead but is okay as a poke. Counts as a projectile.

j.sW - Same animation as s.sW, good hitbox and a lot of blockstun. Great to keep pressure and in combos.

Move List

Specials:

Shield Crash (14-24)-DP + Attack

   Ground & Air OK
   Mercurius flies forward with its crash shield on its chest. Heavy version does four hits, light does one. Both cause Hard Knockdown on hit.

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.