Thrill Kill/Mammoth/Strategy: Difference between revisions

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==The Bascis==
==The Bascis==
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&emsp;Mammoth struggles the most when you opponent is directly in front of your face. Your fastest button is {{TKin|i=l2+3}} at 6<sup>f</sup>, and your fastest special move is {{TKin|i=qc|c=1}}{{TKin|i=4}} at 7<sup>f</sup>. Because of this, most of your strategy will be focused around keeping a gap between you and your opponent using {{TKin|i=l2+3|c=1|p=l}}{{TKin|i=l2+3}} and using {{TKin|i=f|c=1}}{{TKin|i=2|p=h}} as your fastest mid launcher (7<sup>f</sup>) at close range to convert super juggles strings.
===The ''Grab Coconut'' Re-Stand===
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&emsp;When you've created distance, use {{TKin|i=qc|c=1}}{{TKin|i=4|p=h}} and {{TKin|i=f|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4|p=l}} to bowling ball across the stage and 50/50 your opponent. After you knock them down, keep pressure up by doing a mid/low/counter mixup to continue beating on them.
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&emsp;If played well, Mammoth can be one of the most annoying characters in the whole game to fight against.
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==Useful Moves==
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&emsp;There is a very small window after a ''Grab Coconut'' ({{TKin|i=2+4}}) before your opponent fully falls to the ground where you can re-stand them with an attack. The timing is awkward as you cannot buffer any inputs after ''Grab Coconut'' because of how its head squeeze works. There is only a 2<sup>f</sup> window to land your ''Low Jab'', and it won't buffer if you press it too early. Time your {{TKin|i=1}} button press when Mammoth has nearly completed turning around after the grab. The re-stand cannot be countered or blocked, so you can loop {{TKin|i=1|c=1|p=h}}{{TKin|i=2|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=2}} into another dash r-canceled ''Grab Coconut'' as long as your opponent fails to break out of the loop. Your dash r-cancel grab needs to be perfect against a player who has perfect mashing to get out of the stun, and opponents can mash to get out of the ''Grab Coconut'' before you input the head squeeze.
*{{TKin|i=f|c=1}}{{TKin|i=2|p=h}} - '''Double Swing''': Your fastest mid launcher. While it does have 7<sup>f</sup> of startup, it does convert to 40+ damage juggles with lots of practice.
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==Practical Combos==
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===Safe Strings===
*{{TKin|i=qc|c=1}}{{TKin|i=2|p=h}} - '''Super Float''': This is where your damage will come from once you confirm launchers. I hope you like buffers!
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<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
*{{TKin|i=f|c=1}}{{TKin|i=3|p=h}} - '''Drum Beater''': The range on this move is actually ridiculous. While you'll probably be using ''Rolling Boulder'' more often since that results in a hard knockdown, this move is a great panic button.
:{{TKin|i=4|c=1|p=h}}{{TKin|i=1|c=1}}{{TKin|i=2|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=2}} ...
::... R-Cancel > [[#The Grab Coconut Infinite|''Grab Coconut'' Infinite]].
<sup></sup>
::... {{TKin|i=f|c=1}}{{TKin|i=2}}&ensp;...[[#Normal Launcher Juggles|juggle]].
::'''[[File:Launch.png]] 5 hits, 26 damage.'''
<sup></sup>
::... {{TKin|i=qc|c=1}}{{TKin|i=2}}&ensp;...[[#Super Launcher Juggles|super launcher juggle]].
::'''SUPER [[File:Launch.png]] 5 hits, 32 damage.'''
<sup></sup>
::... R-Cancel > {{TKin|i=1+3|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4|c=1}}{{TKin|i=4|c=1}}{{TKin|i=fc|c=1}}{{TKin|i=4}}
::[[File:Hardknockdown.png]] '''8 hits, 77 damage.'''
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===Mix-Up Strings===
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<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
*{{TKin|i=hc|c=1}}{{TKin|i=3|p=h}} - '''Gone Ape''': A very risky move to use, but if one of your few special attacks with invincible startup. Good if you need just an extra 15% or so to finish the round. Careful, your opponent can roll out after the second hit and potentially punish you for using this!
:{{TKin|i=2|c=1|p=h}}{{TKin|i=l2+3|p=l}}'''/'''{{TKin|i=4|c=1|p=l}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1|p=h}}{{TKin|i=hc|c=1}}{{TKin|i=1}}'''/'''{{TKin|i=2}}
:[[File:Hardknockdown.png]] '''4 hits, 34 damage.'''
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:{{TKin|i=l2+2|c=1|p=l}}{{TKin|i=l2+2|p=h}}&ensp;...[[#Normal Launcher Juggles|juggle]].
*{{TKin|i=l2+3|p=l}} - '''Gym Kick From Crouch''': Easily one of your best buttons. Fast, {{TKin|i=l2+3|c=1|p=l}}{{TKin|i=l2+3}} pushes your opponent quite a ways away, and has it's own low/high mixup by stringing into either a ''Double Swing'' or a ''Running Boulder''. Your go-to low starter.
:[[File:Launch.png]] '''2 hits, 10 damage.'''
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:{{TKin|i=l2+3|c=1|p=l}}{{TKin|i=l2+3|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=1|p=h}}&ensp;...[[#Normal Launcher Juggles|juggle]].
*{{TKin|i=f|c=1}}{{TKin|i=4|p=h}} - '''Head Beating''': 8 free damage on a grounded opponent if you want to add a little seasoning.
:[[File:Launch.png]] '''3 hits, 19 damage.'''
:As sorry as it sounds, ''Gym Kick'' is your fastest attack, with 5<sup>f</sup> of startup. The second hit usually whiffs in the corner since you get clipped back too far for it to connect, so use the above ''Shoulder From Crouch'' string instead if you're closer to a wall or corner.
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===Normal Launcher Juggles===
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&emsp;Mammoth's juggling ability is lacking due to the slow startup on all of his attacks, however he is able to use ''Falling Coconut'' to make most low-hitting juggle conversions cash out 40-50 damage. The below combos assume that land either a the ''Shoulder From Crouch'' launcher string ({{TKin|i=l2+2|c=1}}{{TKin|i=l2+2}})
*{{TKin|i=qc|c=1}}{{TKin|i=4|p=h}} - '''Rolling Boulder''': Your mid bowling ball. Stupidly fast speed that can catch anyone off guard and instantly send them to the corner, along with you right in front of them. You'll be using this move a lot.
=====Mid-Stage Juggles=====
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<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
*{{TKin|i=f|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4|p=h}} - '''Running Boulder''': Your low bowling ball. Certainly a worse move than ''Rolling Boulder'' in terms of startup and reward (since it results in a regular knockdown), but it serves as a long range low option that can be hard to side-step in time, forcing your opponent to either counter or block it (that is, if they're expecting it).
:... {{TKin|i=qc|c=1}}{{TKin|i=1}}&ensp;...&ensp;{{TKin|i=1|c=1}}{{TKin|i=1|c=1}}{{TKin|i=fc|c=1}}{{TKin|i=4}}
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:[[File:Hardknockdown.png]] '''4 hits, 36 damage.'''
==The ''Grab Coconut'' Re-Stand==
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:... {{TKin|i=qc|c=1}}{{TKin|i=1}}&ensp;...&ensp;{{TKin|i=2|c=1}}{{TKin|i=fc|c=1}}{{TKin|i=4}}
&emsp;There is a very small window after a ''Grab Coconut'' ({{TKin|i=2+4}}) before your opponent fully falls to the ground where you can re-stand them with an attack. The timing is awkward as you cannot buffer any inputs after ''Grab Coconut'' because of how its head squeeze works. There is only a 2<sup>f</sup> window to land your ''Low Jab'', and it won't buffer if you press it too early. Time your {{TKin|i=1}} button press when Mammoth has nearly completed turning around after the grab. The re-stand cannot be countered or blocked, so you can string into {{TKin|i=1|c=1|p=h}}{{TKin|i=2|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=2|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=2}}, or do another dash r-canceled ''Grab Coconut'' if you're feeling lucky. Your dash r-cancel grab needs to be perfect against a player who has perfect mashing to get out of the stun, and opponents can mash to get out of the ''Grab Coconut'' before you input the head squeeze.
:[[File:Hardknockdown.png]] '''3 hits, 34 damage.'''
<br/><br/>
:Use this if ''Double Swing'' pushes your opponent far away.
==Punish Combos==
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&emsp;These combo strings are used to punish an opponent after they make a mistake. Since they don't change from low to high or high to low, they cannot be countered after the first hit.  
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<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:10px;">
=====Corner Juggles=====
:{{TKin|i=1|c=1|p=h}}{{TKin|i=2|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=2|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=2}} ... super juggle string.
: '''SUPER [[File:Launch.png]] 5 hits, 27 damage.'''
:You can begin this combo with {{TKin|i=4|p=h}} for 5 extra damage, but it can be harder to punish with its 9<sup>f</sup> of startup instead of {{TKin|i=1|p=h}}'s 7<sup>f</sup>.
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<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
:{{TKin|i=l2+3|c=1|p=l}}{{TKin|i=l2+3}}
:... {{TKin|i=qc|c=1}}{{TKin|i=1}}&ensp;...&ensp;{{TKin|i=qc|c=1}}{{TKin|i=2}}&ensp;...&ensp;({{TKin|i=qc|c=1}}{{TKin|i=2}})&ensp;...&ensp;{{TKin|i=qc|c=1}}{{TKin|i=2}}&ensp;...&ensp;({{TKin|i=4}})&ensp;...&ensp;{{TKin|i=qc|c=1}}{{TKin|i=2}}&ensp;...&ensp;({{TKin|i=2}})&ensp;...&ensp;{{TKin|i=qc|c=1}}{{TKin|i=2}}&ensp;...&ensp;({{TKin|i=2}})&ensp;...&ensp;{{TKin|i=qc|c=1}}{{TKin|i=2}}&ensp;...&ensp;{{TKin|i=2+3}} ~ {{TKin|i=hc|c=1}}{{TKin|i=1}}'''/'''{{TKin|i=2}}
:'''2 hits, 7 damage.'''
:[[File:Hardknockdown.png]] '''10 hits, 68 damage.'''
:A very useful combo to create a ton of space between your and your opponent and give yourself space to breathe.
:<nowiki/>*Moves in parenthesis denote that they're whiffing moves, used to buffer time until you can continue the juggle. Ensure there's no space between the waiting moves by using R Cancelling.  
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==Mixup Combos==
===Super Launcher Juggles===
&emsp;These combo strings are used to get around blocking players by quickly switching between low and high attacks. The downside is doing so opens up opportunities for your opponent to counter out of the combo every time the string switches from high/mid to low or low to high/mid.
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:10px;">
:{{TKin|i=l2+3|c=1|p=l}}{{TKin|i=1+2}}
:[[File:Launch.png]] '''2 hits, 8 damage.'''
:A very quick low to high launcher.
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=====Mid-Stage Juggles=====
:{{TKin|i=l2+3|c=1|p=l}}{{TKin|i=l2+3|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=1|p=h}}
:[[File:Launch.png]] '''2 hits, 19 damage.'''
:Easier for your opponent to counter, but more reward.
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:{{TKin|i=l2+3|c=1|p=l}}{{TKin|i=f|c=1}}{{TKin|i=f|c=1}}{{TKin|i=3|p=l}}'''/'''{{TKin|i=4|p=l}}
=====Corner Juggles=====
:[[File:Launch.png]] '''2 hits, 15 damage.'''
:Use this to punish players for countering high if they're expecting either of the two above combos.
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:{{TKin|i=f|c=1}}{{TKin|i=2|p=h}}
==Max Damage Combos==
:[[File:Launch.png]] '''1 hit, 5 damage.'''
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:Your best non-bowling-ball answer to your opponent low countering the above options is to just use ''Double Swing'' to launch them.
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{{NavboxTK}}
{{NavboxTK}}
[[Category:Thrill Kill]]
[[Category:Thrill Kill]]
[[Category:Mammoth]]
[[Category:Mammoth]]

Revision as of 12:44, 13 November 2023


The Bascis


 Mammoth struggles the most when you opponent is directly in front of your face. Your fastest button is L2PlusCross at 6f, and your fastest special move is Quarter CircleTK-input-comma.pngCircle at 7f. Because of this, most of your strategy will be focused around keeping a gap between you and your opponent using L2PlusCross (Low counterable)TK-input-comma.pngL2PlusCross and using ForwardTK-input-comma.pngTriangle (High counterable) as your fastest mid launcher (7f) at close range to convert super juggles strings.

 When you've created distance, use Quarter CircleTK-input-comma.pngCircle (High counterable) and ForwardTK-input-comma.pngForwardTK-input-comma.pngCircle (Low counterable) to bowling ball across the stage and 50/50 your opponent. After you knock them down, keep pressure up by doing a mid/low/counter mixup to continue beating on them.

 If played well, Mammoth can be one of the most annoying characters in the whole game to fight against.

Useful Moves


  • ForwardTK-input-comma.pngTriangle (High counterable) - Double Swing: Your fastest mid launcher. While it does have 7f of startup, it does convert to 40+ damage juggles with lots of practice.

  • Quarter CircleTK-input-comma.pngTriangle (High counterable) - Super Float: This is where your damage will come from once you confirm launchers. I hope you like buffers!

  • ForwardTK-input-comma.pngCross (High counterable) - Drum Beater: The range on this move is actually ridiculous. While you'll probably be using Rolling Boulder more often since that results in a hard knockdown, this move is a great panic button.

  • Half CircleTK-input-comma.pngCross (High counterable) - Gone Ape: A very risky move to use, but if one of your few special attacks with invincible startup. Good if you need just an extra 15% or so to finish the round. Careful, your opponent can roll out after the second hit and potentially punish you for using this!

  • L2PlusCross (Low counterable) - Gym Kick From Crouch: Easily one of your best buttons. Fast, L2PlusCross (Low counterable)TK-input-comma.pngL2PlusCross pushes your opponent quite a ways away, and has it's own low/high mixup by stringing into either a Double Swing or a Running Boulder. Your go-to low starter.

  • ForwardTK-input-comma.pngCircle (High counterable) - Head Beating: 8 free damage on a grounded opponent if you want to add a little seasoning.

  • Quarter CircleTK-input-comma.pngCircle (High counterable) - Rolling Boulder: Your mid bowling ball. Stupidly fast speed that can catch anyone off guard and instantly send them to the corner, along with you right in front of them. You'll be using this move a lot.

  • ForwardTK-input-comma.pngForwardTK-input-comma.pngCircle (High counterable) - Running Boulder: Your low bowling ball. Certainly a worse move than Rolling Boulder in terms of startup and reward (since it results in a regular knockdown), but it serves as a long range low option that can be hard to side-step in time, forcing your opponent to either counter or block it (that is, if they're expecting it).



The Grab Coconut Re-Stand


 There is a very small window after a Grab Coconut (CirclePlusTriangle) before your opponent fully falls to the ground where you can re-stand them with an attack. The timing is awkward as you cannot buffer any inputs after Grab Coconut because of how its head squeeze works. There is only a 2f window to land your Low Jab, and it won't buffer if you press it too early. Time your Square button press when Mammoth has nearly completed turning around after the grab. The re-stand cannot be countered or blocked, so you can string into Square (High counterable)TK-input-comma.pngTriangleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle, or do another dash r-canceled Grab Coconut if you're feeling lucky. Your dash r-cancel grab needs to be perfect against a player who has perfect mashing to get out of the stun, and opponents can mash to get out of the Grab Coconut before you input the head squeeze.

Punish Combos

 These combo strings are used to punish an opponent after they make a mistake. Since they don't change from low to high or high to low, they cannot be countered after the first hit.

Square (High counterable)TK-input-comma.pngTriangleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle ... super juggle string.
SUPER Launch.png 5 hits, 27 damage.
You can begin this combo with Circle (High counterable) for 5 extra damage, but it can be harder to punish with its 9f of startup instead of Square (High counterable)'s 7f.

L2PlusCross (Low counterable)TK-input-comma.pngL2PlusCross
2 hits, 7 damage.
A very useful combo to create a ton of space between your and your opponent and give yourself space to breathe.


Mixup Combos

 These combo strings are used to get around blocking players by quickly switching between low and high attacks. The downside is doing so opens up opportunities for your opponent to counter out of the combo every time the string switches from high/mid to low or low to high/mid.

L2PlusCross (Low counterable)TK-input-comma.pngSquarePlusTriangle
Launch.png 2 hits, 8 damage.
A very quick low to high launcher.

L2PlusCross (Low counterable)TK-input-comma.pngL2PlusCrossTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable)
Launch.png 2 hits, 19 damage.
Easier for your opponent to counter, but more reward.

L2PlusCross (Low counterable)TK-input-comma.pngForwardTK-input-comma.pngForwardTK-input-comma.pngCross (Low counterable)/Circle (Low counterable)
Launch.png 2 hits, 15 damage.
Use this to punish players for countering high if they're expecting either of the two above combos.

ForwardTK-input-comma.pngTriangle (High counterable)
Launch.png 1 hit, 5 damage.
Your best non-bowling-ball answer to your opponent low countering the above options is to just use Double Swing to launch them.

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