Thrill Kill/Mammoth/Strategy

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The Bascis


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. The re-stand cannot be countered or blocked, so stringing Square (High counterable)TK-input-comma.pngTriangleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngTriangle into another dash r-canceled Grab Coconut results in an infinite.

  • 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.
  • However, 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.


Practical Combos


Safe Strings


Circle (High counterable)TK-input-comma.pngSquareTK-input-comma.pngTriangleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngTriangle ...
... R-Cancel > Grab Coconut Infinite.

... ForwardTK-input-comma.pngTriangle ...juggle.
Launch.png 5 hits, 26 damage.

... Quarter CircleTK-input-comma.pngTriangle ...super launcher juggle.
SUPER Launch.png 5 hits, 32 damage.

... R-Cancel > CrossPlusSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngFull CircleTK-input-comma.pngCircle
Hardknockdown.png 8 hits, 77 damage.


Mix-Up Strings


Triangle (High counterable)TK-input-comma.pngL2PlusCross (Low counterable)/Circle (Low counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquare (High counterable)TK-input-comma.pngHalf CircleTK-input-comma.pngSquare/Triangle
Hardknockdown.png 4 hits, 34 damage.

L2PlusTriangle (Low counterable)TK-input-comma.pngL2PlusTriangle (High counterable) ...juggle.
Launch.png 2 hits, 10 damage.

L2PlusCross (Low counterable)TK-input-comma.pngL2PlusCrossTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable) ...juggle.
Launch.png 3 hits, 19 damage.
As sorry as it sounds, Gym Kick is your fastest attack, with 5f 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.


Normal Launcher Juggles


 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 (L2PlusTriangleTK-input-comma.pngL2PlusTriangle)

Mid-Stage Juggles

... Quarter CircleTK-input-comma.pngSquare ... SquareTK-input-comma.pngSquareTK-input-comma.pngFull CircleTK-input-comma.pngCircle
Hardknockdown.png 4 hits, 36 damage.

... Quarter CircleTK-input-comma.pngSquare ... TriangleTK-input-comma.pngFull CircleTK-input-comma.pngCircle
Hardknockdown.png 3 hits, 34 damage.
Use this if Double Swing pushes your opponent far away.


Corner Juggles

... Quarter CircleTK-input-comma.pngSquare ... Quarter CircleTK-input-comma.pngTriangle ... (Quarter CircleTK-input-comma.pngTriangle) ... Quarter CircleTK-input-comma.pngTriangle ... (Circle) ... Quarter CircleTK-input-comma.pngTriangle ... (Triangle) ... Quarter CircleTK-input-comma.pngTriangle ... (Triangle) ... Quarter CircleTK-input-comma.pngTriangle ... CrossPlusTriangle ~ Half CircleTK-input-comma.pngSquare/Triangle
Hardknockdown.png 10 hits, 68 damage.
*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.


Super Launcher Juggles


Mid-Stage Juggles


Corner Juggles


Max Damage Combos




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