Thrill Kill/Mammoth

From SuperCombo Wiki


Overview

 On the surface, Mammoth appears to have all the signs of a bad character - slow movement speed, very slow buttons, and a gigantic hitbox that allows his opponents to be able to bully him all up and down the stage if they rush him down.

 His saving grace is that both Rolling Boulder and Running Boulder, the former hitting mid and the latter hitting low, traverse the stage fairly quickly. This allows you to constantly make your opponent guess how to block or counter your approaches. On top of that, L2PlusCross (Low counterable)TK-input-comma.pngL2PlusCross pushes your opponent quite a ways away to create space for more bowling ball guessing games, and he has access to a super launcher that can lead to an astronomical amount of damage in the corner.

At a glance:
Pros Cons
  • Damage Potential: Mammoth can deal an absurd amount of damage in the corner with his super launcher strings.
  • Dash Attacks: Both Rolling Boulder and Running Boulder together form the basis of your infamous bowling ball 50/50s, and can be incredibly hard to sidestep for the slower members of the cast.
  • Rreeaallyy Ssllooww: Even his dash speed is pitiful, making it so he has to use a backwards dash attack to run away from pressure.
  • Big 'ol Hitbox: Other characters have Mammoth-specific corner juggle strings that allow for more damage.
  • Slow Buttons: If your opponent is right in your face, you're pretty much forced to guess with counters since you won't be able to attack out of even fairly minus moves.
Mammoth
TK Mammoth Ingame.png
Hitbox Diameter 9.4u⌀ (Gigantic)
Movement Speed 2.0u/s (1st slowest)
Dash Distance 5.8u (2nd worst)

Move List

Square Front Punch
Low Jab
Square
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 7f 3f 11f -7 / +2 3 4.4u - -


A common theme you'll see through all of Mammoth's moves is that their startup is sluggish, but have good range.


Tree Chopper
ForwardTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 11f 1f 13f -7 / +29 10 4.3u Hardknockdown.png -


Description needed.


Jungle Greeting
BackTK-input-comma.pngForwardTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 15f 9f 19f -24 / +16 7 5.9u Launch.png -


Description needed.


Up Rooted
Quarter CircleTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 10f 1f 17f -11 / +30 6 5.1u Launch.png -


Description needed.


Stretch From Crouch
L2PlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 8f 2f 19f -14 / -2 7 6.9u - -


Crazy range, but has terrible recovery and doesn't string into anything. Avoid using.


Triangle Back Punch
Two Hand Shove
Triangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 7f 2f 12f -7 / +3 4 4.3u - -


Description needed.


Double Swing
ForwardTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 7f 1f 18f -12 / +24 5 4.5u Launch.png -


Description needed.


Mosquito Catcher
BackTK-input-comma.pngForwardTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 9f 2f 15f -9 / +46 (+4) 2 3.8u Dzzy.png -


Description needed.


Jungle Drummer Attack
ForwardTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
On Grab High.png 12f - 139f -35 / 0 32 3.4u Knockdown.png -
On Hit Mid.png 14f 3f 39f -35 / +3 12 9.6u Knockdown.png -


Description needed.


Super Float
Quarter CircleTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 10f 2f 19f -14 / +82 8 4.4u SUPER Launch.png -


Description needed.


Shoulder From Crouch
L2PlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 6f 12f 13f -18 / -6 5 6.2u - -


Description needed.


Jungle Fury
Half CircleTK-input-comma.pngSquare/Triangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 15f 30f 16f -24 / +19 8/hit 2.5u Hardknockdown.png -


Your go-to corner juggle ender. Can deal 30 damage when linked into if every hit lands.


Running Ape
ForwardTK-input-comma.pngForwardTK-input-comma.pngSquare/Triangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 17f 9f 30f -32 / -9 8 3.9u - 20.5u Knockdown.png -


Description needed.


Cross Front Kick
Head Bash
Cross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 10f 4f 12f -8 / 0 4 5.1u - -


Description needed.


Drum Beater
ForwardTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 12f 1f 13f -7 / +1 6 7.4u Knockdown.png -


Description needed.


One Arm Slash
BackTK-input-comma.pngForwardTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 13f 2f 16f -18 / -4 7 4.8u - -


Very quickly links to Jungle Fury for big damage. Causes a knockdown on crouching opponents.


Root Shaker
Quarter CircleTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 11f 1f 16f -10 / -2 10 3.9u Knockdown.png -


Description needed.


Gone Ape
Half CircleTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 8f 50f 17f -14 / 0 16 3.1u Knockdown.png -


Description needed.


Swinging Monkey
Quarter CircleTK-input-comma.pngQuarter CircleTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 7f 7f 7f -7 / +1 6 9.2u - Switch


Fantastic low with great advantage that travels quite a ways. Links into a multitudinous number of special moves, but only strings into them on a late hit from far away due to how many active frames this attack has. You can be up to -1 / +6 on a late hit.


Circle Back Kick
Shoulder Tap
Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 9f 2f 15f -9 / 0 5 5.4u - -


Description needed.


Head Beating
ForwardTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 9f 2f 10f -5 / +3 8 5.8u Knockdown.png -


Description needed.


Monkey Kick
BackTK-input-comma.pngForwardTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 16f 3f 18f -14 / +25 6 11.2u Hardknockdown.png Switch


Insane distance and damage potential when linked into Falling Coconut, however it's only reliable when you're directly facing a corner.


Rolling Boulder
Quarter CircleTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 6f 8f 14f -15 / +25 6 18.4u Hardknockdown.png -


This move is so stupid. It seemingly comes out of nowhere, speeds across the whole stage, hits mid, and results in a hard knockdown. It's a "get out of the corner free" card, however relying on it too much will be met with a low block punish or parry.


Half CircleTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
On Grab High.png 18f - 60f -3 / -2 20 2.2u Knockdown.png -
On Hit Low.png 16f 2f 8f -2 / +5 5 2.3u - -


Unlike almost every other command grab in the game, this move will snatch players blocking high. It nets good damage, but it's short range, minus advantage, and long startup doesn't make it an appealing punish choice.


Falling Coconut
Full CircleTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 34f 1f 20f -14 / -6 15 4.7u Knockdown.png -


Mammoth's massive damage OTG ender. Lots of ways to link into it for big bonus damage to end a match.


Gym Kick From Crouch
L2PlusCross/Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 6f 3f 17f -13 / -1 3 5.3u - -


Fast low (at least for Mammoth...) that links to a number of special moves.


Running Boulder
ForwardTK-input-comma.pngForwardTK-input-comma.pngCross/Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 5f 14f 15f / -12 6 18.1u Knockdown.png -


A sister move to Rolling Boulder that hits low instead of mid, but causes a normal knockdown instead of a hard one. Advantage is much worse than Rolling's is, but it having an almost identical startup allows you to make your opponent guess whether they need to block/parry high or low when you start rollin' in.


Grabs / Misc Moves

Mammoth's missed grab animation is 22f long so don't miss, friends.

Triple Fist Head Bash
CrossPlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 94f - / +28 21 1.0u Hardknockdown.png -


This grab is unreal. It's damage is equal to most character's rear grabs, its final punch hitbox is huge, it results in a hard knockdown, and on top of that you can juggle afterwards with a double Monkey Kick which then can string into Falling Coconut for way too much damage for a 0 frame grab.


Grab Coconut
CirclePlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 25f - / +9 15 1.0u Knockdown.png -


Another fantastic grab. On top of it being very plus after your squeeze, it also starts a tricky infinite, which you can read more about here. If your opponent has perfect mashing, you have 4f after the grab's startup to input a button to squeeze (which can't be buffered) or else they will escape the grab.


Gone Bowling
BackTK-input-comma.pngForwardTK-input-comma.pngCrossPlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 81f - / +19 25 1.0u Hardknockdown.png -


Good damage, but probably won't be your go-to grab.


Rag Doll
BackTK-input-comma.pngForwardTK-input-comma.pngCirclePlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 56f - / +19 31 1.0u Knockdown.png -


Perhaps one of the best grabs in the game. Very long grab range, very high damage, and good advantage to block any wake-up attacks. Spamming this grab is a viable strategy as long as your opponent isn't crouching or tries to attack you with longer startup moves that don't have partial invulnerability.


You Go There
CirclePlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 34f - / +12 - 1.0u Dzzy.png -


A standard side-swap grab


King Of The Jungle
CrossPlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
- - - 89f - - - - -


You can link special moves after taunting to give them bonus damage.


Thrill Kills

Thrill Kill 1 - No Inputs
Thrill Kill 2 - Triangle + Up
Thrill Kill 3 - Square + Circle + Down
Combo Kill - Square + Triangle + Cross + Up
Dance - Square + Triangle + Cross + Circle + L1

TK Navigation

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TormentorOddballBelladonnaDr. FaustusThe ImpVioletMammothCleetusCainJudasMarukka