The Bascis
Mammoth struggles the most when you opponent is directly in front of your face. Your fastest button is at 6f, and your fastest special move is at 7f. Because of this, most of your strategy will be focused around keeping a gap between you and your opponent using and using as your fastest mid launcher (7f) at close range to convert super juggles strings.
When you've created distance, use and 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
- - Double Swing: Your fastest mid launcher. While it does have 7f of startup, it does convert to 40+ damage juggles with lots of practice.
- - Super Float: This is where your damage will come from once you confirm launchers. I hope you like buffers!
- - 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.
- - 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!
- - Gym Kick From Crouch: Easily one of your best buttons. Fast, 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.
- - 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.
- - 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 () 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 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 , 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.
- ... super juggle string.
- SUPER 5 hits, 27 damage.
- You can begin this combo with for 5 extra damage, but it can be harder to punish oppoents with its 9f of startup instead of 's 7f.
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.
- /
- 2 hits, 15 damage.
- Use this to punish players for countering high if they're expecting either of the two above combos.
Juggle Combos
This section will be rather long, and rather complicated. Mammoth relies on juggles for his monster damage, and nearly all of them listed here requite a ton of practice in order to build the confidence and game sense to confirm into as much damage as possible every opening you get.
What juggles you need to perform rely on which launcher you used to start the juggle, as well as you need to account for if your opponent rubs up against the wall at any part of the combo. It's recommended you at least be familiar with your corner-only juggles since if you're winning neutral you should be sending your opponent over there rather frequently.
Most if not all of Mammoth's juggles involve "buffers", which is inputting a special move just as an attack ends so it comes out the first possible frame you return to a neutral state. The purpose is to burn time waiting for your opponent to fall back to Earth, and making timings consistent removing the need to wait or guess when to continue to juggle. These "empty" moves will be underlined in gray.
Double Swing Starter
The following juggles are for use after you land a Double Swing, either as a single hit or strung into using .
Mid-Stage
Directly In Corner
Super Float Starter
The following juggles are for use after you land a Super Float Starter, almost always with your punish string.
Mid-Stage
Directly In Corner