Thrill Kill/Mammoth/Strategy

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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 oppoents 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 (High counterable)
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.


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.

ForwardTK-input-comma.pngTriangle Double Swing Starter


 The following juggles are for use after you land a Double Swing, either as a single hit or strung into using L2PlusCross (Low counterable)TK-input-comma.pngSquarePlusTriangle (High counterable).

Mid-Stage
... > Quarter CircleTK-input-comma.pngTriangle > Circle (Empty move)TK-input-comma.pngSquare (Empty move) > Quarter CircleTK-input-comma.pngTriangle > Circle (Empty move) > Quarter CircleTK-input-comma.pngTriangle > BackTK-input-comma.pngForwardTK-input-comma.pngTriangle (Empty move)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle > BackTK-input-comma.pngForwardTK-input-comma.pngCross (Empty move)TK-input-comma.pngHalf CircleTK-input-comma.pngSquare/Triangle
5 hits, 35 damage.
If you travel far enough you may be able to land extra hits with the Jungle Fury ender.


Directly In Corner
... > Quarter CircleTK-input-comma.pngSquare > Quarter CircleTK-input-comma.pngSquare > Quarter CircleTK-input-comma.pngTriangle > Circle (Empty move) > Quarter CircleTK-input-comma.pngTriangle > Triangle (Empty move) > Quarter CircleTK-input-comma.pngTriangle > BackTK-input-comma.pngForwardTK-input-comma.pngTriangle (Empty move)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle > CrossPlusTriangle ~ Half CircleTK-input-comma.pngSquare/Triangle
11 hits, 76 damage.
Even if you're not directly up against the corner, this combo should time out correctly.


Quarter CircleTK-input-comma.pngTriangle Super Float Starter


 The following juggles are for use after you land a Super Float Starter, almost always with your Square (High counterable)TK-input-comma.pngTriangleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle punish string.

Mid-Stage
... > ForwardTK-input-comma.pngCircle (Empty move) > ForwardTK-input-comma.pngCircle (Empty move) > BackTK-input-comma.pngForwardTK-input-comma.pngTriangle (Empty move)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle > Cross (Empty move) > BackTK-input-comma.pngForwardTK-input-comma.pngTriangle (Empty move)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle > Quarter CircleTK-input-comma.pngTriangle (Empty move) > Quarter CircleTK-input-comma.pngTriangle > Square (Empty move) > Quarter CircleTK-input-comma.pngTriangle > BackTK-input-comma.pngForwardTK-input-comma.pngTriangle (Empty move)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle > BackTK-input-comma.pngForwardTK-input-comma.pngCross (Empty move)TK-input-comma.pngHalf CircleTK-input-comma.pngSquare/Triangle
8 hits, 70 damage.
This combo will only work if the last Super Float before the Jungle Fury ender is against the wall, but with how far this combo travels that usually shouldn't be an issue.


Directly In Corner
... > Square (Empty move) > Square (Empty move) > BackTK-input-comma.pngForwardTK-input-comma.pngTriangle (Empty move)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle > Square (Empty move)TK-input-comma.pngTriangle (Empty move) > BackTK-input-comma.pngForwardTK-input-comma.pngTriangle (Empty move)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle > Circle (Empty move) > BackTK-input-comma.pngForwardTK-input-comma.pngTriangle (Empty move)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle > Square (Empty move)TK-input-comma.pngTriangle (Empty move) > Quarter CircleTK-input-comma.pngTriangle > BackTK-input-comma.pngForwardTK-input-comma.pngCross (Empty move) > Quarter CircleTK-input-comma.pngTriangle > Circle (Empty move) > Quarter CircleTK-input-comma.pngTriangle > Triangle (Empty move) > Quarter CircleTK-input-comma.pngTriangleTK-input-comma.png > BackTK-input-comma.pngForwardTK-input-comma.pngTriangle (Empty move)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle > CrossPlusTriangle ~ Half CircleTK-input-comma.pngSquare/Triangle
12 hits, 100 damage.

Now that's a lotta damage!




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