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Line 968: |
Line 968: |
| |guard =Block/Parry | | |guard =Block/Parry |
| |attribute =HSx5 | | |attribute =HSx5 |
| |property = | | |property =OTG |
| |cancel =No | | |cancel =No |
| |cost =2 | | |cost =2 |
Revision as of 23:35, 17 May 2023
Story
The Mountain is a Devil Choujin who is quite literally a sentient, human-sized mountain with little arms and legs. More specifically, he's a mountain who happens to practice Judo (hence the Judogi). This guy quite literally weighs a ton, and unsurprisingly his signature finishing move involves crushing his opponents under the weight of his rocky body. The Mountain seems to have an affinity for battling on rings precariously suspended between ravines, subsequently losing, and then being a sore loser about it by attempting to take the opponent down with him via collapsing the ring they were fighting on. He is 0 for 2 in doing this.
Gameplay
The Mountain is the most infamous top tier in MGP2. At first glance, he might appear to fit the big body archetype to a T: a large character with above average damage, in return for slow buttons and movement. These are all true; The Mountain has plenty of unremarkable, slow and stubby normals, as well as a poor throw range. What is The Mountain's claim to fame however, is his 66S special. This is perhaps the best OTG move in the entire game, as it combos into itself. With it, The Mountain can score over 500 damage off of a single knockdown from OTG hits alone, meter permitting. This highly explosive tool centralizes Mountain's gameplay to revolve all around knocking down the opponent and then OTG-ing them to death, and the rest of his toolkit even facilitates this: despite the subpar speed and range of his buttons, The Mountain has plenty of throws that guarantee this OTG, and he has the strings to set up these throws. This gives The Mountain an incredibly scary and skewed risk-reward, where getting opened up by a simple jab-throw mixup from The Mountain can translate to losing upwards of 60% of the lifebar.
Strengths |
Weaknesses
|
- Ridiculously high damage OTG attack.
|
- Slow, stubby attacks.
- Very poor throw range.
- Large size.
- Extremely meter dependent to do damage.
|
Character Stats
- Health: 1100
- Damage rating: 15
- Size/weight: Medium/Heavyweight
- Movement speed: C
Strikes
A
A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
13/41
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Standard, if somewhat slow, jab. Notably, it is still fast enough to punish a teched throw, and the natural follow-ups from this attack make this a highly rewarding option.
|
|
A,A Rock Wall
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
MS
|
-
|
Yes
|
-
|
22/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Not a natural combo from A. However, it is further cancelable, and will combo into (Medium Stun) T on hit.
|
|
A,A,6A Cave-in
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
HS
|
-
|
No
|
-
|
9/18
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Very slow dropkick (Similar to 46A but with less damage), to the point that it does not even combo from A,A. Unlike most dropkicks, Mountain is not forced to wake up; he recovers on the floor, and is able to go for a wake-up option.
|
|
A,6A Sendiment
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
MS
|
-
|
Yes
|
-
|
9/18
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Faster follow-up to A. Unlike A,A, this is a natural combo, and it can also further be cancelled into (Medium Stun) T. This makes the string a very strong punish tool, being able to punish teched throws. This is also good for mixups, as very basic mixups (e.g. A xx T, A,A) can both lead to a throw knockdown for massive OTG damage.
|
|
A,6A,A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
LS
|
-
|
Yes
|
-
|
12/23
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Follow-up punch to A,6A. Natural combos, causing a knockdown. It is possible to OTG with 66S after this stun overflow knockdown, though the timing is somewhat strict. A somewhat redundant option, as comboing into (Medium Stun) T allows for easier OTG, while doing more damage.
|
|
A,6A,A,A Debris Flow
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
HS
|
-
|
No
|
-
|
11/17
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Ender to the string. A forward-moving tackle akin to 44A. Decent range, but with a slow and distinct startup.
|
|
A,6A,A,6A Landslide
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
HS
|
-
|
No
|
-
|
11/17
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Alternate ender to the string. Will juggle off of A,6A,A's knockdown, negating the hard knockdown. On its own, it causes heavy stun, but its poor range and subpar recovery reduces its usability.
|
|
4A
4A Sledgehammer
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
MS
|
-
|
Yes
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Overhead punch. Medium stuns on hit and combos into (Medium Stun) T. However, due to Mountain's poor throw range and this move's pushback, the throw would whiff if 4A connects at max range.
|
|
4A,6A Double Hammer
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
Launch
|
-
|
Yes
|
-
|
11/17
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Launching follow-up that natural combos from 4A. Unlike comboing into (Medium Stun) T, 4A combos consistently into this launcher.
|
|
4A,6A,8A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
KD
|
OTG
|
No
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Slow jumping OTG style attack, albeit one locked behind a string. Can combo from the launch off of 4A,6A, though Mountain usually have better options. Can be used to OTG, but this is limited by this attack being part of the string and being outdamaged by 8A or 63214A, not to mention 66S.
|
|
8A
8A Hip Drop
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
90
|
Block/Parry
|
KD
|
OTG
|
No
|
-
|
35/55
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Slow airborne OTG attack. Serviceable, but largely made redundant by 63214A as a meterless OTG.
|
|
2A
2A Stomp
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
45
|
Block/Parry
|
LS
|
OTG
|
Yes
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
(Relatively) quick OTG attack. Not throw invuln, unlike most 2As. Not commonly used to OTG due to better options; it can be used as an alternative to 63214A to end 66S OTGs, doing half the damage for a much simpler input.
|
|
66A
66A Upper
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
Launch
|
-
|
Yes
|
-
|
9/13
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Mountain's launcher. Decent speed, and the cancellable property does come up, such as to cancel into 44S for the SKD. While The Mountain has some solid juggle routes, they are largely outclassed by a knockdown into 66S OTGs, making this launcher, and a launch in general, a comparatively less rewarding option.
|
|
44A
44A Tackle
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
60
|
Block/Parry
|
HS
|
-
|
No
|
-
|
25/45
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Forward-moving attack with decent range, but with a long, distinctive startup.
|
|
46A
46A Dropkick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
HS
|
-
|
No
|
-
|
35/61
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Slow, heavy-stunning dropkick. Unlike most dropkicks, this move recovers with Mountain still grounded, though the recovery is still quite lengthy. This lets Mountain go for a wake-up option.
|
|
41236A
41236A Shoulder Tackle
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
KD
|
-
|
No
|
-
|
29/53
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Forward-moving attack that goes airborne. Decent range, and moves forward quite quickly after it becomes active. Usable as an approach tool or as a round ender, but very punishable on parry.
|
|
63214A
63214A Ashi Kuzushi
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
90
|
Block/Parry
|
HS
|
OTG
|
No
|
-
|
11/37
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Heavy-stunning sweep that low-profiles and goes quite far. Decent neutral counterpoke, though the pushback and Mountain's stubby buttons make it nigh-impossible to confirm the heavy stun midscreen, especially if it hits at max range. The move is also a strong OTG, doing as much damage as 8A while starting up and recovering faster. This can be used after 66S OTGs to tack on a little bit extra damage.
|
|
WRA
(While Running) A Dropkick
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
105
|
Block/Parry
|
KD
|
-
|
No
|
-
|
26/18
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
A below average while running attack, with poor startup and abysmal range. Like 46A. this move recovers with Mountain lying on the ground, able to go for a wake-up option.
|
|
WGA
(While Grounded) A
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30
|
Block/Parry
|
MS
|
-
|
No
|
-
|
-
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
All,Throw
|
Generic wake-up sweep.
|
|
Throws
T
Tatakitsuke T Get used to seeing this one a lot Get used to seeing this one a lot
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Tech
|
KD
|
-
|
No
|
-
|
100/52
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Mountain's default throw. Does not switch sides. Guarantees 8A, 8S, dashing 2A and 63214A, but more importantly, it guarantees the 66S OTG combo. As Mountain's only other throw in neutral does not guarantee any OTGs, this is the go-to throw in neutral or mixups.
|
|
46T
Body Stamp 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
210
|
Tech
|
KD
|
-
|
No
|
-
|
110/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Mountain's other throw in neutral, similarly not switiching sides. While more damaging than T, It guarantees no OTGs, making it largely inferior to T.
|
|
MST
Tsukitobashi (Medium Stun) T Get used to seeing this one often, too Get used to seeing this one often, too
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
N/A
|
KD
|
-
|
No
|
-
|
110/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Mountain's default medium stun throw, staying same-side and guaranteeing a dash 2A or 63214A OTG (at the ropes, the dash is not needed to OTG with 2A). Like with T, this throw also guarantees the 66S OTG combo for very high damage. Mountain gets a lot of use out of his medium stun throw, as aside from being able to go for it off of a rope bounce, it is also guaranteed off of A,A, A,6A as well as 4A.
|
|
MS46T
Choke (Medium Stun) 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
210
|
N/A
|
Special
|
-
|
No
|
-
|
112/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Unique throw that leaves the opponent standing. However, Mountain does not seem to get anything guaranteed off of it; can be used for gimmicky resets, but otherwise inferior to the other medium stun throw.
|
|
HST
Hell Thrust (Heavy Stun) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
N/A
|
KD
|
-
|
No
|
-
|
130/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw that stays same side but sends the opponent quite far, such that a 2A, 8A, 8S or 63214A OTG is only possible at the ropes. This throw still comfortably allows for the 66S OTG combo, however.
|
|
HS46T
One-Handed Headbutt (Heavy Stun) 46T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
225
|
N/A
|
KD
|
-
|
No
|
-
|
140/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw that leaves the opponent much closer to Mountain. Guarantees a 2A or 63214A OTG, as well as the 66S OTG combo. Notably, since the opponent is left quite close to Mountain, getting all 5 hits of 66S is stricter, but should be possible.
|
|
FBT
Triple Headbutt (From Behind) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
210
|
Tech
|
KD
|
-
|
No
|
-
|
90/60
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw that stays same side. Very low untech time, with no OTGs whatsoever guaranteed.
|
|
RT
Ippon Seoi (Running) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
150
|
N/A
|
KD
|
Meter Drain
|
No
|
-
|
30/-100
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw on a running opponent. Very short untech time, and as a result, it does not guarantee any OTGs.
|
|
WGT
Tsukitobashi (While Grounded) T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
180
|
Tech
|
KD
|
-
|
No
|
-
|
110/50
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
All,Throw
|
Mountain's wake-up throw, using the same animation and similar properties as (Medium Stun) T. This means any OTGs off of that throw is guaranteed for this throw as well, most notably the 66S OTG combo.
|
|
4T
Irish Whip 4T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Run
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal Irish Whip, sending opponents running behind The Mountain.
|
|
44T
Side Switch 44T
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
0
|
Tech
|
Special
|
-
|
No
|
-
|
0/0
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
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Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Universal side switch throw.
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|
Specials
S
Right Straight S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
120
|
Block/Parry
|
HS
|
-
|
No
|
1
|
-100/80
|
Startup
|
Active
|
Recovery
|
Guard Adv
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Parry Adv
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Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Slow heavy stunning neutral S. The pushback is quite significant midscreen, and Mountain's poor throw range and stubby buttons make it difficult to confirm off of it midscreen. Confirming off of it is much more consistent at the ropes, at the cost of the 66S OTG combo being more difficult and doing less damage. In corner cases where it is possible to combo off of this HS (such as into a throw) and full damage from the 66S OTGs is possible, this is technically Mountain's highest damage starter.
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8S
Body Press 8S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
165
|
Block/Parry
|
KD
|
-
|
No
|
2
|
-200/160
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Metered OTG move, essentially a stronger version of 8A, being guaranteed off of the same knockdowns 8A are. The single most damaging OTG that Mountain have, but sees little to no use due to the 66S OTG combo. Even in corner cases where Mountain only has 2 bars, going for a 66S OTG can still outdamage this, as Mountain would be able to add on a 63214A OTG after the 66S.
|
|
66S
Ground Impact 66S The last thing you see before your lifebar disappears The last thing you see before your lifebar disappears
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30x5
|
Block/Parry
|
HSx5
|
OTG
|
No
|
2
|
-200/36x5
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Ground-travelling, multi-hitting projectile, with just under full-screen range. Each hit heavy stuns, but it will generally hit twice on a standing opponent for a knockdown; functionally the only way it might hit once is at max range, or if the opponent invulns through the early part of the special (such as while waking up). While every hit pushes back on block, this move seems to only cause a rope bounce if all hits are blocked, such as by having Mountain use it point blank at an opponent against the ropes.
Where this move shines is as an OTG, where all 5 hits can connect for 150 damage. Being a projectile, The Mountain recovers quickly enough to do another 66S before the opponent recovers from hitstun; in other words, this move combos into itself on OTG, allowing for 4 reps with 8 bars. With the 63214A that can be tacked on at the end, this is just under 700 damage from just the OTG alone. This is the main source of Mountain's explosive damage, as many of his key throws facilitate going into this OTG. As a result, this move is Mountain's most important button by far, and his gameplan revolves around landing 3-4 of these when he gets a knockdown.
A caveat with using this move for OTGs: if Mountain is too close to the grounded opponent, the move will usually only hit 4 times, for less damage. In addition, this also makes linking the subsequent 66S much stricter, as the last hit of the projectile "whiffs", and keeps the opponent in hitstun for less time. Fortunately, most (though not all) of Mountain's throws which guarantees this OTG auto-spaces the opponent far enough away to consistently score all 5 hits. Since the ropes negate the pushback from throws, throwing an opponent at the ropes will put the opponent very close to the Mountain, making getting all 5 hits very difficult/impossible.
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|
44S
Ground Zero 44S
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Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
75
|
Block/Parry
|
Launch
|
SKD,OTG
|
No
|
2
|
-200/125
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Metered launcher with a large hitbox. Its SKD property enables some respectable juggles for The Mountain, acting as a relaunch that he can pick up off of. However, this seldom sees use, as 66S is usually the better use of meter in combos. Juggles usually have the advantage of being True KKD-proof, but as this applies to the 66S OTG combo as well, there is little reason to juggle with The Mountain.
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|
41236S
Mountain Roller 41236S In a better world, this would be Mountain's best OTG In a better world, this would be Mountain's best OTG
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
30x4
|
Block/Parry
|
KDx4
|
OTG
|
No
|
1
|
-100/30x4
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
Throw
|
Evasive (though somewhat slow) forward-moving special move. Can be useful to get out of pressure, though its slow startup makes it less than ideal. This move will generally only hit once on a standing opponent, but it can hit OTG, where all 4 hits can connect. As an OTG, it is generally made obsolete by 66S, but its lower meter cost means it can come up in corner cases where Mountain only has 1 bar stocked, and he needs to eke out that extra damage to close out a round.
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|
63214S
Chomolungma Press 63214S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
300
|
Tech
|
KD
|
-
|
No
|
3
|
-300/235
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
-
|
Special throw, with below average damage for Mountain's damage rating. Guarantees a 2A OTG, as well as the 66S OTG combo. This throw leaves the opponent quite close to The Mountain, but getting all 5 hits of 66S should still be possible. Since this throw costs 3 bars by itself, Mountain can only get at most 3 reps of 66S afterwards, instead of the usual 4. Going for this special throw into 3 reps of 66S is outdamaged by any of his normal throws into 4 reps; as a result, this special throw sees little use.
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|
Supers
623T+S
Mountain Drop 623T+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
390
|
Tech
|
KD
|
-
|
No
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
All
|
Mountain's super, which like his special throw, is somewhat underpowered for his damage rating. Guarantees a 2A, 8A or 63214A OTG. After the super animation, the opponent will be against the ropes, with Mountain reasonably close by and usually facing right. Mountain generally wants to save meter to land his 66S OTG combo, but this can be a useful, albeit costly, defensive option in a pinch.
- This super does more damage in the arcade version (requires verification).
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|
NR623T+S
Full-Body Mountain Drop (Near Ropes) 623T+S
|
Damage
|
Guard
|
Attribute
|
Property
|
Cancel
|
Cost
|
Meter Gain
|
420
|
Tech
|
KD
|
-
|
No
|
9
|
-900/480
|
Startup
|
Active
|
Recovery
|
Guard Adv
|
Parry Adv
|
Hit Adv
|
Invul
|
-
|
-
|
-
|
-
|
-
|
-
|
All
|
Near ropes version of the above super, doing more damage though still below the average. Similarly guarantees a 2A, 8A or 63214A OTG. After the super animation, the opponent and Mountain will end up at the center of the stage, with Mountain usually facing left.
- This super does more damage in the arcade version (requires verification).
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|
Strategy
Score a knockdown, 66S the opponent a few times, win. This is The Mountain's singular gameplan and win condition. To this end, knowing which knockdowns, specifically throws, that guarantee the 66S OTG is essential. As the full 66S OTG combo requires quite a lot of meter at 8 bars, Mountain usually plays the beginning of the round more passively, stocking up meter until he is able to threaten the OTG combo. Due to the game's high meter build, especially when being hit, getting to the required meter is relatively feasible; this also works as a comeback mechanic of sorts, as having meter built up by getting hit means any one hit into the OTG allows The Mountain to turn the whole game around. In a more meta level, being able to threaten the OTG puts The Mountain in a much more advantageous position: opponents would usually be forced to play more conservatively, for fear of a mistake leading to heavily getting punished by the 66S OTG.
The Mountain can get a lot of mileage out of very basic mixups, in particular with his A,6A string. If A connects, Mountain can combo into his medium stun throw by way of A,6A. If A is blocked, Mountain can mix up a throw, or opt to cancel into A,6A. Against a character without an amazing punish for a teched throw, this is a relatively low-risk, high-reward mixup; if Mountain is parried or throw-teched, he usually would only be taking minor damage, while on hit, his 66S OTG would deal well over half of the opponent's lifebar.
The Mountain is generally played with Red KKD. Meter is so important for Mountain due to his 66S, such that the meter gain buff at low health is quite significant. Many Mountain rounds are often very swingy, with Mountain ending the round with low health and with the KKD buff kicking in; getting to charge meter post-KO with the meter gain buff active goes a long way in setting Mountain up for the next round. True KKD can also be very strong for The Mountain, as having infinite meter can let Mountain do far more 66S than just 4 reps in the OTG combo. The KKD scaling does mean each hit of 66S only does 20 damage instead of 30, but this can be made up by being able to get more reps in. In optimal conditions (i.e. starting at MAX bars, throwing the opponent right away, etc.) Mountain can get up to 10 reps, enough to TOD everyone short of the 1200 health characters. Blue and Green KKD has their advantages as well: Blue KKD's low health damage buff can push the damage threshold of the 66S OTG combo to TOD levels, while the Green KKD's low health defense buff gives Mountain more survivability. However, the strength of Red KKD makes these other two options comparatively less popular.
Combos
Midscreen
- A,6A xx T
Standing jab confirm. Great for punishing teched throws.
- (Knockdown), (66S,)x4 63214A
The 66S OTG combo.
Colors
External Links