Kinnikuman Muscle Grand Prix 2/The Mountain

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The Mountain

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 has been unsuccessful on both of his attempts at this, falling to his demise with his opponent being mostly unscathed.

Gameplay

Although The Mountain is not the best character in MGP2, he is certainly its most infamous top tier. At first glance, he appears to fit the mold of a mediocre big body character perfectly: 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 single 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 gameplan to revolve all around knocking down the opponent and then OTG-ing them to death, and the rest of his toolkit even facilitates this: though his throws are short ranged, many of them puts the opponent at the perfect spacing with a long-enough untech time to guarantee this OTG, and though he is generally lacking in strings, he has a particular string that natural combos into a throw for the 66S. As an icing on the cake, this string is even fast enough to punish teched throws, letting Mountain to get throw punishes of over 900 damage. All told, this gives The Mountain an incredibly scary and skewed risk-reward, where getting opened up by a simple jab-throw mixup from The Mountain (or conversely, attempting to throw The Mountain but getting said throw teched) can translate to losing upwards of 60% of the lifebar.


Strengths Weaknesses
  • Ridiculous OTG damage; almost all of the below Strengths effectively stem from this.
  • Explosive damage accessible off of stray hits/throws.
  • Incredibly damaging throw punishment.
  • Resistant to True KKD activation (since OTGs are "burst safe").
  • Above average health.
  • Highly linear gameplan.
  • Extremely meter dependent to do damage.
  • Slow attacks with long recovery.
  • Many buttons are stubby/has range issues.
  • Very poor throw range.
  • Subpar throw-invuln options.
  • Below average damage for a damage rating 15 character (66S OTG loop aside).

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 - 18-23, 18-22 Sp, 18-38 KKD - 13/41
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
13 4 21 (23) -17 -5 -1 -

Subpar jab with somewhat slow startup and recovery.

  • This jab is still fast enough to punish a teched throw, natural combos into A,6A. This makes it an excellent punish option.
A,A
Rock Wall
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry MS - 31-36, 31-35 Sp, 29-62 KKD - 22/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 3 31 (35) -20 -14 +4 -

Follow-up to A.

  • Unlike most A,As, this does not natural combo from A.
  • However, this attack it is further cancelable, and will natural combo into throw, for a medium stun throw. This sets up the 66S OTG loop.
  • This follow-up is largely made useless by A,6A, which is a similarly medium-stunning follow-up to A, but one that natural combos from A. A,A can be used occasionally to mix-up with A,6A after a blocked A, to throw off parry attempts.
A,A,6A
Cave-in
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry HS-5 MBU - - 9/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
35 3 53 -26 -36 -15~+18 20-61 Throw

Very slow dropkick, largely identical to 46A aside from doing lower damage.

  • What's written under the 46A section largely applies here as well.
  • Within the context of this string, this move's startup is long enough to the point that it does not even combo from A,A's medium stun.
A,6A
Sendiment
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry MS - 31-36, 33-35 Sp, 25-52 KKD - 9/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 26 (30) -15 -9 +9 -

Alternative, natural combo extension from A.

  • Additionally, like A,A, this string further natural combos into a medium stun throw, setting up the 66S OTG loop. This natural combo makes this a very strong punish tool, notably being able to punish teched throws.
  • While this string allows neutral A to lead into big damage on hit, even on block this string allows for high-reward mixups: mixing up between A xx T and A,6A is a simple mixup that can both lead to a throw knockdown for massive OTG damage.
  • Since Mountain does not possess a 6A, he can enter neutral A as 6A instead, meaning he can get this string by inputting 6A,6A (i.e. holding 6, and pressing A,A). This can make it easier to input, especially if getting A,A by accident is a concern.
A,6A,A
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry LS - 29-34, 29-33 Sp, 27-56 KKD - 12/23
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 3 27 (31) -22 -10 -6 -

Follow-up punch to A,6A that natural combos from it, causing a stun overflow knockdown.

  • Getting the 66S OTG loop off of this knockdown is possible, though the timing is somewhat strict; knocking down with this attack has low untech time, so doing it too late would allow the opponent to wake-up, while doing it too early (such that Mountain cancels into the 66S) would float the opponent and allow them to tech-roll.
  • Going for the above route is a somewhat redundant option, as comboing into (Medium Stun) T allows for easier OTG, while doing more damage.
  • On a blocked A,6A, Mountain can use this extension as another mix-up/pressure attempt akin to A,6A/A xx T, but unlike A,6A, this move leads to nothing if it hits raw.
A,6A,A,A
Debris Flow
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry HS-5 MBU 54-61 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
37 3 16 (22) +11 +1 +22~55 -

Ender to the string, being a forward-moving tackle akin to 44A.

  • All written in 44A generally applies here as well.
  • Within the context of this string, this will whiff if the preceding A,6A,A connect for the knockdown. This can be used as a mixup/pressure attempt after a blocked A,6A,A, but this is an extremely telegraphed option.
A,6A,A,6A
Landslide
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry HS-5 MBU 43-65 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 40 (43) -13 -23 -2~+31 -

Alternate ender to the string.

  • Similar to A,6A,A,A, this is a heavy-stunning move, albeit being signifcantly faster than that ender. In exchange, it has much worse range and recovery, making it a lot harder to do anything meaningful off of this whether on hit/block.
  • Off of A,6A,A on hit, This ender will juggle off of the preceding hit's knockdown, negating the hard knockdown.
4A
4A
Sledgehammer
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry MS - 23-42, 23-41 Sp, 23-49 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
20 3 23 (27) -12 -6 +12 -

Slow-ish, medium-stunning overhead punch.

  • Like Mountain's other cancellable MS moves, this natural combos into a medium stun throw, which translates into the 66S OTG loop. Incidentally, when not cancelled into anything, this is the most frame-advantageous among Mountain's MS moves on hit/block/parry.
  • Due to Mountain's poor throw range and this move's pushback on hit, attempting to throw the opponent after hitting a max-range 4A will cause the throw to whiff.
4A,6A
Double Hammer
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry Launch MBU 46-61, 46-60 Sp, 40-60 KKD - 11/17
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
34 4 21 (23) +5 -5 - -

Natural combo launching extension from 4A.

  • Unlike comboing into (Medium Stun) T, 4A combos consistently into this launcher, even at max range.
  • As Mountain's juggle options are decidedly worse than getting the 66S OTG loop, this is a significantly less rewarding (though more consistent) option off of hitting 4A.
4A,6A,8A
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry KD OTG 51-105 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
34 15 50 (58) -35 -45 - 12-79 Throw

Slow jumping OTG attack, albeit one locked behind a string.

  • This juggles off of the 4A,6A launch, though Mountain has better juggle options.
  • Although this can be used to OTG, it is difficult to do so due to the fact that the move is locked behind the string, and it is never optimal due to being outdamaged by 8A or 63214A, not to mention the 66S OTG loop.
8A
8A
Hip Drop
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry KD OTG,MBU 48-92 KKD - 35/55
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
35 10 47 (48) -27 -37 - 14-43 Throw

Slow KD attack that OTGs and goes airborne.

  • Not bad in a vacuum, but largely made redundant by 63214A as a meterless OTG, since 63214A has faster startup and recovery. OTG-ing with 8A might be relevant for KDs where Mountain ends up on an ambiguous side (such that 63214A's input might get crossed up), but Mountain does not really have those.
  • This move can be used to reactively crush throws, though becoming throw-invuln at frame 14 makes it difficult to use as such. As with its application as an OTG, this move competes with 63214A, which is throw invuln on frame 1, but has a more complicated input that can make it more difficult to do on reaction.
  • The above point is largely irrelevant anyways, since Mountain would much prefer to tech a throw and punish with A,6A xx T.
2A
2A
Stomp
Damage Guard Attribute Property Cancel Cost Meter Gain
45 Block/Parry LS OTG,MBU 50-51, 50 Sp, 31-54 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 6 25 (26) -21 -11 -7 -

(Relatively) quick stomp that OTGs.

  • Unlike most 2As, this one is not throw invuln. It also becomes unblockable during MAX True Blue KKD, for some reason.
  • This is not commonly used to OTG due to better options; it can be used as an alternative to 63214A as an ender to the 66S OTG loop, having a much simpler input in exchange for only doing half the damage.
66A
66A
Upper
Damage Guard Attribute Property Cancel Cost Meter Gain
60 Block/Parry Launch MBU 44-45, 44 Sp, 31-49 KKD - 9/13
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
25 4 16 (21) +10 ±0 - -

Mountain's launcher, being cancellable and with slow-ish startup.

  • The move's 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 the 66S OTG loop, 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-5 MBU 53-60 KKD - 25/45
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
36 3 16 (22) +11 +1 +22~55 -

Forward-moving attack with decent range, but with a long, distinctive startup.

  • In exchange for its slow startup, the move has very fast recovery for a HS move. This leaves Mountain plus on block and even parry, and it is so plus on hit that even when mashed reasonably well, Mountain should have enough time to dash up, do A xx T to get (Medium Stun) T, and subsequently do the 66S OTG loop.
46A
46A
Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry HS-5 MBU - - 35/61
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
34 3 53 -26 -36 -15~+18 19-60 Throw

Slow, heavy-stunning dropkick.

  • Akin to most other dropkicks, this move has slow startup and very slow recovery, such that it is extremely punishable on block/parry, and can even be minus/punishable on hit when sufficiently mashed.
  • Unlike most dropkicks, Mountain recovers grounded; the recovery above includes the 1 frame that Mountain is stuck on the ground, after which point he can go for a wake-up option like a quick-rise, a roll, a wake-up throw, etc.
  • The "recovers on the ground" property of the move makes the move less highly punishable than it looks on paper; since Mountain is airborne for most of the move's duration and recovers on the ground, it is tricky if not impossible to get a full high-damage punish with a launcher or a special throw.
41236A
41236A
Shoulder Tackle
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry KD MBU 63-65, 63-64 Sp, 60-117 KKD - 29/53
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
31 4 81 (83) -55 -65 - 24-52 Throw

Forward-moving attack where after some wind-up, The Mountain launches himself forwards.

  • This move goes airborne, but the throw invuln kicks in fairly late, becoming throw invuln only on frame 24.
  • This has decent range, and moves forward quite quickly after Mountain gets off the ground.
  • The startup of this move is rather slow, and it has extremely long recovery, such that it is horrifically punishable on block or parry. Unlike the 46A dropkick, this move does not recover on the ground, giving ample time for the opponent to prepare to do a high-damage punish. Cancelling the move on block lets Mountain go for some gimmicky attempts to avoid getting severely punished.
  • The move's cancellable property has some utility. On hit, Mountain can cancel into 8S or 41236S to combo off of this, where he typically recovers too slowly to link into any guaranteed OTGs. Canceling into 8S will do 150 damage, but causes a float and allowing the opponent to tech roll. Cancelling into 41236S will auto-time it to properly hit OTG, but it will only hit 2-3 times for 60-90 damage. Cancelling into other specials will either not combo, or is worse than either of the aforementioned options; for instance, cancelling into 66S will only do 30/60 damage, while floating the opponent.
  • Overall, this is usable as an approach tool or as a surprise round ender, but its awful disadvantage on block/parry makes it a risky option.
  • This move cannot be cancelled into a throw/special throw outside of True KKD. In Blue True KKD, the throw cancel window is from frames 101-117.
63214A
63214A
Ashi Kuzushi
Damage Guard Attribute Property Cancel Cost Meter Gain
90 Block/Parry HS-5 OTG 34-67 KKD - 11/37
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 4 36 (40) -14 -20 +1~34 1-22 Throw

Heavy-stunning leg sweep that low-profiles, giving it throw-invuln frames.

  • This attack becomes throw invuln on frame 1, being Mountain's only move that is frame 1 throw invuln. In this vein, this has the utility of most characters' 2A, though Mountain's is more rewarding since it causes a HS. In exchange, this move's input makes it somewhat more difficult to do quickly/on reaction.
  • Between the throw invuln and general low-profile, this move is a decent neutral counterpoke, though the pushback and Mountain's stubby buttons/throws make it nigh-impossible (if not straight up 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 the 66S OTG loop to tack on a decent bit extra damage. The input can be somewhat more involved compared to Mountain's other OTG options, but this should not be an issue for the purposes of an OTG.
WRA
(While Running) A
Dropkick
Damage Guard Attribute Property Cancel Cost Meter Gain
105 Block/Parry KD MBU - - 26/18
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
33 6 51 -27 -37 - -

Poor while running attack, with slow startup, even slower recovery, and abysmal range.

  • Similar to 46A, this move recovers with Mountain on the ground, able to go for a wake-up option; the above recovery includes the 1 frame where Mountain is stuck on the ground. This also means that the move is not as punishable on block/parry as it appears on paper, as The Mountain recovering on the ground can prevent most characters from getting a meaningful punish.
  • Despite its animation (and unlike 46A), this move does not have any throw-invuln frames.
WGA
(While Grounded) A
Damage Guard Attribute Property Cancel Cost Meter Gain
30 Block/Parry MS SKD - - 42/21
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
23 8 17 (21) -9 -5 +13 1-22 Full,23 Throw

Generic wake-up sweep.

  • If this hits late enough, Mountain can link into neutral A for a stun overflow knockdown. While this is something the average character can do, this is notable for The Mountain as he can get the 66S OTG loop off of this KD.
  • That said, doing the above is very strict to properly time, as the long falling animation means an early 66S will float the opponent and allow them to tech roll, while the low grounded untech off of the neutral A stun overflow KD means that an even slightly late 66S would give the opponent enough time to quick rise and avoid the OTG.

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 - - - 100/52
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Mountain's default throw, staying same side and sending the opponent a little far away.

  • Guarantees 8A, 8S, dashing 2A, dashing 44S, or 63214A OTG, but more importantly, it also guarantees the 66S OTG loop.
  • 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 - - - 110/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - - -

Mountain's other throw in neutral, similarly not switiching sides like T but leaving the opponent very close to Mountain.

  • 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 - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - - -

Mountain's default medium stun throw, staying same-side and sending the opponent somewhat far away, further that neutral T.

  • This throw recovers slower than T, such that Mountain's guaranteed OTG options after it are more limited; he can get a 63214A OTG, and at the ropes, a 2A OTG as well. Like with T, this throw also guarantees the 66S OTG loop 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 or from a neutral A after a HS, 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 - - - 112/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 - - +5 -

Unique throw that stays same-side, but leaves the opponent standing just outside the range of Mountain's neutral A.

  • At only +5, Mountain does not get anything guaranteed off of this throw, and the range it leaves him further limits what Mountain can do to mix-up/pressure after the throw.
  • This throw can be used for gimmicky resets, and it can be useful for Mountain to eke out that extra needed damage, but otherwise going for this throw is 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 - - - 130/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Heavy-stun throw that stays same side but sends the opponent quite far.

  • As a result of how far this leaves the opponent, a 2A, 8A, 8S or 63214A OTG is only guaranteed at the ropes. This throw still comfortably allows for the 66S OTG loop, however.
  • While a fine throw in itself, confirming a HS into A xx T to get (Medium Stun) T does 30 more damage than this, and similarly guarantees the 66S OTG loop. This leaves this throw as a generally unoptimal route as a result.
HS46T
One-Handed Headbutt
(Heavy Stun) 46T
Damage Guard Attribute Property Cancel Cost Meter Gain
225 N/A KD - - - 140/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 - - - -

Throw that stays same-side, but leaves the opponent much closer to Mountain compared to (Heavy Stun) T.

  • While having a longer grounded untech time on paper than (Heavy Stun) T, Mountain recovers slower from the animation, such that this only guarantees a 2A or 63214A OTG, as well as the 66S OTG loop.
  • When doing the 66S OTG loop after this throw, since the opponent is left quite close to Mountain, 66S has a tendency of only hitting 4 times (at least on the first rep), such that the loop does 30 less damage per rep. With good timing/spacing, getting all 5 hits of the 66S OTG is possible, but it can be a bit strict/inconsistent.
  • This throw has the highest base damage among all of Mountain's throws. This is to the point that doing it off of a HS does 15 more damage than going for A into (Medium Stun) T. This technically makes it the most damaging route off of a HS (by 15 damage), but this difference is so small that coupled with the inconsistency of getting all 5 hits of 66S, this option gets outdamaged by A xx T if even one rep of 66S does not hit for all 5 hits. Because of this, going for A into (Medium Stun) T or even into (Heavy Stun) T is generally preferred as a more consistent route.
FBT
Triple Headbutt
(From Behind) T
Damage Guard Attribute Property Cancel Cost Meter Gain
210 Tech KD - - - 90/60
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 28 -16 - - -

From-behind throw that stays same side.

  • This throw has noticeably lower untech time compared to his other throws, with no OTGs whatsoever guaranteed.
RT
Ippon Seoi
(Running) T
Damage Guard Attribute Property Cancel Cost Meter Gain
150 N/A KD MD - - 30/-100
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
12 23 7 - - - -

Throw on a running opponent, switching sides.

  • This throw has a shorter untech time akin to (From Behind) T, and as a result, it similarly does not guarantee any OTGs.
WGT
Tsukitobashi
(While Grounded) T
Damage Guard Attribute Property Cancel Cost Meter Gain
180 Tech KD - - - 110/50
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
39 3 28 -16 - - 1-33 Full, 34-40 Throw

Mountain's wake-up throw, using the same animation and similar properties as (Medium Stun) T.

  • Because it uses the (Medium Stun) T animation, any guaranteed OTGs off of that throw is similarly guaranteed for this throw as well, most notably the 66S OTG loop.
4T
Irish Whip
4T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Run - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 -16 - +17~35 -

Universal Irish Whip, sending opponents running behind The Mountain.

  • Scoring a rope bounce is rarely an optimal starter for Mountain, since although he can bridge into (Medium Stun) T off of it, the 66S OTG loop becomes stricter to do and does less damage at the ropes.
44T
Side Switch
44T
Damage Guard Attribute Property Cancel Cost Meter Gain
0 Tech Special - - - 0/0
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
24 3 26 -16 - +10 -

Universal side switch throw.

  • As with most characters, Mountain uses this infrequently.

Specials

S
Right Straight
S
Damage Guard Attribute Property Cancel Cost Meter Gain
120 Block/Parry HS-5 MBU 36-59 KKD 1 -100/80
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 3 24 (27) +3 -7 +14~47 -

Slow, heavy-stunning neutral S.

  • The move's pushback is quite significant, and Mountain's poor throw range and stubby buttons make it difficult to confirm off of it midscreen despite the ample plus frames on hit.
  • Confirming off of it is much more consistent at the ropes, at the cost of the 66S OTG loop 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 OTG loop is possible, this is technically Mountain's highest damage starter.
8S
Body Press
8S
Damage Guard Attribute Property Cancel Cost Meter Gain
165 Block/Parry KD OTG,MBU 114-133 KKD 2 -200/160
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
30 18 80 (86) -68 -78 - 1-3 Strike, 10-95 Throw

Metered OTG move, essentially a stronger version of 8A.

  • 8S is guaranteed off of pretty much all the same knockdowns 8A are: neutral T, (Heavy Stun) T at the ropes, and certain stun overflow knockdowns.
  • This is the singular most damaging OTG that Mountain have, but sees little to no use due to the 66S OTG loop. Even in corner cases where Mountain only has 2 bars, going for a single 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,MBU - 2 -200/36x5
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
22 41 (4) 41 (45) total +26 +4 - 1-3 Strike

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.
  • Furthermore, if the opponent blocks the projectile after Mountain has already recovered, the move will only do LS blockstun.
  • This move's most important (and infamous) use 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 loops into itself on OTG, allowing for 4 reps with 8 bars. Furthermore, Mountain can link into an additonal 2A or 63214A OTG after the 66S reps, bringing the damage to just under 700 (if using 63214A) 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.
  • The only thing stopping this move from being a true OTG infinite is that it costs meter. With Red True KKD allowing infinite specials during its duration, Mountain can get far more than the standard 4 reps. Though Red KKD scaling makes each hit of the projectile do only 20 damage instead of 30, this can be more than made up for with the additional reps. With optimal situations (activating at MAX, throwing the opponent right away, etc.), Mountain can get up to 10 reps, doing enough damage to TOD the entire cast short of the 1200 health characters.
  • Block and parry data above assumes this was done point blank at the ropes, but this may beat parry midscreen/further ranges.
44S
Ground Zero
44S
Damage Guard Attribute Property Cancel Cost Meter Gain
75 Block/Parry Launch SKD,OTG,MBU - 2 -200/125
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
17 32 44 (49) total +3 -7 - 1-3 Strike

Metered (techically a projectile) 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 special 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 loop as well, there is little reason to juggle with The Mountain.
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,MBU 90-119 KKD 1 -100/30x4
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
15 58 (7) 44 (47) -15 - - 1-3 Strike, 4-89 Throw

Evasive (though somewhat slow) forward-moving special move.

  • Can be useful to get out of pressure, though its startup makes it less than ideal; while it's pretty fast on paper, due to the animation where Mountain starts rolling before moving forwards, it almost never hits on its first active frame or close to it. For reference, this hits Budo point-blank on frame 43.
  • This move will generally only hit once on a standing opponent for a KD, but it can hit OTG, where 4 hits can connect.
  • While this move can OTG for solid damage if Mountain can get all its hits, its slow effective startup makes it not a guaranteed OTG from any of Mountain's knockdowns besides potentially an extremely advantageous stun overflow KD. Even ignoring all this, a 66S OTG would generally still be a better option than OTG-ing with this move.
63214S
Chomolungma Press
63214S
Damage Guard Attribute Property Cancel Cost Meter Gain
300 Tech KD - - 3 -300/235
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
27 3 27 -16 - - 1-3 Full

Somewhat mediocre special throw that does not side switch and leaves the opponent very close to Mountain.

  • This throw has relatively slow startup and below average damage for Mountain's damage rating. At 27f startup, this is slower than Mountain's normal throws; this is such that unlike most characters, medium stuns that guarantee a medium stun throw does not guarantee this throw.
  • This throw guarantees a 2A or 63214A OTG, as well as the 66S OTG loop. For the purposes of the latter, 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.

Supers

623T+S
Mountain Drop
623T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
390 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Mountain's super, being a standard throw super.

  • Much like his special throw, this is somewhat underpowered for his damage rating.
  • After the super animation, the opponent will be against the ropes, with Mountain somewhat close by.
  • Guarantees a 2A, 8A or 63214A OTG. Since Supers can make it unclear what side the characters end up on, this is the one instance where 8A OTG comes up over 63214A.
  • Mountain generally wants to save meter to land his 66S OTG loop, but this can be a useful, albeit costly, defensive option in a pinch.
  • As is standard for a throw super, Mountain can use this to punish teched throws. This can be handy to not give the opponent the opportunity to KKD activate during the string portion of Mountain's go to throw punish.
  • This super does more damage in the arcade version (requires verification).
NR623T+S
Full-Body Mountain Drop
(Near Ropes) 623T+S
Damage Guard Attribute Property Cancel Cost Meter Gain
420 Tech KD - - 9 -900/480
Startup Active Recovery Guard Adv Parry Adv Hit Adv Invul
14 7 20 -16 - - 1-15 Full

Near ropes version of the above super, doing more damage than the midscreen counterpart, though still below-average for Mountain's damage rating.

  • After the super animation, the opponent and Mountain will end up at the center of the stage.
  • Similar to the previous super, this super guarantees a 2A, 8A or 63214A OTG. What's written about OTGs in that super applies here as well.
  • This super does more damage in the arcade version (requires verification).

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. Mountain's neutral generally leaves a lot to be desired, but worthwhile buttons to press during neutral is A, 4A, 44A, 63214A, and very occasionally, 41236A. 66S (and to a lesser extent 44S and 41236S as well) has utility in neutral, but doing so runs counter to Mountain's standard gameplan of saving meter to dump into 66S. As the full 66S OTG loop 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 trivial; 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. In particular, an opponent would be extremely hesitant to throw a Mountain who can consistently punish a teched throw, as this overwhelmingly skews the risk-reward of the opponent's throw attempts at Mountain's favor.

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 loop 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 frequently ending rounds with low health and 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 loop; see the 66S section above for more info on that. 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. In particular, the latter's True KKD activation can help patch up Mountain's otherwise very poor neutral game. However, the sheer strength of Red KKD makes these other two options comparatively less popular.

Combos

Combo Theory

The Mountain's combos are all about landing the 66S OTG loop. If a combo does not end in the 66S OTG loop, it's probably not worth doing. To this end, as mentioned above, learning which KDs guarantee the 66S OTG loops is very important.

Despite frequent jokes on how easy playing The Mountain is, the 66S OTG loop does take a bit of getting used to; a rarely talked about quirk with 66S is that depending on positioning, The Mountain can recover from the projectile before the projectile itself dissipates, but he cannot throw out another 66S before the previous 66S' projectile goes away. This means it is possible for Mountain to do the next rep "too early", and with the next 66S projectile not coming out, this will frequently result in a dash or a neutral S, ruining the loop as it gives the opponent enough time to recover and get up. On the flipside, delaying subsequent 66Ss too much would leave too big of a gap between reps, and similarly provide enough time for the opponent to recover and get up.

Another way to "mess up" the 66S OTG loop is that not cleanly inputting the next rep will cause Mountain to take a step forward between reps. This does not necessarily mean the loop will drop, but if Mountain gets too close to the opponent, it is very likely he would only be getting 4 hits per rep instead of the ideal 5. This causes the rep to lose out on some damage, especially if Mountain ends up too close early in the loop. While overall still doing a ton of damage, this leaves quite a bit of potential damage on the table; for reference, 4 reps at 120 damage each is 480, while 4 reps at 150 damage each is 600. In cases where Mountain gets too close that 66S does not even hit 4 times, the OTG combo usually drops, as the projectile is hitting too early such that the opponent recovers before Mountain can throw out another one.

Mountain's juggles are not very remarkable. 44S is a neat juggling tool, being an SKD that Mountain can potentially pick up off. Mountain's best juggle, however, would be to use the 44S to get a proper SKD fairly early, and subsequently going for the 66S OTG loop off of said SKD. While neat, this will be noticeably outdamaged by a typical "throw, knockdown, 66S" combo, so it is rarely if ever optimal to go for.

Midscreen

  • A,6A xx T, (66S,)x4 63214A
    Standing jab confirm into the 66S OTG loop. Optimal throw punish.
  • (T/(Medium Stun) T/(Heavy Stun) T/(Heavy Stun) 46T/63214S), (66S,)x4 63214A
    Knockdowns into the 66S OTG loop. Due to meter, only 3 reps are possible after 63214S.
  • 66A, A,6A,A xx 44S, (66S,)x3 63214A
    Juggle off of the 66A launcher into 66S OTG loop.
  • 41236A xx 8S/41236S
    Small hitconfirm from 41236A's knockdown.
  • (Red True KKD) T, (66S,)xN
    OTG pseudo-infinite during Red True KKD. Most optimal when activated at MAX.

Colors

Manga
MGP2-Original

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