CharactersMt. Lady

Hero

Mt. Lady

Use Gigantification and go on a rampage! This disastrous lady excels at high-powered area attacks!

Battle Style
1
Costumes
24
Emotes
11
Voice lines
11
Emblems
31

Mt. Lady

Battle Style

Mt. Lady Original

Battle Style

Original

A style that lets you use original Quirk Skills.

  • HP350
  • Released Season 1
  • Location FoundDefault

T.U.N.I.N.G.

Quirk Skill β Defense+ Decreases damage taken from Quirk Skill β

Level1234
Value0.990.9850.980.975

Special Tuning Skill

Revenge Assault Increases your Defense for a set amount of time if your Guard breaks. Level up to increase effect time.

Level1234567891011
Value55.566.57141516171820
Fixed values
  • Damage you take ×0.8
Skill level

Quirk Skill α

Spike Knuckle

Shoots off two shock waves when you punch. While Gigantified, the shock waves are bigger.

Spike Knuckle
Hit
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 50
343638404244464850
Giant
  • Projectile
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 50
  • Object damage ×3
505356596265687175
Impact
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
404550555759616365
Ammo666777778
Ammo used per use111111111
Reload time (s)111111111
Reload delay (s)1.21.21.21.21.21.21.21.21.2
Penalty reload time (s)555555555
Penalty delay (s)2.42.42.42.42.42.42.42.42.4
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, No. of Rounds+, Size+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, No. of Rounds+, Size+

Quirk Skill β

Caldera Stomp

Produces a shockwave by swinging your leg down with great force.
It pierces through walls to hit opponents on the other side.
While Gigantified, the shockwaves are bigger.

Caldera Stomp
Hit
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 240
454749505254565860
Giant
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 500
  • Object damage ×3
100110120130135140145150160
Ammo333333333
Ammo used per use111111111
Reload time (s)5554.54.54.5443.5
Reload delay (s)1.51.51.51.51.51.51.51.51.5
Penalty reload time (s)888888888
Penalty delay (s)333333333
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+, Damage Area+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+, Reload Speed+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+, Damage Area+

Quirk Skill γ

Canyon Cannon

Performs a flying kick in the aim direction. While Gigantified, delivers a powerful sliding kick.

Canyon Cannon
Multi-hit
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Up to 10 hits, every 0.05s
  • Down power 10
555555555
Hit
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 500
859095100102104106108110
Giant
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 500
  • Object damage ×3
100110120130135140145150160
Ammo222222222
Ammo used per use111111111
Reload time (s)888777776
Reload delay (s)111111111
Penalty reload time (s)121212111111111110
Penalty delay (s)111111111
Quirk Skill Level Up
  1. Lv.2 Damage+
  2. Lv.3 Damage+
  3. Lv.4 Damage+, Reload Speed+
  4. Lv.5 Damage+
  5. Lv.6 Damage+
  6. Lv.7 Damage+
  7. Lv.8 Damage+
  8. Lv.9 Damage+, Reload Speed+

Special Action

Gigantification
Move around and attack while Gigantified. Cannot use Gigantification in tight spaces, and taking continuous damage will cancel the effect.

Special Action
Value
Ammo450
Ammo used per second25
Reload time (s)0.1
Reload delay (s)5
Penalty reload time (s)45
Penalty delay (s)10

Melee

Attacks that do not level up.
Melee
Value
Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
20
Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
20
Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
80
Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 250
60
Giant Ground Melee 1
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
  • Object damage ×3
20
Giant Ground Melee 2
  • Melee
  • Reaction: Always weak
  • Guard: Whole
  • Down power 100
  • Object damage ×3
20
Giant Ground Melee 3
  • Melee
  • Reaction: Strong
  • Guard: Strong
  • Down power 500
  • Object damage ×3
80
Giant Air Melee 1
  • Melee
  • Reaction: Strong
  • Guard: Whole
  • Down power 250
  • Object damage ×3
60
Finisher
  • Melee
  • Reaction: Always weak
  • Guard: Nagara
  • Down power 100
100

Stats & movement

Same for every Battle Style, except HP.

Body

HP
350
Guard Points (GP)
250
Armor
100
Down gauge
500
Freeze gauge
100
Shock gauge
100
Guard break rate
1
Damage taken rate
1
Damage taken rate (special)
1
Giant: armor resistance
0.1
Giant: down resistance
0.2
Giant: status resistance
0.1
Body size
M

Run

Top speed
600
Start speed
400
Time to top speed (s)
0.4
Stop time (s)
0.3

Dash

Top speed
1000
Start speed
800
Time to top speed (s)
4
Stop time (s)
0.25

Jump

Height (standing)
300
Rise time (s)
0.25
Height (moving)
150
Rise time, moving (s)
0.15
Forward speed, start
800
Forward speed, end
700

Wall

Wall run top speed
700
Wall run start speed
50
Time to top speed (s)
0.4
Wall jump height
250
Wall jump speed, start
600
Wall jump speed, end
500

Dodge

End speed
1000
Start speed
900
Invincible time (s)
0.3

Giant form

Run top speed
1200
Run start speed
100
Scale
12
Move rate
0.5
Jump height
2000

Other

Move rate while aiming
0.6
Move rate while crouching
0.6
Landing lag from height
500
Longest landing lag from height
2000
Landing lag, shortest (s)
0.2
Landing lag, longest (s)
0.4
Finisher time (s)
3
Aim assist distance
5000

Speeds, heights and distances are in game units (Unreal units: 100 = 1 metre), speeds per second.

Projectiles

6 entries
Lifetime and range of every projectile, hitbox and effect this character spawns
Internal nameLifetime (s)Max distance
Unique1 5 2400
Unique1 Giant 1.5 no limit
Unique1 Giant Impact 0.5 no limit
Stomp 0.45 no limit
Stomp Giant 0.45 no limit
Stomp Giant Predict 1.35 no limit

Where two numbers are shown, the first is skill level 1 and the second the highest level. Names are the developers'.

Costumes

24 released

Emotes

11 released

Voice lines

11 released

About these numbers

  • Damage, GP damage, down power, ammo and reload values are the game server's balance data for the current version. They are base values, before role bonuses, T.U.N.I.N.G. and the target's damage taken rate.
  • A highlighted cell changed from the level before it. Pick a level with the level buttons to follow one column.
  • Penalty reload values are the ones stored for a magazine that has been emptied. A skill with 1 ammo empties on every use.
  • Reaction and Guard are the game's own names for how a hit moves the target and how it deals with GP (explained below). Hover a tag to see what it means.
  • Hover a row name to see the field or the original Japanese part name it comes from.

Guard: what happens when the target has GP

Whole
GP takes the damage (no HP damage while GP lasts). The target plays a full-body guard reaction that interrupts what it was doing.
Nagara
GP takes the damage (no HP damage while GP lasts). The target only flinches on top of what it is doing and keeps moving. Nagara is Japanese for "while".
Through
Ignores GP: the damage goes straight to HP, even while the target still has GP.
Strong
GP takes the damage (no HP damage while GP lasts). The target plays a heavy guard reaction.
Damage reaction
GP takes the damage (no HP damage while GP lasts), but the target still plays the move's own reaction (see Reaction), as if unguarded.
Through GP
GP still takes the damage (no HP damage while GP lasts), but the move's reaction, such as a grab or a blow-off, goes through the guard.

Every Guard type except Through stops HP damage while the target has GP; the hit that breaks the GP passes what is left over to HP. The type only changes how the target reacts in the meantime.

Reaction: how the hit moves the target

No reaction
The target does not react.
Weak
A light flinch.
Always weak
A light flinch, every time.
Strong
A heavy hit that knocks the target back.
Straight
Knocks the target straight back (it bounces on landing).
Grabbed
Grabs the target.
Captured
Captures the target (held in place).
Pulled up
Pulls the target up.
Involved
Drags the target along with the move.
Zero gravity
Puts the target in zero gravity (it floats).
Noise
Stuns the target with noise.
Strong launch
Launches the target into the air.
Grabbed (no reaction)
Grabs the target without a hit reaction.
Strong bound
Slams the target into the ground so it bounces (バウンド, "bound").
Teleport weak
A light flinch from being warped.
Stone bind
Binds the target in stone.
Strong blow-off
Blows the target far away.
Strong add-hit
A heavy hit followed by an extra hit.
Strong carry front
Carries the target forward with the attacker.
Straight (no bound)
Knocks the target straight back without the bounce.

Mt. Lady GUI assets

Face icons 8

Battle Style 4

Quirk Skill 4

Special Tuning Skill 1

Costumes 90

Emotes 33

Emblems 6

Click an image to open the file at full size.