Pokemon: Close Combat/Great Tusk: Difference between revisions
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Line 49: | Line 49: | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 11 | ||
|active = 3 | |active = 3 | ||
|recovery = | |recovery = 19 | ||
|advantage = | |advantage = 1 [-4] | ||
|description= Great Tusk extends his trunk forward. | |description= Great Tusk extends his trunk forward. | ||
*Great Tusk's best option for challenging, as it is his fastest normal. | *Great Tusk's best option for challenging, as it is his fastest normal. | ||
*Typical combo ender into 6b. | *Typical combo ender into 6b. | ||
*Very strong poke in neutral that can | *Very strong poke in neutral that can buffered into knockdowns. | ||
}} | }} | ||
}} | }} | ||
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|recovery = 23 | |recovery = 23 | ||
|advantage = +75 [-20] | |advantage = +75 [-20] | ||
|description= | |description= Great Tusk charges forward when rolling. | ||
*High risk, high reward launcher. | |||
*Causes Great Tusk to rapidly accelerate in the direction he's facing during roll. | |||
}} | }} | ||
}} | }} | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 12 | ||
|active = | |active = 14 | ||
|recovery = | |recovery = 15 | ||
|advantage = | |advantage = -6 [-4] | ||
|description= Great | |description= Great Tusk swings his trunk upwards. | ||
*Go-to combo starter when aiming to confirm and stay safe, utilized by cancelling into 5a. | *Go-to combo starter when aiming to confirm and stay safe, utilized by cancelling into 5a. | ||
*Fantastic anti-air that combos into 6b on regular hit, and Roll 5a on counterhit for massive damage. | *Fantastic anti-air that combos into 6b on regular hit, and Roll 5a on counterhit for massive damage. | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 26 | ||
|active = | |active = 7 | ||
|recovery = | |recovery = 31 | ||
|advantage = [ | |advantage = 81 [-6] | ||
|description= | |description= Great Tusk uppercuts with his tusk. | ||
*Mainly used as combo fodder, as it cancels from his 2A. | |||
*Typically best way to extend combos when you have meter to spend. | |||
}} | }} | ||
}} | }} | ||
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|damage = 3 | |damage = 3 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = | |guard = High | ||
|cancel = | |cancel = 6A | ||
|invul = | |invul = | ||
|property = | |property = | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 33 | ||
|active = | |active = 20 | ||
|recovery = | |recovery = 21 | ||
|advantage = | |advantage = -7 [-9] | ||
|description= Great Tusk brings his tusk down on the head of the opponent. | |||
*Tusk's grounded overhead, important to threaten as a mixup. | |||
*Unsafe on hit and block unless cancelled. | |||
}} | }} | ||
}} | }} | ||
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|damage = 1 | |damage = 1 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = | |guard = Low | ||
|cancel = | |cancel = | ||
|invul = | |invul = | ||
|property = | |property = Knockdown | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 14 | ||
|active = | |active = 27 | ||
|recovery = | |recovery = 31 | ||
|advantage = [- | |advantage = 1 [-40] | ||
|description= | |description= Great Tusk sweeps the ground with his trunk. | ||
*Tusk's grounded low, important to threaten as a mixup. | |||
*Very unsafe on block, but builds Great Tusk a bar on hit. | |||
}} | }} | ||
}} | }} | ||
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|damage = 3 | |damage = 3 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = | |guard = High | ||
|cancel = | |cancel = | ||
|invul = | |invul = | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 16 | ||
|active = 15 | |active = 15 | ||
|recovery = | |recovery = 10 | ||
|advantage = [+ | |advantage = +23 [+21] | ||
|description = | |description= Great Tusk does an aerial slam with his tusk. | ||
*Advantage assumes done at lowest possible height. | *Advantage assumes done at lowest possible height. | ||
*Main jump-in, incredible frame advantage and hitbox. | |||
}} | }} | ||
}} | }} | ||
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|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 22 | ||
|active = | |active = | ||
|recovery = | |recovery = | ||
|advantage = | |advantage = | ||
|description= Great Tusk curls into a ball before hitting the ground. | |||
*Enters roll stance as soon as Great Tusk falls to the ground. | |||
}} | }} | ||
}} | }} |
Revision as of 09:27, 12 September 2023
The only information we have been able to find on Great Tusk comes from the dubious piece of literature known as the Scarlet Book. Any more concrete information will take a little longer to gather. (Which is to say, the character just came out! This page is just a placeholder, and will be updated once we have a little more data.)
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Pick if you like | Avoid if you dislike |
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Stats
Health | Guard Heatlh | Fastest Attack | Walkspeed | Prejump |
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31 | 1.5/-1.5 | 11f |
Normals
5A
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5A while rolling
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4A
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6A
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2A
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3A
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j5A
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j2A
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Specials
Whirling Fortress
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Heavy Slam
B while Rolling |
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Stampede
6B |
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Quaking Stomp
2B |
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Crashing Footfalls
j.B |
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EX Moves
Proto Boost
B while performing a throw |
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Don Drift
6B while Rolling |
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Super
Headlong Rush
426B |
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Throws
Forward Throw
6C |
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Back Throw
4C |
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