Pokemon: Close Combat/Great Tusk: Difference between revisions

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(Updated for patch 7a)
Line 11: Line 11:
| '''Walk Speed:''' || 1.5/-1.5 (Rolling: 5.7/-5.7)
| '''Walk Speed:''' || 1.5/-1.5 (Rolling: 5.7/-5.7)
|-
|-
| '''Prejump Frames:''' || 11f
| '''Prejump Frames:''' || 9f
|-
|-
| '''Fastest Attack:''' || 6B (9f), Throw (8f)
| '''Fastest Attack:''' || 6B (9f), Throw (8f)
Line 58: Line 58:
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    = 11
   |startup    = 13
   |active    = 3
   |active    = 3
   |recovery  = 19
   |recovery  = 19
Line 92: Line 92:
<!------------>
<!------------>
   |startup    = 12
   |startup    = 12
   |active    = 14
   |active    = 5
   |recovery  = 15
   |recovery  = 24
   |advantage  = -6 [-4]
   |advantage  = -6 [-4]
   |description= Great Tusk swings his trunk upwards.
   |description= Great Tusk swings his trunk upwards.
Line 206: Line 206:
   |subtitle  =
   |subtitle  =
   |damage    = 3
   |damage    = 3
   |grddamage  = 2
   |grddamage  = 1
   |guard      = High
   |guard      = High
   |cancel    =
   |cancel    =
Line 277: Line 277:
*High risk, high reward launcher.
*High risk, high reward launcher.
*Causes Great Tusk to rapidly accelerate in the direction he's facing during roll.
*Causes Great Tusk to rapidly accelerate in the direction he's facing during roll.
*Causes a 1-damage stalactite to fall on the opponent if Great Tusk collides with a wall
  }}
  }}
}}
}}
Line 299: Line 300:
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    = 30
   |startup    = 34
   |active    = 18
   |active    = 10
   |recovery  = 12
   |recovery  = 18
   |advantage  = +20 [+6]
   |advantage  = +14 [+0]
   |description= Dust sprays violently outwards when Great Tusk makes a sharp turn.
   |description= Dust sprays violently outwards when Great Tusk makes a sharp turn.
*
*
Line 323: Line 324:
   |subtitle  =
   |subtitle  =
   |damage    = 3
   |damage    = 3
   |grddamage  = 1
   |grddamage  = 4
   |guard      = Mid
   |guard      = Mid
   |cancel    =
   |cancel    =
Line 332: Line 333:
   |startup    = 24
   |startup    = 24
   |active    = 30
   |active    = 30
   |recovery  = 24
   |recovery  = 34
   |advantage  = +39 [-29]
   |advantage  = +39 [-29]
   |description= Great Tusk spins on the spot.
   |description= Great Tusk spins on the spot.
Line 429: Line 430:
   |description= Great Tusk charges up an earth-quaking stomp.  This attack can be charged to multiple levels based on how long you hold 2.
   |description= Great Tusk charges up an earth-quaking stomp.  This attack can be charged to multiple levels based on how long you hold 2.
*An enemy hit by this attack with be knocked towards Great Tusk.
*An enemy hit by this attack with be knocked towards Great Tusk.
*Great Tusk is invulnerable during the startup of the stomp as well as during the active frames.
*Has armor against standard projectiles while charging starting frame 8
*Getting hit by a projectile will instantly increase 2B's charge to the next level.
  }}
  }}
}}
}}
Line 610: Line 614:
   |cost      = 3
   |cost      = 3
<!------------>
<!------------>
   |startup    = 91 [-67 Super Freeze], 26
   |startup    = 91 [-74 Super Freeze], 26
   |active    = 27. 15
   |active    = 27, 15
   |recovery  = 34
   |recovery  = 34
   |advantage  = +52 [-24]
   |advantage  = +52 [-24]
Line 687: Line 691:
   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 3
   |damage    = 9
   |guard      = Unblockable
   |guard      = Unblockable
   |cancel    =  
   |cancel    =  

Revision as of 18:36, 1 December 2023

PKMNCC Great Tusk Portrait.png
Archetypes: Superheavy; Mixup
Health: 31
Guard Health: 15
Walk Speed: 1.5/-1.5 (Rolling: 5.7/-5.7)
Prejump Frames: 9f
Fastest Attack: 6B (9f), Throw (8f)

Introduction

Keep rollin', rollin', rollin', rollin'



Playstyle
PKMNCC Great Tusk NavboxIcon.png Great Tusk is a beefy tank who can change stances on a whim to dash in and overwhelm the opposition.
Pick if you like Avoid if you dislike
  • Pachyderm Pokes: 5A, 4A and jA dominate the screenspace with great hitboxes.
  • Sturdy Spinner: Great Tusk has one of the highest health values in the entire game, in addition to a very high guard health, allowing him to shrug off tons of damage.
  • Mammoth Mixups: Great Tusk has high/low, left/right, and throw mixups that are all incredibly rewarding.
  • Devastating Damage: Great Tusk's optimal combos can turn the tide of battle very quickly, deleting your opponent's health bar in a couple touches.
  • Keep Rolling: Great Tusk's roll stance allows him to quickly change his playstyle, which can be bewildering to the opponent.
  • Lumbering Giant: Great Tusk is huge, and his movement and attacks are all quite slow outside of stance, making him prone to pressure and combos.
  • Unorthodox Style: Being a stance character, Great Tusk's gameplan can be a bit unobvious with so many options.
  • High Risk, High Reward: While Great Tusk gets a lot of damage off his combo starters, they are almost all minus on block or unsafe.
  • Low Meter Build: Great Tusk has no ways outside of counter hit to combo into sweep, making him rely on parry and throw to build meter.


Normals

5A
PKMNCC Great Tusk 5A.png
PKMNCC Great Tusk 5AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid Special - -
Startup Active Recovery Advantage Cost
13 3 19 1 [-4] -

Great Tusk extends his trunk forward.

  • Great Tusk's best option for challenging, as it is his fastest normal.
  • Typical combo ender into 6b.
  • Very strong poke in neutral that can buffered into knockdowns.
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC Great Tusk 4A.png
PKMNCC Great Tusk 4A1Hitbox.png
PKMNCC Great Tusk 4A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Mid 5a, Special Upper Body -
Startup Active Recovery Advantage Cost
12 5 24 -6 [-4] -

Great Tusk swings his trunk upwards.

  • 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.
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC Great Tusk 6A.png
PKMNCC Great Tusk 6AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 2 Mid C Cancel, 426B - Knockdown
Startup Active Recovery Advantage Cost
26 7 31 +81 [-6] -

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.
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC Great Tusk 2A.png
PKMNCC Great Tusk 2A1Hitbox.png
PKMNCC Great Tusk 2A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 2 High 6A - -
Startup Active Recovery Advantage Cost
33 20 21 -7 [-9] -

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.
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC Great Tusk 3A.png
PKMNCC Great Tusk 3AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Low - - Knockdown
Startup Active Recovery Advantage Cost
14 27 31 +1 [-40] -

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.
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC Great Tusk j5A.png
PKMNCC Great Tusk 5A1Hitbox.png
PKMNCC Great Tusk 5A2Hitbox.png
PKMNCC Great Tusk 5A3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 High - - -
Startup Active Recovery Advantage Cost
16 15 10 +23 [+21] -

Great Tusk does an aerial slam with his tusk.

  • Advantage assumes done at lowest possible height.
  • Main jump-in, incredible frame advantage and hitbox.
Toggle Hitboxes
Toggle Hitboxes


j2A
PKMNCC Great Tusk j2A.png
Damage Endurance Damage Guard Cancel Invul Property
0 0 - - - -
Startup Active Recovery Advantage Cost
10 - - - -

Great Tusk curls into a ball before hitting the ground.

  • Enters roll stance as soon as Great Tusk falls to the ground.


5A while rolling
PKMNCC Great Tusk 665A.png
PKMNCC Great Tusk 665AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 - - - -
Startup Active Recovery Advantage Cost
10 15 23 +75 [-20] -

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.
  • Causes a 1-damage stalactite to fall on the opponent if Great Tusk collides with a wall
Toggle Hitboxes
Toggle Hitboxes


Change direction while rolling
PKMNCC Great Tusk 664.png
PKMNCC Great Tusk 664Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 - - - -
Startup Active Recovery Advantage Cost
34 10 18 +14 [+0] -

Dust sprays violently outwards when Great Tusk makes a sharp turn.

Toggle Hitboxes
Toggle Hitboxes

Specials

Whirling Fortress
PKMNCC Great Tusk 5B.png
PKMNCC Great Tusk 5BHitbox.png
get off me
get off me
Damage Endurance Damage Guard Cancel Invul Property
3 4 Mid - - Armor, Knockdown
Startup Active Recovery Advantage Cost
24 30 34 +39 [-29] -

Great Tusk spins on the spot.

  • Most reliable meterless reversal in his kit, blowing up frametraps and untrue meaties.
Toggle Hitboxes
Toggle Hitboxes


Heavy Slam
B while Rolling
PKMNCC Great Tusk 665B.png
PKMNCC Great Tusk 665BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 1 Low - - -
Startup Active Recovery Advantage Cost
23 10 18 +91 [-10] -

Great Tusk uses the momentum from its roll to slam down on the opponent.

Toggle Hitboxes
Toggle Hitboxes


Stampede
6B
PKMNCC Great Tusk 6B.png
PKMNCC Great Tusk 6B1Hitbox.png
PKMNCC Great Tusk 6B2Hitbox.png
PKMNCC Great Tusk 6B3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 3 1, 1, 1 Mid C-Cancel - -
Startup Active Recovery Advantage Cost
9, 9, 10 7, 7, 10 24 +59 [-9] -

Great Tusk charges forward to deliver a devastating three-hit combo.

Toggle Hitboxes
Toggle Hitboxes


Quaking Stomp
2B
PKMNCC Great Tusk 2B.png
PKMNCC Great Tusk 2B1Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Low - - -
Startup Active Recovery Advantage Cost
21 10 28 +50 [-13] -

Great Tusk charges up an earth-quaking stomp. This attack can be charged to multiple levels based on how long you hold 2.

  • An enemy hit by this attack with be knocked towards Great Tusk.
  • Great Tusk is invulnerable during the startup of the stomp as well as during the active frames.
  • Has armor against standard projectiles while charging starting frame 8
  • Getting hit by a projectile will instantly increase 2B's charge to the next level.
Toggle Hitboxes
Toggle Hitboxes
Quaking Stomp (Mid Charge)
2B
PKMNCC Great Tusk 2B.png
PKMNCC Great Tusk 2B2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Low - - -
Startup Active Recovery Advantage Cost
39 10 28 +81 [-6] -
  • An enemy hit by this attack with be knocked towards Great Tusk.
Toggle Hitboxes
Toggle Hitboxes
Quaking Stomp (Full Charge)
2B
PKMNCC Great Tusk 2B.png
PKMNCC Great Tusk 2B3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
7 4 Low - - -
Startup Active Recovery Advantage Cost
65 10 19 +90 [+10]/ -
  • An enemy hit by this attack with be knocked towards Great Tusk.
Toggle Hitboxes
Toggle Hitboxes


Crashing Footfalls
j.B
PKMNCC Great Tusk jB.png
PKMNCC Great Tusk jB1Hitbox.png
PKMNCC Great Tusk jB2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 High - - -
Startup Active Recovery Advantage Cost
32 20 34 +53 [-1] -

Great Tusk delivers a mid-air stomp to the opponent's dome.

  • This variation of the attack will be used when Great Tusk is high up in the air.
Toggle Hitboxes
Toggle Hitboxes
Crashing Footfalls (Ground)
j.B
PKMNCC Great Tusk jB.png
PKMNCC Great Tusk jB1Hitbox.png
PKMNCC Great Tusk jB2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Low - - -
Startup Active Recovery Advantage Cost
5 (+3 in air) 15 34 +70 [-24] -

Great Tusk stomps the ground, causing a quake around them.

  • This variation of the attack will be used when Great Tusk is about to hit the ground.
Toggle Hitboxes
Toggle Hitboxes


EX Moves

Don Drift
6B while Rolling
PKMNCC Great Tusk 666B.png
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 3 0, 0, 2 - - - -
Startup Active Recovery Advantage Cost
12 42 62 +75 [-20] 1

Great Tusk drifts into a spinning U-turn, plowing into anyone it their way.


Super

Headlong Rush
426B
PKMNCC Great Tusk 426B.png
PKMNCC Great Tusk 426BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
13 1 - - - -
Startup Active Recovery Advantage Cost
91 [-74 Super Freeze], 26 27, 15 34 +52 [-24] 3

Great Tusk lets out a bellowing roar before charging forward, taking the opponent all the way to the corner and delivering a barrage of blows.

Toggle Hitboxes
Toggle Hitboxes


Throws

Forward Throw
6C
PKMNCC Great Tusk 6C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable - - -
Startup Active Recovery Advantage Cost
7 2 41 - -

Great Tusk spins the opponent around before tossing them forward.

Proto Boost (Forward)
B while performing a forward throw
PKMNCC Great Tusk 6CB.png
Damage Endurance Damage Guard Cancel Invul Property
3 - - - - -
Startup Active Recovery Advantage Cost
7 2 41 - 1

Great Tusk spins the opponent around before tossing them up into the air, then swapping to roll stance to pursue them.


Back Throw
4C
PKMNCC Great Tusk 4C.png
Damage Endurance Damage Guard Cancel Invul Property
9 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -

Great Tusk thumps the opponent into the ground before tossing them backwards.

Proto Boost (Back)
B while performing a back throw
PKMNCC Great Tusk 4CB.png
Damage Endurance Damage Guard Cancel Invul Property
7 - - - - -
Startup Active Recovery Advantage Cost
8 2 41 - 1

Great Tusk thumps the opponent into the ground before spinning directly on top of them, swapping into roll stance as well.


Colors


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