Pokemon: Close Combat/Great Tusk: Difference between revisions
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|recovery = 19 | |recovery = 19 | ||
|advantage = 1 [-4] | |advantage = 1 [-4] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 13 | |||
|active = 3 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 19 | |||
|specialRecovery = | |||
}} | |||
|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. | ||
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|recovery = 24 | |recovery = 24 | ||
|advantage = -6 [-4] | |advantage = -6 [-4] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 12 | |||
|active = 5 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 24 | |||
|specialRecovery = | |||
}} | |||
|description= Great Tusk swings his trunk upwards. | |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. | ||
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|recovery = 31 | |recovery = 31 | ||
|advantage = +81 [-6] | |advantage = +81 [-6] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 26 | |||
|active = 7 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 31 | |||
|specialRecovery = | |||
}} | |||
|description= Great Tusk uppercuts with his tusk. | |description= Great Tusk uppercuts with his tusk. | ||
*Mainly used as combo fodder, as it cancels from his 2A. | *Mainly used as combo fodder, as it cancels from his 2A. | ||
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|recovery = 21 | |recovery = 21 | ||
|advantage = -7 [-9] | |advantage = -7 [-9] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 33 | |||
|active = 20 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 21 | |||
|specialRecovery = | |||
}} | |||
|description= Great Tusk brings his tusk down on the head of the opponent. | |description= Great Tusk brings his tusk down on the head of the opponent. | ||
*Tusk's grounded overhead, important to threaten as a mixup. | *Tusk's grounded overhead, important to threaten as a mixup. | ||
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|recovery = 31 | |recovery = 31 | ||
|advantage = +1 [-40] | |advantage = +1 [-40] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 14 | |||
|active = 27 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 31 | |||
|specialRecovery = | |||
}} | |||
|description= Great Tusk sweeps the ground with his trunk. | |description= Great Tusk sweeps the ground with his trunk. | ||
*Tusk's grounded low, important to threaten as a mixup. | *Tusk's grounded low, important to threaten as a mixup. | ||
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|recovery = 10 | |recovery = 10 | ||
|advantage = +23 [+21] | |advantage = +23 [+21] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 16 | |||
|active = 15 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 10 | |||
|specialRecovery = | |||
}} | |||
|description= Great Tusk does an aerial slam with his tusk. | |description= Great Tusk does an aerial slam with his tusk. | ||
*Advantage assumes done at lowest possible height. | *Advantage assumes done at lowest possible height. | ||
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|recovery = 23 | |recovery = 23 | ||
|advantage = +75 [-20] | |advantage = +75 [-20] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 10 | |||
|active = 15 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 23 | |||
|specialRecovery = | |||
}} | |||
|description= Great Tusk charges forward when rolling. | |description= Great Tusk charges forward when rolling. | ||
*High risk, high reward launcher. | *High risk, high reward launcher. | ||
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|recovery = 18 | |recovery = 18 | ||
|advantage = +14 [+0] | |advantage = +14 [+0] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |||
|startup = 34 | |||
|active = 10 | |||
|inactive2 = | |||
|active3 = | |||
|recovery = 18 | |||
|specialRecovery = | |||
}} | |||
|description= Dust sprays violently outwards when Great Tusk makes a sharp turn. | |description= Dust sprays violently outwards when Great Tusk makes a sharp turn. | ||
* | * |
Revision as of 00:21, 2 December 2023
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
Great Tusk is an explosive, big body mix-up character with some of the highest damage on the roster. By taking advantage of its rolling stance change, Great Tusk can hurtle across the screen and threaten a unique variety of offensive options. Its combos are devastating, deleting the opponent's health bar with the help of its three-hit 6B. If you're looking to hit hard and look cool doing it, Great Tusk is a great choice.
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Pick if you like | Avoid if you dislike |
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Normals
5A
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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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5A while rolling
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Change direction while rolling
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Specials
Whirling Fortress get off me get off me
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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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Quaking Stomp (Mid Charge)
2B |
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Quaking Stomp (Full Charge)
2B |
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Crashing Footfalls
j.B |
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Crashing Footfalls (Ground)
j.B |
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EX Moves
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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Proto Boost (Forward)
B while performing a forward throw |
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Back Throw
4C |
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Proto Boost (Back)
B while performing a back throw |
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Colors