Pokemon: Close Combat/Great Tusk: Difference between revisions
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*'''Pachyderm Pokes:''' 5A, 4A and jA dominate the screenspace with great hitboxes. | *'''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 | *'''Sturdy Spinner:''' Great Tusk has one of the highest health values in the entire game, in addition to a very high guard health, allowing them to shrug off tons of damage. | ||
*'''Mammoth Mixups:''' Great Tusk has high/low, left/right, and throw mixups that are all incredibly rewarding. | *'''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. | *'''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 | *'''Keep Rolling:''' Great Tusk's roll stance allows them to quickly change their playstyle, which can be bewildering to the opponent. | ||
|cons= | |cons= | ||
*'''Lumbering Giant:''' Great Tusk is huge, and | *'''Lumbering Giant:''' Great Tusk is huge, and their movement and attacks are all quite slow outside of stance, making them prone to pressure and combos. | ||
*'''Unorthodox Style:''' Being a stance character, Great Tusk's gameplan can be a bit unobvious with so many options. | *'''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 | *'''High Risk, High Reward:''' While Great Tusk gets a lot of damage off their 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 | *'''Low Meter Build:''' Great Tusk has no ways outside of counter hit to combo into sweep, making them rely on parry and throw to build meter. | ||
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|description= Great Tusk extends | |description= Great Tusk extends their trunk forward. | ||
*Great Tusk's best option for challenging, as it is | *Great Tusk's best option for challenging, as it is their fastest normal. | ||
*Typical combo ender into 6b. | *Typical combo ender into 6b. | ||
*Very strong poke in neutral that can buffered into knockdowns. | *Very strong poke in neutral that can buffered into knockdowns. | ||
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|specialRecovery = | |specialRecovery = | ||
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|description= Great Tusk swings | |description= Great Tusk swings their 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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|description= Great Tusk uppercuts with | |description= Great Tusk uppercuts with their tusk. | ||
*Mainly used as combo fodder, as it cancels from | *Mainly used as combo fodder, as it cancels from their 2A. | ||
*Typically best way to extend combos when you have meter to spend. | *Typically best way to extend combos when you have meter to spend. | ||
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|specialRecovery = | |specialRecovery = | ||
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|description= Great Tusk brings | |description= Great Tusk brings their 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. | ||
*Unsafe on hit and block unless cancelled. | *Unsafe on hit and block unless cancelled. | ||
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|specialRecovery = | |specialRecovery = | ||
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|description= Great Tusk sweeps the ground with | |description= Great Tusk sweeps the ground with their trunk. | ||
*Tusk's grounded low, important to threaten as a mixup. | *Tusk's grounded low, important to threaten as a mixup. | ||
*Very unsafe on block, but builds Great Tusk a bar on hit. | *Very unsafe on block, but builds Great Tusk a bar on hit. | ||
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|specialRecovery = | |specialRecovery = | ||
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|description= Great Tusk does an aerial slam with | |description= Great Tusk does an aerial slam with their tusk. | ||
*Advantage assumes done at lowest possible height. | *Advantage assumes done at lowest possible height. | ||
*Main jump-in, incredible frame advantage and hitbox. | *Main jump-in, incredible frame advantage and hitbox. | ||
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|description= Great Tusk spins on the spot. | |description= Great Tusk spins on the spot. | ||
*Most reliable meterless reversal in | *Most reliable meterless reversal in their kit, blowing up frametraps and untrue meaties. | ||
}} | }} | ||
}} | }} |
Revision as of 21:44, 4 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
Embrace your protohistoric power with Great Tusk! Tusk is an explosive, big body mix-up character with some of the highest damage on the roster. It may look slow at first, but once it gets up to speed, it's capable of hitting hitting your opponent from all sides, leaving them with no room to breath. By taking advantage of its roll stance change, Great Tusk can hurtle across the screen and threaten a unique variety of offensive options. Utilize stomps, earthquakes, rolls, and of course your gigantic tusks to catch your opponent unprepared. 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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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