Pokemon: Close Combat/Great Tusk: Difference between revisions
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| align="center" colspan="2" |[[File:PKMNCC Great Tusk Portrait.png|center|frameless|500px]] | | align="center" colspan="2" |[[File:PKMNCC Great Tusk Portrait.png|center|frameless|500px]] | ||
|- | |- | ||
| '''Archetypes:''' || | | '''Archetypes:''' || Big body; Mixup | ||
|- | |- | ||
| '''Health:''' || | | '''Health:''' || 43 | ||
|- | |- | ||
| ''' | | '''Endurance:''' || 15 | ||
|- | |||
| '''Endurance Refresh:''' || 5 | |||
|- | |- | ||
| '''Walk Speed:''' || 1.5/-1.5 (Rolling: 5.7/-5.7) | | '''Walk Speed:''' || 1.5/-1.5 (Rolling: 5.7/-5.7) | ||
Line 13: | Line 15: | ||
| '''Prejump Frames:''' || 9f | | '''Prejump Frames:''' || 9f | ||
|- | |- | ||
| '''Fastest Attack:''' || 6B ( | | '''Fastest Attack:''' || 6B (7f) | ||
|} | |} | ||
Keep rollin', rollin' rollin'. | Keep rollin', rollin' rollin'. | ||
==Introduction== | ==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. | 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. They may look slow at first, but once they get up to speed, it's capable of rapidly hitting your opponent from all sides, leaving them with no room to breath. By taking advantage of their 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. Their combos are devastating, deleting the opponent's health bar with the help of their three-hit 6B. | ||
However, even the powerful pachyderm has it's shortcomings. It's huge size and slow attacks outside of stance make | However, even the powerful pachyderm has it's shortcomings. It's huge size and slow attacks outside of stance make them quite prone to pressure from opponents, and their combo starters, while devastating, are very risky and can lead to a brutal punish if you're not careful. But if you're looking to hit hard, tank through hits and look cool doing it, Great Tusk is a great choice. | ||
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|pros= | |pros= | ||
*'''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 the highest health value in the entire game alongside Bewear, in addition to a very high | *'''Sturdy Spinner:''' Great Tusk has the highest health value in the entire game alongside Bewear, in addition to a very high endurance, 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. | ||
Line 38: | Line 40: | ||
*'''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. | *'''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 them rely on parry and throw to build meter. | *'''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. | ||
}} | |||
==Roll Stance== | |||
{{MoveData | |||
|input = 44 or 66 | |||
|subtitle = [[File:PKMNCC4.png]] [[File:PKMNCC4.png]] OR [[File:PKMNCC6.png]] [[File:PKMNCC6.png]] | |||
|image = PKMNCC_Great_Tusk_Roll.png | |||
|caption = | |||
|hitbox = | |||
|hitboxcaption = | |||
|linkname= | |||
|data = | |||
{{AttackData-PKMNCC | |||
|version = | |||
|subtitle = | |||
|damage = | |||
|grddamage = | |||
|guard = | |||
|cancel = | |||
|invul = | |||
|property = | |||
|cost = | |||
<!------------> | |||
|startup = 29 | |||
|description= Great Tusk zooms around as a ball.<br> | |||
The following inputs cause Great Tusk to enter roll stance: | |||
*44 or 66 | |||
*j2A | |||
*Proto-boosting 4C or 6C | |||
*Parry+6 | |||
*C-Cancelling 4A, 6A or 6B | |||
The following inputs and interactions cause Great Tusk to exit roll stance: | |||
*2 | |||
*j2A | |||
*Using an attack (5A hitting, 5B, jA, jB) | |||
*Colliding with a wall | |||
*Getting hit | |||
}} | |||
}} | }} | ||
Line 71: | Line 112: | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Great Tusk extends their trunk forward. | |||
|description= Great Tusk extends | |||
*Typical combo ender into 6B | *Typical combo ender into 6B | ||
*Strong poke in neutral that can buffered into knockdowns | *Strong poke in neutral that can buffered into knockdowns | ||
}} | }} | ||
}} | }} | ||
<br> | <br> | ||
{{MoveData | {{MoveData | ||
Line 96: | Line 135: | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = 5a, Special | |cancel = 5a, Special | ||
|invul = Upper Body | |invul = Upper Body | ||
|property = | |property = Launcher | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = 12 | |startup = 12 | ||
|active = | |active = 16 | ||
|recovery = | |recovery = 15 | ||
|advantage = 1 [- | |advantage = -1 [-6] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 12 | |startup = 12 | ||
|active = | |active = 16 | ||
|recovery = | |recovery = 15 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|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 | ||
}} | }} | ||
Line 128: | Line 167: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Mid | |guard = Mid | ||
|cancel = C Cancel, 426B | |cancel = C-Cancel, 426B | ||
|invul = | |invul = | ||
|property = Knockdown | |property = Knockdown | ||
Line 146: | Line 185: | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Great Tusk uppercuts with | |description= Great Tusk uppercuts with their tusk. | ||
*Mainly used as combo fodder, as it cancels from their 2A | *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 | ||
Line 166: | Line 205: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = High | |guard = High | ||
Line 184: | Line 223: | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|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 | ||
Line 220: | Line 259: | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|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 | ||
Line 242: | Line 281: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = High | |guard = High | ||
Line 260: | Line 299: | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|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 | ||
Line 287: | Line 326: | ||
<!------------> | <!------------> | ||
|startup = 10 | |startup = 10 | ||
|description= Great Tusk curls into a ball before hitting the ground. | |description= Great Tusk curls into a ball before hitting the ground. | ||
*Enters roll stance as soon as Great Tusk lands | *Enters roll stance as soon as Great Tusk lands | ||
Line 313: | Line 349: | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = | |guard = | ||
|cancel = | |cancel = 5B | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 331: | Line 367: | ||
*High risk, high reward launcher | *High risk, high reward launcher | ||
*Great Tusk rapidly accelerates in the direction it's facing | *Great Tusk rapidly accelerates in the direction it's facing | ||
*Causes a | *Causes a 3-damage stalactite to fall on the opponent if Great Tusk collides with a wall | ||
*Often referred to as 66A | *Often referred to as 66A | ||
}} | }} | ||
Line 367: | Line 403: | ||
}} | }} | ||
|description= Dust sprays violently outwards when Great Tusk makes a sharp turn. | |description= Dust sprays violently outwards when Great Tusk makes a sharp turn. | ||
*Can juggle opponents in the air after C-Cancelling 6A | |||
}} | }} | ||
}} | }} | ||
Line 384: | Line 421: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 5 | ||
|grddamage = 4 | |grddamage = 4 | ||
|guard = Mid | |guard = Mid | ||
Line 422: | Line 459: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 7 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Low | |guard = Low | ||
Line 442: | Line 479: | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Great Tusk uses the momentum from | |description= Great Tusk uses the momentum from their roll to slam down on the opponent. | ||
*Important mixup to threaten low | *Important mixup to threaten low | ||
*Has excellent range | *Has excellent range | ||
*Can | *Can be followed up with 6B or 6A in the corner | ||
*Often referred to as 66B | *Often referred to as 66B | ||
}} | }} | ||
Line 467: | Line 504: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = 1, 1, | |damage = 1, 1, 5 | ||
|grddamage = 1, 1, 1 | |grddamage = 1, 1, 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = C-Cancel | |cancel = C-Cancel, 426B | ||
|invul = | |invul = | ||
|property = | |property = | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 7, 9, 10 | ||
|active = 7, 7, | |active = 7, 7, 12 | ||
|recovery = | |recovery = 30 | ||
|advantage = + | |advantage = +51 [-10] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = | |startup = 7 | ||
|active = 7 | |active = 7 | ||
|inactive2 = 9 | |inactive2 = 9 | ||
|active3 = 7 | |active3 = 7 | ||
|inactive4 = 10 | |inactive4 = 10 | ||
|active5 = | |active5 = 12 | ||
|recovery = | |recovery = 30 | ||
}} | }} | ||
|description= Great Tusk charges forward to deliver a devastating three-hit combo. | |description= Great Tusk charges forward to deliver a devastating three-hit combo. | ||
Line 492: | Line 529: | ||
*Standard combo finisher | *Standard combo finisher | ||
*Only the second hit can be C-Cancelled | *Only the second hit can be C-Cancelled | ||
*Only the final hit can cancel into Headlong Rush | |||
}} | }} | ||
}} | }} | ||
Line 527: | Line 565: | ||
}} | }} | ||
|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 will be knocked towards Great Tusk | *An enemy hit by this attack will be knocked towards Great Tusk | ||
*Great Tusk takes reduced damage during the move | *Great Tusk takes reduced damage during the move | ||
*Great Tusk is invulnerable during the startup of the stomp as well as during the active frames | *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 | *Has armor against standard projectiles while charging starting frame 5 | ||
*Recovers damage taken from armored projectiles | *Recovers damage taken from armored projectiles | ||
*Getting hit by a projectile will instantly increase 2B's charge to the next level | *Getting hit by a projectile will instantly increase 2B's charge to the next level | ||
Line 548: | Line 586: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 7 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = Low | |guard = Low | ||
Line 567: | Line 605: | ||
}} | }} | ||
|description= | |description= | ||
*An enemy hit by this attack will be knocked towards Great Tusk | *An enemy hit by this attack will be knocked towards Great Tusk | ||
*Mid and full charge stomp can hit enemies that are right next to the ground, even if they're in an airborne state. Doing so results in smaller knockback | *Mid and full charge stomp can hit enemies that are right next to the ground, even if they're in an airborne state. Doing so results in smaller knockback | ||
}} | }} | ||
Line 575: | Line 613: | ||
|subtitle = <big>2B</big> | |subtitle = <big>2B</big> | ||
|input = [[File:PKMNCC2.png]][[File:PKMNCC_B.png]] | |input = [[File:PKMNCC2.png]][[File:PKMNCC_B.png]] | ||
|image = | |image = PKMNCC_Great_Tusk_2BFull.png | ||
|caption = | |caption = | ||
|hitbox = PKMNCC_Great_Tusk_2B3Hitbox.png | |hitbox = PKMNCC_Great_Tusk_2B3Hitbox.png | ||
Line 584: | Line 622: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 11 | ||
|grddamage = 4 | |grddamage = 4 | ||
|guard = Low | |guard = Low | ||
Line 603: | Line 641: | ||
}} | }} | ||
|description= | |description= | ||
*An enemy hit by this attack will be knocked towards Great Tusk | *An enemy hit by this attack will be knocked towards Great Tusk | ||
*Mid and full charge stomp can hit enemies that are right next to the ground, even if they're in an airborne state. Doing so results in smaller knockback | *Mid and full charge stomp can hit enemies that are right next to the ground, even if they're in an airborne state. Doing so results in smaller knockback | ||
}} | }} | ||
Line 623: | Line 661: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 7 | ||
|grddamage = 2 | |grddamage = 2 | ||
|guard = High | |guard = High | ||
Line 642: | Line 680: | ||
}} | }} | ||
|description= Great Tusk delivers a mid-air stomp to the opponent's dome. | |description= Great Tusk delivers a mid-air stomp to the opponent's dome. | ||
*This variation of the attack | *This variation of the attack triggers when jB is inputted before Tusk has reached the apex of their jump | ||
*Has a hit of armor | *Has a hit of armor--triggering the armor will make the move immediately unleash the stomp and hit the opponent | ||
}} | }} | ||
}} | }} | ||
Line 661: | Line 699: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 7 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = Low | |guard = Low | ||
Line 680: | Line 718: | ||
}} | }} | ||
|description= Great Tusk stomps the ground, causing a quake around them. | |description= Great Tusk stomps the ground, causing a quake around them. | ||
*This variation of the attack triggers when jB is inputted after Tusk has reached the apex of their jump | |||
*This variation of the attack | *Mixes up the opponent by hitting low | ||
}} | }} | ||
}} | }} | ||
==Hyper Moves== | |||
{{MoveData | {{MoveData | ||
|name = Don Drift | |name = Don Drift | ||
Line 722: | Line 757: | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
|description= Great Tusk drifts into a spinning U-turn, plowing into anyone in | |description= Great Tusk drifts into a spinning U-turn, plowing into anyone in their way. | ||
*Great cross-up tool, but punishable on block | *Great cross-up tool, but punishable on block | ||
* | *Invulnerable during frames 12-42. This is extended by an additional 45 frames when Tusk gets close enough to an opponent to cross them up | ||
}} | }} | ||
}} | }} | ||
==Super== | ==Super== | ||
Line 735: | Line 769: | ||
|input = [[File:PKMNCC4.png]][[File:PKMNCC2.png]][[File:PKMNCC6.png]][[File:PKMNCC_B.png]] | |input = [[File:PKMNCC4.png]][[File:PKMNCC2.png]][[File:PKMNCC6.png]][[File:PKMNCC_B.png]] | ||
|image = PKMNCC_Great_Tusk_426B.png | |image = PKMNCC_Great_Tusk_426B.png | ||
|caption = | |caption = murder | ||
|hitbox = PKMNCC_Great_Tusk_426BHitbox.png | |hitbox = PKMNCC_Great_Tusk_426BHitbox.png | ||
|hitboxcaption = | |hitboxcaption = | ||
|linkname= | |linkname= | ||
|data = | |data = | ||
Line 744: | Line 777: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 21 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = | |guard = | ||
Line 764: | Line 797: | ||
}} | }} | ||
|description= 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. | |description= 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. | ||
*Damage scales in combos--it will often be doing less damage than the full 21 | |||
*The only three-meter super in Close Combat | *The only three-meter super in Close Combat | ||
}} | }} | ||
}} | }} | ||
==Throws== | ==Throws== | ||
Line 797: | Line 830: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = 41 | |recovery = 41 | ||
}} | }} | ||
|description= Great Tusk spins the opponent around before tossing them forward. | |description= Great Tusk spins the opponent around before tossing them forward. | ||
*Excellent range | |||
}} | }} | ||
}} | }} | ||
Line 835: | Line 867: | ||
|recovery = 41 | |recovery = 41 | ||
}} | }} | ||
|description= Great Tusk spins the opponent around before tossing them up into the air | |description= Great Tusk spins the opponent around before tossing them up into the air and swapping to roll stance to pursue them. | ||
*Excellent combo starter | *Excellent combo starter | ||
*Leads to 66A>4A>6A>6B in the corner for 15 total damage | |||
*While the move costs just one meter, Great Tusk also doesn't gain meter for performing a throw when Proto Boosting | *While the move costs just one meter, Great Tusk also doesn't gain meter for performing a throw when Proto Boosting | ||
}} | }} | ||
Line 867: | Line 900: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = 41 | |recovery = 41 | ||
}} | }} | ||
|description= Great Tusk thumps the opponent into the ground before tossing them backwards. | |description= Great Tusk thumps the opponent into the ground before tossing them backwards. | ||
*Combos into 6B when throwing the opponent into the corner | |||
}} | }} | ||
}} | }} | ||
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|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 11 | ||
|guard = | |guard = | ||
|cancel = | |cancel = | ||
Line 901: | Line 933: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = 41 | |recovery = 41 | ||
}} | }} | ||
Line 908: | Line 938: | ||
*Huge damage | *Huge damage | ||
*While the move costs just one meter, Great Tusk also doesn't gain meter for performing a throw when Proto Boosting | *While the move costs just one meter, Great Tusk also doesn't gain meter for performing a throw when Proto Boosting | ||
*Hold away from the opponent during the ending of the move to roll away rather than towards them | |||
}} | }} | ||
}} | }} | ||
== | ==Combos== | ||
'''<big>BnBs:</big>'''<br> | |||
'''Normal to Special Confirm'''<br> | |||
4A x 5A x 6B | |||
{{Combos-PKMNCC | |||
|normal1=4 | |||
|normal2=5 | |||
|special3=6 | |||
}} | |||
7 Damage | |||
'''Jump in Combo'''<br> | |||
jA 4A x 5A x 6B | |||
{{Combos-PKMNCC | |||
|none1=9 | |||
|normal2=5 | |||
|normal3=4 | |||
|normal4=5 | |||
|special5=6 | |||
}} | |||
12 Damage | |||
'''Corner Slam'''<br> | |||
66B 6A | |||
{{Combos-PKMNCC | |||
|special1=66 | |||
|normal2=6 | |||
}} | |||
12 Damage | |||
'''Roll Launcher'''<br> | |||
66A 4A 6B | |||
{{Combos-PKMNCC | |||
|none1=66 | |||
|normal2=5 | |||
|normal3=4 | |||
|special4=6 | |||
}} | |||
9 Damage | |||
'''<big>1 Meters:</big>'''<br> | |||
'''Proto Boost in the Corner'''<br> | |||
6C (Proto Boost) 66A 4A 6A 6B | |||
{{Combos-PKMNCC | |||
|c1=6 | |||
|special2=5 | |||
|normal3=5 | |||
|normal4=4 | |||
|normal5=6 | |||
|special6=6 | |||
}} | |||
16 Damage | |||
'''<big>2 Meters:</big>'''<br> | |||
'''Corner Slam Extension'''<br> | |||
66B 6A cc jA 4A 6B 6B | |||
{{Combos-PKMNCC | |||
|special1=66 | |||
|normal2=6 | |||
|c3=5 | |||
|none4=9 | |||
|normal5=5 | |||
|normal6=4 | |||
|special7=6 | |||
|special8=6 | |||
}} | |||
29 Damage | |||
Follow [https://docs.google.com/document/d/1rzTuDQDmI0nG_F0YcewQb40MXbcBJEMxfbXrEKLfr9A/edit this link] from @FlippySpatula for a far more in-depth breakdown of Great Tusk's combos! | |||
==Colors== | ==Colors== |
Revision as of 16:32, 20 May 2024
Archetypes: | Big body; Mixup |
Health: | 43 |
Endurance: | 15 |
Endurance Refresh: | 5 |
Walk Speed: | 1.5/-1.5 (Rolling: 5.7/-5.7) |
Prejump Frames: | 9f |
Fastest Attack: | 6B (7f) |
Keep rollin', rollin' rollin'.
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. They may look slow at first, but once they get up to speed, it's capable of rapidly hitting your opponent from all sides, leaving them with no room to breath. By taking advantage of their 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. Their combos are devastating, deleting the opponent's health bar with the help of their three-hit 6B.
However, even the powerful pachyderm has it's shortcomings. It's huge size and slow attacks outside of stance make them quite prone to pressure from opponents, and their combo starters, while devastating, are very risky and can lead to a brutal punish if you're not careful. But if you're looking to hit hard, tank through hits and look cool doing it, Great Tusk is a great choice.
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 |
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Roll Stance
Normals
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Specials
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Hyper Moves
Super
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Throws
Combos
BnBs:
Normal to Special Confirm
4A x 5A x 6B
7 Damage
Jump in Combo
jA 4A x 5A x 6B
12 Damage
Corner Slam
66B 6A
12 Damage
Roll Launcher
66A 4A 6B
9 Damage
1 Meters:
Proto Boost in the Corner
6C (Proto Boost) 66A 4A 6A 6B
16 Damage
2 Meters:
Corner Slam Extension
66B 6A cc jA 4A 6B 6B
29 Damage
Follow this link from @FlippySpatula for a far more in-depth breakdown of Great Tusk's combos!
Colors