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:''' || Superheavy; Mixup
| '''Archetypes:''' || Big body; Mixup
|-
|-
| '''Health:''' || 33
| '''Health:''' || 43
|-
|-
| '''Guard Health:''' || 15
| '''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 (9f), Throw (8f)
| '''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. It may look slow at first, but once it gets 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 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.
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 it quite prone to pressure from opponents, and its 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.  
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 guard health, allowing them to shrug off tons of damage.
*'''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 its trunk forward.
*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, C-Cancel
   |cancel    = 5a, Special
   |invul      = Upper Body
   |invul      = Upper Body
   |property  =  
   |property  = Launcher
   |cost      =
   |cost      =
<!------------>
<!------------>
   |startup    = 12
   |startup    = 12
   |active    = 5
   |active    = 16
   |recovery  = 24
   |recovery  = 15
   |advantage  = 1 [-4]
   |advantage  = -1 [-6]
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|startup        = 12
|startup        = 12
|active          = 5
|active          = 16
|recovery        = 24
|recovery        = 15
|specialRecovery =  
|specialRecovery =  
}}  
}}  
   |description= Great Tusk swings its trunk upwards.
   |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    = 3
   |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 its tusk.
   |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
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 3
   |damage    = 5
   |grddamage  = 2
   |grddamage  = 2
   |guard      = High
   |guard      = High
Line 184: Line 223:
|specialRecovery =  
|specialRecovery =  
}}  
}}  
   |description= Great Tusk brings its tusk down on the head of the opponent.
   |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 its trunk.
   |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    = 3
   |damage    = 5
   |grddamage  = 1
   |grddamage  = 1
   |guard      = High
   |guard      = High
Line 260: Line 299:
|specialRecovery =  
|specialRecovery =  
}}  
}}  
   |description= Great Tusk does an aerial slam with its tusk.
   |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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<!------------>
<!------------>
   |startup    = 10
   |startup    = 10
  |active    =
  |recovery  =
  |advantage  =
   |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 1-damage stalactite to fall on the opponent if Great Tusk collides with a wall
*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    = 3
   |damage    = 5
   |grddamage  = 4
   |grddamage  = 4
   |guard      = Mid
   |guard      = Mid
Line 422: Line 459:
   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 5
   |damage    = 7
   |grddamage  = 1
   |grddamage  = 1
   |guard      = Low
   |guard      = Low
Line 442: Line 479:
|specialRecovery =  
|specialRecovery =  
}}  
}}  
   |description= Great Tusk uses the momentum from its roll to slam down on the opponent.
   |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 start combos in the corner
*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, 3
   |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    = 9, 9, 10
   |startup    = 7, 9, 10
   |active    = 7, 7, 10
   |active    = 7, 7, 12
   |recovery  = 24
   |recovery  = 30
   |advantage  = +59 [-9]
   |advantage  = +51 [-10]
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData
|startup        = 9
|startup        = 7
|active          = 7
|active          = 7
|inactive2          = 9
|inactive2          = 9
|active3          = 7
|active3          = 7
|inactive4          = 10
|inactive4          = 10
|active5          = 10
|active5          = 12
|recovery        = 24
|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 8
*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
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   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 5
   |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  = PKMNCC_Great_Tusk_2B.png
|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    = 7
   |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    = 5
   |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 will be used when Great Tusk is high up in the air.
*This variation of the attack triggers when jB is inputted before Tusk has reached the apex of their jump
*Has a hit of armor. Triggering the armor will make the move immediately unleash the stomp and hit the opponent.
*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    = 3
   |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.
*Hits low
*This variation of the attack triggers when jB is inputted after Tusk has reached the apex of their jump
*This variation of the attack will be used when Great Tusk is about to hit the ground
*Mixes up the opponent by hitting low
  }}
  }}
}}
}}
<br>
==EX Moves==


==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 its way.
   |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
*Invulnerability frames 12-42. This is extended by an additional 45 frames when Tusk gets close enough to an opponent to cross them up.
*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
  }}
  }}
}}
}}
<br>


==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    = 13
   |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
  }}
  }}
}}
}}
<br>


==Throws==
==Throws==
Line 797: Line 830:
|startup        = 8
|startup        = 8
|active          = 2
|active          = 2
|inactive2          =
|active3          =
|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, then swapping to roll stance to pursue them.
   |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 that leads to lots of damage
*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
|inactive2          =
|active3          =
|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
  }}
  }}
}}
}}
Line 887: Line 919:
   |version    =
   |version    =
   |subtitle  =
   |subtitle  =
   |damage    = 9
   |damage    = 11
   |guard      =  
   |guard      =  
   |cancel    =  
   |cancel    =  
Line 901: Line 933:
|startup        = 8
|startup        = 8
|active          = 2
|active          = 2
|inactive2          =
|active3          =
|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
  }}
  }}
}}
}}
<br>


==Swapping Stances==
==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>


The following inputs cause Great Tusk to enter roll stance:
'''Corner Slam Extension'''<br>
*44 or 66
66B 6A cc jA 4A 6B 6B
*j2A
{{Combos-PKMNCC
*Proto-boosted 4C
|special1=66
*Parry+6
|normal2=6
*C-Canceling 4A, 6A or 6B
|c3=5
|none4=9
|normal5=5
|normal6=4
|special7=6
|special8=6
}}
29 Damage


The following inputs and interactions cause Great Tusk to exit roll stance:
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!
*2
*j2A
*Using an attack (5A, 5B, jA, jB)
*Colliding with a wall
*Getting hit


==Colors==
==Colors==

Revision as of 16:32, 20 May 2024

PKMNCC Great Tusk Portrait.png
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.


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 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.
  • 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 them to quickly change their playstyle, which can be bewildering to the opponent.
  • 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.
  • 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.

Roll Stance

44 or 66
PKMNCC4.png PKMNCC4.png OR PKMNCC6.png PKMNCC6.png
PKMNCC Great Tusk Roll.png
Damage Endurance Damage Guard Cancel Invul Property
- - - - - -
Startup Active Recovery Advantage Cost
29 - - - -

Great Tusk zooms around as a ball.
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

Normals

5A
PKMNCC A.png
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
12 3 19 1 [-4] -
Total: 33

Great Tusk extends their trunk forward.

  • Typical combo ender into 6B
  • Strong poke in neutral that can buffered into knockdowns
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
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 Launcher
Startup Active Recovery Advantage Cost
12 16 15 -1 [-6] -
Total: 42

Great Tusk swings their trunk upwards.

  • Go-to combo starter when aiming to confirm and stay safe, utilized by cancelling into 5a
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Great Tusk 6A.png
PKMNCC Great Tusk 6AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid C-Cancel, 426B - Knockdown
Startup Active Recovery Advantage Cost
26 7 31 +81 [-6] -
Total: 63

Great Tusk uppercuts with their tusk.

  • Mainly used as combo fodder, as it cancels from their 2A
  • Typically best way to extend combos when you have meter to spend
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Great Tusk 2A.png
PKMNCC Great Tusk 2A1Hitbox.png
PKMNCC Great Tusk 2A2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 High 6A - -
Startup Active Recovery Advantage Cost
33 17 15 2 [0] -
Total: 64

Great Tusk brings their 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
PKMNCC3.pngPKMNCC A.png
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] -
Total: 71

Great Tusk sweeps the ground with their 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 A.png PKMNCC J.png
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
5 1 High - - -
Startup Active Recovery Advantage Cost
16 15 10 +23 [+21] -
Total: 40

Great Tusk does an aerial slam with their tusk.

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


j2A
PKMNCC2.pngPKMNCC A.png PKMNCC J.png
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 lands
  • If j2A is used while rolling, Great Tusk will exit roll stance
  • Using the move to exit roll stance roughly resembles Tusk's jB animation, useful as a mixup
  • Great for staying unpredictable and surprising the opponent


5A while rolling
PKMNCC A.png PKMNCC Rolling.png
PKMNCC Great Tusk 665A.png
PKMNCC Great Tusk 665AHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 - 5B - -
Startup Active Recovery Advantage Cost
10 15 23 +75 [-20] -
Total: 47

Great Tusk charges forward when rolling.

  • High risk, high reward launcher
  • Great Tusk rapidly accelerates in the direction it's facing
  • Causes a 3-damage stalactite to fall on the opponent if Great Tusk collides with a wall
  • Often referred to as 66A
Toggle Hitboxes
Toggle Hitboxes


Change direction while rolling
PKMNCC4.png OR PKMNCC6.png PKMNCC Rolling.png
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 15 +14 [+0] -
Total: 58

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

  • Can juggle opponents in the air after C-Cancelling 6A
Toggle Hitboxes
Toggle Hitboxes

Specials

Whirling Fortress
5B
PKMNCC B.png
PKMNCC Great Tusk 5B.png
PKMNCC Great Tusk 5BHitbox.png
get off me
get off me
Damage Endurance Damage Guard Cancel Invul Property
5 4 Mid - - Armor, Knockdown
Startup Active Recovery Advantage Cost
24 30 34 +39 [-29] -
Total: 87

Great Tusk spins on the spot.

  • Reliable meterless reversal, blowing up frametraps and untrue meaties
  • Destroys projectiles
Toggle Hitboxes
Toggle Hitboxes


Heavy Slam
5B while rolling
PKMNCC B.png PKMNCC Rolling.png
PKMNCC Great Tusk 665B.png
PKMNCC Great Tusk 665BHitbox.png
Damage Endurance Damage Guard Cancel Invul Property
7 1 Low - - -
Startup Active Recovery Advantage Cost
23 10 18 +91 [-10] -
Total: 50

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

  • Important mixup to threaten low
  • Has excellent range
  • Can be followed up with 6B or 6A in the corner
  • Often referred to as 66B
Toggle Hitboxes
Toggle Hitboxes


Stampede
6B
PKMNCC6.pngPKMNCC B.png
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, 5 1, 1, 1 Mid C-Cancel, 426B - -
Startup Active Recovery Advantage Cost
7, 9, 10 7, 7, 12 30 +51 [-10] -
Total: 81

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

  • Great Tusk's fastest attack
  • Standard combo finisher
  • Only the second hit can be C-Cancelled
  • Only the final hit can cancel into Headlong Rush
Toggle Hitboxes
Toggle Hitboxes


Quaking Stomp
2B
PKMNCC2.pngPKMNCC B.png
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] -
Total: 58

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
  • 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
  • Has armor against standard projectiles while charging starting frame 5
  • Recovers damage taken from armored projectiles
  • Getting hit by a projectile will instantly increase 2B's charge to the next level
Toggle Hitboxes
Toggle Hitboxes
Quaking Stomp (Mid Charge)
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Great Tusk 2B.png
PKMNCC Great Tusk 2B2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
7 2 Low - - -
Startup Active Recovery Advantage Cost
39 10 28 +81 [-6] -
Total: 76
  • 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
Toggle Hitboxes
Toggle Hitboxes
Quaking Stomp (Full Charge)
2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Great Tusk 2BFull.png
PKMNCC Great Tusk 2B3Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
11 4 Low - - -
Startup Active Recovery Advantage Cost
65 10 19 +90 [+10]/ -
Total: 93
  • 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
Toggle Hitboxes
Toggle Hitboxes


Crashing Footfalls
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Great Tusk jB.png
PKMNCC Great Tusk jB1Hitbox.png
PKMNCC Great Tusk jB2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
7 2 High - - -
Startup Active Recovery Advantage Cost
32 20 34 +53 [-1] -
Total: 85

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

  • This variation of the attack triggers when jB is inputted before Tusk has reached the apex of their jump
  • Has a hit of armor--triggering the armor will make the move immediately unleash the stomp and hit the opponent
Toggle Hitboxes
Toggle Hitboxes
Crashing Footfalls (Ground)
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Great Tusk jB.png
PKMNCC Great Tusk jB1Hitbox.png
PKMNCC Great Tusk jB2Hitbox.png
Damage Endurance Damage Guard Cancel Invul Property
7 1 Low - - -
Startup Active Recovery Advantage Cost
5 (+3 in air) 15 34 +70 [-24] -
Total: 53

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
  • Mixes up the opponent by hitting low
Toggle Hitboxes
Toggle Hitboxes

Hyper Moves

Don Drift
6B while rolling
PKMNCC6.pngPKMNCC B.png PKMNCC Rolling.png
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
Total: 115

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

  • 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

Headlong Rush
426B
PKMNCC4.pngPKMNCC2.pngPKMNCC6.pngPKMNCC B.png
PKMNCC Great Tusk 426B.png
PKMNCC Great Tusk 426BHitbox.png
murder
murder
Damage Endurance Damage Guard Cancel Invul Property
21 1 - - - -
Startup Active Recovery Advantage Cost
91 [-74 Super Freeze], 26 27, 15 34 +52 [-24] 3
Total: 192

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
Toggle Hitboxes
Toggle Hitboxes

Throws

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Great Tusk 6C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable - - -
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

Great Tusk spins the opponent around before tossing them forward.

  • Excellent range
Proto Boost (Forward)
B during forward throw
PKMNCC B.png PKMNCC Throwing.png
PKMNCC Great Tusk 6CB.png
Damage Endurance Damage Guard Cancel Invul Property
3 - - - - -
Startup Active Recovery Advantage Cost
8 2 41 - 1
Total: 50

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

  • 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


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Great Tusk 4C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable - - Knockdown
Startup Active Recovery Advantage Cost
8 2 41 - -
Total: 50

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

  • Combos into 6B when throwing the opponent into the corner
Proto Boost (Back)
B during back throw
PKMNCC B.png PKMNCC Throwing.png
PKMNCC Great Tusk 4CB.png
Damage Endurance Damage Guard Cancel Invul Property
11 - - - - -
Startup Active Recovery Advantage Cost
8 2 41 - 1
Total: 50

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

  • Huge damage
  • 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

BnBs:

Normal to Special Confirm
4A x 5A x 6B

PKMNCC4.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

7 Damage


Jump in Combo
jA 4A x 5A x 6B

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

12 Damage


Corner Slam
66B 6A

PKMNCC66.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png

12 Damage


Roll Launcher
66A 4A 6B

PKMNCC66.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

9 Damage


1 Meters:

Proto Boost in the Corner
6C (Proto Boost) 66A 4A 6A 6B

PKMNCC6.pngPKMNCC C.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

16 Damage


2 Meters:

Corner Slam Extension
66B 6A cc jA 4A 6B 6B

PKMNCC66.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC C.png>> PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC B.png

29 Damage

Follow this link from @FlippySpatula for a far more in-depth breakdown of Great Tusk's combos!

Colors

A
B
C
D


General
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Bewear
Blaziken
Breloom
Chesnaught
Falinks
G. Zapdos
Great Tusk
Heracross
Medicham
Mienshao
Poliwrath
Primeape
Scrafty
Toxicroak