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
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 OR
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
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
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
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
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
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
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
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
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 OR
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
>>>>
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!