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:''' || 43 | | '''Health:''' || 43 | ||
Line 178: | Line 178: | ||
|active = 7 | |active = 7 | ||
|recovery = 31 | |recovery = 31 | ||
|advantage = + | |advantage = +76 [-11] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 26 | |startup = 26 | ||
Line 291: | Line 291: | ||
|startup = 16 | |startup = 16 | ||
|active = 15 | |active = 15 | ||
|recovery = | |recovery = 6 | ||
|advantage = + | |advantage = +27 [+25] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 16 | |startup = 16 | ||
|active = 15 | |active = 15 | ||
|recovery = | |recovery = 6 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
Line 325: | Line 325: | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = | |startup = 22 | ||
|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 348: | Line 348: | ||
|damage = 3 | |damage = 3 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = | |guard = Mid | ||
|cancel = | |cancel = 5B | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 356: | Line 356: | ||
|startup = 10 | |startup = 10 | ||
|active = 15 | |active = 15 | ||
|recovery = | |recovery = 33 | ||
|advantage = +75 [-20] | |advantage = +75 [-20] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 10 | |startup = 10 | ||
|active = 15 | |active = 15 | ||
|recovery = | |recovery = 33 | ||
|specialRecovery = | |specialRecovery = | ||
}} | }} | ||
Line 386: | Line 386: | ||
|damage = 1 | |damage = 1 | ||
|grddamage = 0 | |grddamage = 0 | ||
|guard = | |guard = Mid | ||
|cancel = | |cancel = | ||
|invul = | |invul = | ||
Line 395: | Line 395: | ||
|active = 10 | |active = 10 | ||
|recovery = 15 | |recovery = 15 | ||
|advantage = + | |advantage = +17 [+3] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 34 | |startup = 34 | ||
Line 432: | Line 432: | ||
|active = 30 | |active = 30 | ||
|recovery = 34 | |recovery = 34 | ||
|advantage = + | |advantage = +29 [-25] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 24 | |startup = 24 | ||
Line 474: | Line 474: | ||
|startup = 23 | |startup = 23 | ||
|active = 10 | |active = 10 | ||
|recovery = 18 | |recovery = 18 | ||
|specialRecovery = | |specialRecovery = | ||
Line 507: | Line 505: | ||
|grddamage = 1, 1, 1 | |grddamage = 1, 1, 1 | ||
|guard = Mid | |guard = Mid | ||
|cancel = C-Cancel | |cancel = C-Cancel, 426B | ||
|invul = | |invul = | ||
|property = | |property = | ||
Line 513: | Line 511: | ||
<!------------> | <!------------> | ||
|startup = 7, 9, 10 | |startup = 7, 9, 10 | ||
|active = 7, 7, | |active = 7, 7, 14 | ||
|recovery = | |recovery = 35 | ||
|advantage = + | |advantage = +44 [-10] | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 7 | |startup = 7 | ||
Line 522: | Line 520: | ||
|active3 = 7 | |active3 = 7 | ||
|inactive4 = 10 | |inactive4 = 10 | ||
|active5 = | |active5 = 14 | ||
|recovery = | |recovery = 35 | ||
}} | }} | ||
|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 529: | Line 527: | ||
*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 706: | Line 705: | ||
|cost = | |cost = | ||
<!------------> | <!------------> | ||
|startup = 5 (+ | |startup = 5 (+13 in air) | ||
|active = 15 | |active = 15 | ||
|recovery = 34 | |recovery = 34 | ||
Line 722: | Line 721: | ||
}} | }} | ||
== | ==Hyper Moves== | ||
{{MoveData | {{MoveData | ||
|name = Don Drift | |name = Don Drift | ||
Line 751: | Line 750: | ||
|startup = 12 | |startup = 12 | ||
|active = 42 | |active = 42 | ||
|recovery = 62 | |recovery = 62 | ||
|specialRecovery = | |specialRecovery = | ||
Line 776: | Line 773: | ||
|version = | |version = | ||
|subtitle = | |subtitle = | ||
|damage = | |damage = 21 | ||
|grddamage = 1 | |grddamage = 1 | ||
|guard = | |guard = | ||
Line 796: | Line 793: | ||
}} | }} | ||
|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 | ||
}} | }} | ||
Line 823: | Line 821: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
|advantage = | |advantage = | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
}} | }} | ||
|description= Great Tusk spins the opponent around before tossing them forward. | |description= Great Tusk spins the opponent around before tossing them forward. | ||
Line 856: | Line 854: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
|advantage = | |advantage = | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = 61 | |||
|recovery = | |||
}} | }} | ||
|description= Great Tusk spins the opponent around before tossing them up into the air and 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. | ||
Line 893: | Line 889: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
|advantage = | |advantage = | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
}} | }} | ||
|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. | ||
Line 925: | Line 921: | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
|advantage = | |advantage = | ||
|framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | |framedata={{#invoke:FrameChart-PKMNCC|drawFrameData | ||
|startup = 8 | |startup = 8 | ||
|active = 2 | |active = 2 | ||
|recovery = | |recovery = 61 | ||
}} | }} | ||
|description= Great Tusk thumps the opponent into the ground before spinning directly on top of them, swapping into roll stance. | |description= Great Tusk thumps the opponent into the ground before spinning directly on top of them, swapping into roll stance. | ||
Line 938: | Line 934: | ||
}} | }} | ||
}} | }} | ||
==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 | |||
}} | |||
11 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 | |||
}} | |||
7 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 | |||
}} | |||
25 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== |
Latest revision as of 22:03, 13 June 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
11 Damage
Corner Slam
66B 6A
12 Damage
Roll Launcher
66A 4A 6B
7 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
25 Damage
Follow this link from @FlippySpatula for a far more in-depth breakdown of Great Tusk's combos!
Colors