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. If you're looking to hit hard 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 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.
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.
Normals
5A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
Mid
Special
-
-
Startup
Active
Recovery
Advantage
Cost
13
3
19
1 [-4]
-
Total: 34
Great Tusk extends their trunk forward.
Great Tusk's best option for challenging, as it is their fastest normal.
Typical combo ender into 6b.
Very 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
-
Startup
Active
Recovery
Advantage
Cost
12
5
24
-6 [-4]
-
Total: 40
Great Tusk swings their trunk upwards.
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.
Toggle Hitboxes
Toggle Hitboxes
6A
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
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
3
2
High
6A
-
-
Startup
Active
Recovery
Advantage
Cost
33
20
21
-7 [-9]
-
Total: 73
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
3
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 falls to the ground.
If j2A is used while rolling, Great Tusk will exit roll stance
5A while rolling
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
1
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
10
15
23
+75 [-20]
-
Total: 47
Great Tusk charges forward when rolling.
High risk, high reward launcher.
Causes Great Tusk to rapidly accelerate in the direction he's facing during roll.
Causes a 1-damage stalactite to fall on the opponent if Great Tusk collides with a wall
Toggle Hitboxes
Toggle Hitboxes
Change direction while rolling
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1
0
-
-
-
-
Startup
Active
Recovery
Advantage
Cost
34
10
18
+14 [+0]
-
Total: 61
Dust sprays violently outwards when Great Tusk makes a sharp turn.
Toggle Hitboxes
Toggle Hitboxes
Specials
Whirling Fortress
get off me
get off me
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
4
Mid
-
-
Armor, Knockdown
Startup
Active
Recovery
Advantage
Cost
24
30
34
+39 [-29]
-
Total: 87
Great Tusk spins on the spot.
Most reliable meterless reversal in their kit, blowing up frametraps and untrue meaties.
Toggle Hitboxes
Toggle Hitboxes
Heavy Slam B while Rolling
Damage
Endurance Damage
Guard
Cancel
Invul
Property
5
1
Low
-
-
-
Startup
Active
Recovery
Advantage
Cost
23
10
18
+91 [-10]
-
Total: 50
Great Tusk uses the momentum from its roll to slam down on the opponent.
Toggle Hitboxes
Toggle Hitboxes
Stampede 6B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
1, 1, 3
1, 1, 1
Mid
C-Cancel
-
-
Startup
Active
Recovery
Advantage
Cost
9, 9, 10
7, 7, 10
24
+59 [-9]
-
Total: 75
Great Tusk charges forward to deliver a devastating three-hit combo.
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 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
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
5
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.
Toggle Hitboxes
Toggle Hitboxes
Quaking Stomp (Full Charge) 2B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
7
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.
Toggle Hitboxes
Toggle Hitboxes
Crashing Footfalls j.B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
5
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 will be used when Great Tusk is high up in the air.
Toggle Hitboxes
Toggle Hitboxes
Crashing Footfalls (Ground) j.B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
3
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 will be used when Great Tusk is about to hit the ground.
Toggle Hitboxes
Toggle Hitboxes
EX 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 it their way.
Super
Headlong Rush 426B
Damage
Endurance Damage
Guard
Cancel
Invul
Property
13
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.
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.
Proto Boost (Forward) B while performing a 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, then swapping to roll stance to pursue them.
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.
Proto Boost (Back) B while performing a back throw
Damage
Endurance Damage
Guard
Cancel
Invul
Property
9
-
-
-
-
-
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 as well.