Tusk
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Health |
100
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Dash Time |
15 Frames
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Story
Upon finding the Stone of Souls, a former weakling absorbed the souls of one after another before he became nearly unstoppable. As the stone grew and encased his arm, so did his own power. Donning the tusked skull of a former monster, he became known as Tusk, quickly gaining a god complex and aiming to rule with his brutal strength.
Gameplay Overview
Tusk was an attempt at a ground-based grappler in DracoFighter. Unfortunately, the system largely works against that concept, so the last update reworked him to be more of a power character with huge hitboxes.
Strengths |
Weaknesses
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- Damage: Has high damage on all his attacks, especially from B-Attack combos
- Grab: Can easily take 30-40 health from a single grab combo, and do grab pressure loops
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- Disjoints: Has no sizable disjoints, forcing him to get in
- Hurtbox: Has the biggest hurtbox in the game, and can be hit by some moves on the ground that are impossible for anyone else
- Frame Data: Very unsafe on block and very slow
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Move List
Normal Attacks
N-Attack 5A
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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6
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10
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4
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30
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+0 (Launcher)
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-6
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Tusk's fastest move. Mini-launcher that can only lead into itself. May be used for combo resets?
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F-Attack 6A
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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15
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30
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10
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57
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+11
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+4
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Tusk does a small jump and hits overhead with his tail. Functionally very similar to BiOS' F-Attack, this is a pressure tool that gives you plus frames on block, but has slow startup. Combos into N-Attack on hit.
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B-Attack 4A
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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10
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20
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8
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50
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+6 (Launcher)
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-13
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Tusk does an uppercut. VERY good risk vs reward, has decent range due to the small forward momentum and giant hitbox.
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Specials
N-Special 5B
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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7 (x2 projectiles)
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20
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300
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40
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~+14
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~+4
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Tusk slams the floor, causing 2 fiery shockwave projectiles to shoot on either side of him. Notably, these are the projectiles with the highest amount of blockstun in the game (10 frames), meaning that it isn't unreasonable to time a guaranteed grab if the opponent blocks it. The projectiles' have rather large hurtboxes though, making them pretty easy to destroy. Can be used as a pressure tool up close, due to the block frames/.
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F-Special 6B WHEEEEEE WHEEEEEE
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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10
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50
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12
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90
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+9 (Launcher)
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-25
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Tusk rockets 500 feet into the air, before slamming down with a massive launching hitbox. Due to him being in the air, the actual startup might be slightly longer, unless the opponent is near the top of the screen, since it hits aerial opponents. This move is too slow/unsafe to be useful most of the time, but if you have a hard read on a laggy move you can jump over, you could get away with using this move.
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B-Special 4B BEEG punch BEEG punch
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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20
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25
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16
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55
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+1
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-18
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Tusk rushes forward and punches the opponent. Does notable knockback on hit, and has high damage for a single hit. Mainly used for whiff punishes or combo enders.
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Grabs
N-Grab 5C
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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20
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16
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16
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50
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+25
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--
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Tusk crushes the opponent in his hand, leaving them in front of him for a free hit. This is the main grab to allow for grab loops, and leads to strong but simple combos.
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F-Grab 6C
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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25
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16
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16
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50
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--
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--
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Tusk does a small dash forward with his hand outstretched, before throwing the opponent forward. Doesn't combo unless against a wall.
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B-Grab 4C
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Damage
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Startup
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Active
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FAF
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Adv on Hit
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Adv on Block
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20
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16
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16
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40
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--
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--
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Tusk grabs the opponent and slams them into the ground, knocking them backwards. No, that FaF is not a typo, this grab just has 10 frames less endlag than his other throws. Good combo options.
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Combos
B-Attack
- B-Attack > B-Attack > B-Attack > F-Attack > N-Attack - MAX Damage (51) Awkward timing, rather strict
- B-Attack > B-Attack > B-Attack > B-Special - (50) Most consistent against wall, can still work with very edge of first B-Attack hit
F-Attack
- F-Attack > N-Attack - MAX Damage (21)
N-Attack
- N-Attack > N-Attack - MAX Damage (12)
F-Special
- F-Special > B-Attack > B-Special - MAX Damage (40)
- F-Special > B-Attack > B-Attack > N-Attack - (36)
- F-Special > B-Attack > N-Attack > N-Attack - (32)
N-Grab
- N-Grab > F-Attack > N-Attack - MAX Damage (41)
- N-Grab > B-Special - (40)
- N-Grab > B-Attack - (30) Main loop
- N-Grab > N-Attack - (26) Possible reset
F-Grab
- F-Grab > N-Attack - MAX Damage (31) Only works against wall
B-Grab
- B-Grab > B-Special - MAX Damage (40)
- B-Grab > B-Attack > N-Attack - (36)
Strategy
Tusk generally wants to be at a close-mid range where he can best exert his large hitboxes and compensate for his startup frames by being just out of reach. He is most awkward at far to mid range, where he can do very little other than throw projectiles and possibly an F-Special read. Most of the time, he will have to approach the opponent just by walking and blocking. His dashes are very quick and long ranged, but it could be risky depending on the match-up.
At close-mid range, Tusk can safely use his F-Attack to get on the opponent, following up with a mix-up like B-Attack/N-Grab. B-Attack is also relatively safe, and grants ridiculous reward on hit. Tusk can also stay a bit back to whiff punish with B-Special.
Up close, Tusk can apply his most dangerous mix-ups, but it's at the risk of dealing with characters that have faster moves. He can use his N-Special as a slightly quicker pressure tool than F-Attack, or have a hard read with B-Attack, but most of the time you'll be using N-Attack/F-Attack to pressure the opponent and forcing them into block so you can grab loop them.