Pokemon: Close Combat/Great Tusk

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PKMNCC Great Tusk Portrait.png
Archetypes: Superheavy; 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 - - - -
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, 3 1, 1, 1 Mid C-Cancel - -
Startup Active Recovery Advantage Cost
7, 9, 10 7, 7, 10 24 +59 [-9] -
Total: 73

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
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
19 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.

  • 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.

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


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 6B