Pokemon: Close Combat/Great Tusk

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PKMNCC Great Tusk Stats.png
PKMNCC Great Tusk Portrait.png
Archetypes: Big Body; Mixup
Health: 43
Endurance: 15
Walk Speed: 1.5/-1.5 (Rolling: 5.7/-5.7)
Prejump Frames: 9
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. 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 breathe. Great Tusk by default is a lumbering tank, poking with moves like 5A and 4A. By taking advantage of its roll stance change, however, 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. Once the opponent is cornered, the potential of Great Tusk's kit is fully unlocked as it dishes out horrifying high/low mix with everything from grounded overheads to aerial lows to stance cancels. Its combos off this mix are devastating, deleting the opponent's health bar with the help of its three-hit 6B. Great Tusk will even frustrate opponents on defense, destroying frame traps with its Whirling Fortress.

However, even the powerful pachyderm has its shortcomings. Its huge size and slow attacks outside of stance make it easy to overwhelm up close if you can play around its reversal, and several of its best neutral, mixup and even defensive tools 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 j5A dominate the screenspace with great hitboxes & combo into solid damage.
  • Sturdy Spinner: Great Tusk has some of the highest health in the game, in addition to very high endurance & a meterless reversal, allowing it to shrug off tons of damage.
  • Mammoth Mixups: Great Tusk has high/low, timing, and throw mixups that are all incredibly rewarding, and can mix up the opponent further by swapping in and out of roll stance.
  • 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 can cross the stage at high speeds with its roll stance, forcing defensive opponents to act fast.
  • Corner Carry: Great Tusk's attacks have very high knockback & move it forward, meaning that virtually any hit it lands will gain it a ton of screen control.
  • Lumbering Giant: Great Tusk is huge and moves slowly outside of stance, forcing it to commit in order to win neutral.
  • Unorthodox Style: Great Tusk is committed to being a vortex character, and is virtually unable to run stagger pressure with not even its C-Cancels letting it access plus frames.
  • 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: Most of Tusk's mix options have no way to combo into meter gain, forcing it to settle for throws more often than it'd like.
  • Fuzzy Blocking: If the opponent fuzzy blocks high to low as Great Tusk approaches the ground, it's limited to slower, more parryable options like low j5A.

Roll Stance

44 or 66
PKMNCC4.png PKMNCC4.png OR PKMNCC6.png PKMNCC6.png
PKMNCC Great Tusk Roll.png
Cancel Invul Startup Recovery Cost Unique
2, 5A, 5B Throw 29 - - -

Great Tusk rolls 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 forward

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

Colliding with a wall in the air causes Great Tusk to bonk off of it:

  • Can be cancelled into aerials, though there's a limited window to do so
  • Niche mixup to bait parries

Normals

5A
PKMNCC A.png
PKMNCC Great Tusk 5A.png
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid Special - -
Startup Active Recovery Advantage Cost Unique
8 3 19 1 [-5] - -
Total: 29

Great Tusk punches forward by straightening their trunk.

  • Strong poke in neutral that can be buffered into knockdowns
  • Slightly slower mash option than 6B, but far safer on block
  • Combo filler after 4A
  • Low damage can cause it to hurt combos due to damage scaling
Toggle Hitboxes
Toggle Hitboxes


4A
PKMNCC4.pngPKMNCC A.png
PKMNCC Great Tusk 4A.png
Damage Endurance Damage Guard Cancel Invul Property
1 1 Mid 5A, Special, 3A (Late) Upper Body Launch (Air)
Startup Active Recovery Advantage Cost Unique
13 16 15 +6 [-6] - -
Total: 43

Great Tusk swings their trunk upwards.

  • Safe grounded combo starter
  • Large anti-air
  • Vital juggle tool due to its launcher effect
Toggle Hitboxes
Toggle Hitboxes


6A
PKMNCC6.pngPKMNCC A.png
PKMNCC Great Tusk 6A.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 Mid C-Cancel, 426B - Launch
Startup Active Recovery Advantage Cost Unique
26 7 36 +76 [-11] - -
Total: 68

Great Tusk uppercuts with their tusk.

  • High-damage combo filler, cancels from 2A
  • Best metered combo extender
  • A bit too slow to use as a reliable anti-air
Toggle Hitboxes
Toggle Hitboxes


2A
PKMNCC2.pngPKMNCC A.png
PKMNCC Great Tusk 2A.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 High 6A - -
Startup Active Recovery Advantage Cost Unique
33 17 15 2 [-1] - -
Total: 64

Great Tusk brings their tusk down on the head of the opponent.

  • Tusk's grounded overhead, important to threaten as a mixup
  • High safety and active frames make it an ideal meaty
Toggle Hitboxes
Toggle Hitboxes


3A
PKMNCC3.pngPKMNCC A.png
PKMNCC Great Tusk 3A.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Low - - Sweep
Startup Active Recovery Advantage Cost Unique
14 7 31 +21 [-20] - -
Total: 51

Great Tusk sweeps the ground with their trunk.

  • Tusk's fastest low
  • Severely unsafe on block, but builds Great Tusk a bar on hit
  • Excellent follow up to connecting 4A on a grounded opponent
Toggle Hitboxes
Toggle Hitboxes


j5A
PKMNCC A.png PKMNCC J.png
PKMNCC Great Tusk j5A.png
Damage Endurance Damage Guard Cancel Invul Property
5 2 High - - -
Startup Active Recovery Advantage Cost Unique
16 15 6 +27 [+24] - -
Total: 36

Great Tusk does an aerial slam with their tusk.

  • One of Tusk's main mix options
  • Large, safe neutral tool
  • Combos into either 4A to start Tusk's bread and butter combos
Toggle Hitboxes
Toggle Hitboxes


j2A
PKMNCC2.pngPKMNCC A.png PKMNCC J.png
PKMNCC Great Tusk j2A.png
Cancel Invul Startup Recovery Cost Unique
- - 22 - - -

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 exits roll stance
  • Using the move to exit roll stance roughly resembles Tusk's jB animation, making j2A useful as a jump-in mixup
  • Best mix options afterward include 6C and 3A


5A while rolling
PKMNCC A.png PKMNCC Rolling.png
PKMNCC Great Tusk 665A.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Mid 5B - Launch
Startup Active Recovery Advantage Cost Unique
10 15 33 +75 [-32] - -
Total: 57

Great Tusk charges forward when rolling.

  • High risk, high reward launcher, though usually outclassed by 66B in the corner
  • Great Tusk rapidly accelerates in the direction it's facing
  • Causes a 3-damage overhead stalactite to fall on the opponent if Great Tusk collides with a wall; as a niche oki option, this can bewilder the opponent into getting ground combo'd by something like 4A
  • 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
Damage Endurance Damage Guard Cancel Invul Property
1 0 Mid - - -
Startup Active Recovery Advantage Cost Unique
34 10 15 +17 [+2] - -
Total: 58

Dust sprays violently outwards when Great Tusk makes a sharp turn.

  • Safer and more disjointed than other rolling moves, can potentially bait committal options
  • Outclassed as a juggle tool by j5A
Toggle Hitboxes
Toggle Hitboxes

Specials

Whirling Fortress
5B
PKMNCC B.png
PKMNCC Great Tusk 5B.png
NO SOLICITING
NO SOLICITING
Damage Endurance Damage Guard Cancel Invul Property
5 1 Mid - - Armor, Launch (Air), Knockdown, Anti-Projectile
Startup Active Recovery Advantage Cost Unique
24 30 34 +32 [-25] - -
Total: 87

Great Tusk spins on the spot.

  • Reliable meterless reversal, blowing up frametraps
  • Can punish opponents expecting an unsafe 6B
  • Slow start-up even when armoring means that opponents can potentially dodge a counterattack by doing special cancels on reaction
Toggle Hitboxes
Toggle Hitboxes


Heavy Slam
5B while rolling
PKMNCC B.png PKMNCC Rolling.png
PKMNCC Great Tusk 665B.png
Damage Endurance Damage Guard Cancel Invul Property
7 1 Low - - Launch
Startup Active Recovery Advantage Cost Unique
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
Damage Endurance Damage Guard Cancel Invul Property
1, 1, 3 1, 1, 1 Mid C-Cancel, 426B - Knockdown
Startup Active Recovery Advantage Cost Unique
7, 9, 10 7, 7, 14 35 +44 [-10] - -
Total: 88

Great Tusk charges forward to deliver a devastating three-hit combo.

  • Great Tusk's fastest attack and 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
(Short Charge)

2B
PKMNCC2.pngPKMNCC B.png
PKMNCC Great Tusk 2BSmall.png
Damage Endurance Damage Guard Cancel Invul Property
3 1 Low - - Armor (Projectile Only), Knockdown
Startup Active Recovery Advantage Cost Unique
23 10 28 +50 [-13] - -
Total: 60

Great Tusk stomps, quaking the earth in a small radius.

  • Anti-zoning tool
  • Releasing the charge early allows Tusk to punish the opponent if they commit
  • The uncharged version isn't particularly useful
  • Can be charged to three different levels based on how long you hold 2
  • 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 instantly increases 2B's charge to the next level
Toggle Hitboxes
Toggle Hitboxes


Crashing Footfalls
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Great Tusk jB.png
Damage Endurance Damage Guard Cancel Invul Property
7 2 High - - Armor
Startup Active Recovery Advantage Cost Unique
32 20 34 +53 [-2] - -
Total: 85

Great Tusk delivers a mid-air stomp to the opponent's dome.

  • Triggers when jB is inputted before Tusk has reached the apex of their jump
  • Triggering the move's armor will make the move immediately unleash the stomp and hit the opponent
  • Armor is broken by dragon punches, so moves like Blaziken's Sky Uppercut beat this option
  • Doesn't give proper oki, not recommended for corner pressure
Toggle Hitboxes
Toggle Hitboxes
Crashing Footfalls (Ground)
jB
PKMNCC B.png PKMNCC J.png
PKMNCC Great Tusk jBground.png
Damage Endurance Damage Guard Cancel Invul Property
7 1 Low - - Launch
Startup Active Recovery Advantage Cost Unique
5 (+13 in air) 15 34 +70 [-24] - -
Total: 53

Great Tusk stomps the ground, causing a quake around them.

  • 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 Mid - Full (1-42) Launch
Startup Active Recovery Advantage Cost Unique
12 42 62 +75 [-20] 1 -
Total: 115

Great Tusk drifts into a spinning U-turn, plowing into anyone in their way.

  • Causes a side switch but is punishable on block
  • Invulnerability 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
murder
murder
Damage Endurance Damage Guard Cancel Invul Property
21/5 (whiff ver.) 1 Low (whiff ver.) - Full (1-117) -
Startup Active Recovery Advantage Cost Unique
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.

  • Reliable combo ender with full corner carry & high damage
  • Highest-damage option after every starter except those that immediately combo into 6A
  • Combos into 6B if the stomp hits
  • Reliable reversal/fireball punish due to its invulnerability
  • Damage scales in combos--it will often be doing less damage than the full 21
  • If Headlong Rush misses or is blocked, Great Tusk finishes the animation with a stomp (notated above as "whiff ver.")
Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Forward Throw
6C
PKMNCC6.pngPKMNCC C.png
PKMNCC Great Tusk 6C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Great Tusk spins the opponent around before tossing them forward.

  • Tusk's throws have high range as a result of its wide hurtbox
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 - - - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - 1 -
Total: 70

Great Tusk spins the opponent around before tossing them up into the air and swapping to roll stance to pursue them.

  • Combos in the corner for high damage
  • Removes the meter gain from the throw


Back Throw
4C
PKMNCC4.pngPKMNCC C.png
PKMNCC Great Tusk 4C.png
Damage Endurance Damage Guard Cancel Invul Property
3 - Unblockable (Throw) - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - - -
Total: 70

Great Tusk thumps the opponent into the ground before tossing them backwards.

  • Tusk's throws have high range as a result of its wide hurtbox
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 - - - - Knockdown
Startup Active Recovery Advantage Cost Unique
8 2 61 - 1 -
Total: 70

Great Tusk thumps the opponent into the ground before spinning directly on top of them, swapping into roll stance.

  • Holding away from the opponent causes Tusk to roll forward, sometimes allowing you to meaty a 66A stalactite
  • Less used than 6CB but does massive immediate damage allowing it to function as a situational finisher
  • Removes the meter gain from the throw


Parry
C
PKMNCC C.png
PKMNCC Great Tusk Parry.png
Damage Endurance Damage Guard Cancel Invul Property
3 - - - - Knockdown
Startup Active Recovery Advantage Cost Unique
- - - - - -

Great Tusk turns and slaps the opponent with its tail.

Combos

  • Follow this link from @FlippySpatula for an in-depth breakdown of Great Tusk's combos!

Meterless BnBs

Basic Ground Combo (+1 Meter Route)
4A 3A

PKMNCC4.pngPKMNCC A.png>> PKMNCC3.pngPKMNCC A.png

4 Damage


Basic Ground Combo (Damage Route)
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 6B

PKMNCC9.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

11 Damage (Replace 6B with 3A to trade damage for meter gain)


Overhead Combo
2A x 6A

PKMNCC2.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC A.png

10 Damage


Roll Launcher Corner Carry
66A 4A 6B

PKMNCC66.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC4.pngPKMNCC A.png>> PKMNCC6.pngPKMNCC B.png

7 Damage


Corner Roll Launcher
66A x 5B 6B

PKMNCC66.png>> PKMNCC5.pngPKMNCC A.png>> PKMNCC5.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC B.png

12 Damage


Corner Slam
66B 6A

PKMNCC66.pngPKMNCC B.png>> PKMNCC6.pngPKMNCC A.png

12 Damage

Colors

A
B
C
D


General
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Netplay
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Characters
Bewear
Blaziken
Breloom
Chesnaught
Falinks
G. Zapdos
Great Tusk
Heracross
Kommo-o
M. Lopunny
Medicham
Mienshao
Poliwrath
Primeape
Scrafty
Slither Wing
Toxicroak
Tyrogue