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
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 OR
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
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
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 OR
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
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
>>
4 Damage
Basic Ground Combo (Damage Route)
4A x 5A x 6B
>>>>
7 Damage
Jump in Combo
jA 4A x 6B
>>>>>>
11 Damage (Replace 6B with 3A to trade damage for meter gain)
Overhead Combo
2A x 6A
>>
10 Damage
Roll Launcher Corner Carry
66A 4A 6B
>>>>>>
7 Damage
Corner Roll Launcher
66A x 5B 6B
>>>>>>
12 Damage
Corner Slam
66B 6A
>>
12 Damage
One Meter Combos
Proto Boost in the Corner
6C (Proto Boost) 66A 5B 4A 6B 6B
>>>>>>>>>>>>
19 Damage
Note: Delay the last 6B slightly for maximum damage.
C-Cancel Combos
Corner Slam Extension
66B 6A cc jA 4A x 6B 6B
>>>>>>>>>>>>>>
24 Damage
Corner-to-Corner
4A 6B cc 66A 4A 6B
>>>>>>>>>>
9 Damage
Headlong Rush Combos
After Headlong Rush, you're in range to connect an overhead 2A x 6A or a low mid-charge 2B 4a x 6b 6b, allowing you to mix up a shell-shocked opponent.
Combo into Headlong Rush 1
jA 6B x 426B
>>>>>>>>
24 Damage
Combo into Headlong Rush 2
2A x 6A x 426B
>>
29 Damage
Note: If you're comboing a cornered opponent, you can add a 6B between the 6A and the 426B for one extra damage.