Killer Instinct (2013)/Tusk: Difference between revisions

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(Tusk Character Infobox)
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{{KI2013 Character Infobox
|name=Tusk
|image=KI2013_Tusk_CSS.png
|forward walk speed= 59f to cross two large training mode squares
|backwards walk speed= 74f to cross two large training mode squares
|forward dash duration= 25f
|backdash duration= 25f
|pre-jump frames= 5f
|jump duration= 38f
|landing recovery= 4f
|advantage post grounded combo breaker= +1
}}

Revision as of 23:58, 28 January 2023


Introduction

Tusk PLACEHOLDER CHARACTER STORY

Tusk PLACEHOLDER GAMEPLAY OVERVIEW

Strengths Weaknesses
  • Chunky Damage: Tusk's damage output in and out of combos is among the highest in the game.
  • Large Buttons: Tusk's has some of the longest range buttons in the game.
  • Big Confirm Windows: Tusk's buttons have a large amount of hitstun allowing easy confirms.
  • Very Difficult to Zone: Tusk's run and long range buttons allow him to get around zoning very effectively.
  • Easy to Break: Tusk's linkers have an extra hit allowing for easier reaction breaks and he has distinctive and slow autodoubles.
  • High Execution Instinct: Getting the most out of Tusk's instinct demands a significantly higher execution investment than most characters.
  • Weak Light Confirms: Tusk can't confirm into anything except Moose Jaw off his lights without meter and can't punish certain moves with a combo due to his 2LK not confirming unless point blank.
KI2013 Tusk CSS.png
Character Data
Forward Walk Speed 59f to cross two large training mode squares
Backwards Walk Speed 74f to cross two large training mode squares
Forward Dash Duration 25f
Backdash Duration 25f
Pre-Jump Frames 5f
Jump Duration 38f
Landing Recovery 4f
Advantage Post Grounded Combo Breaker +1