Killer Instinct (2013)/Tusk: Difference between revisions

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   |special properties= Throw Invul 1-9f, Pass Through 10-20f, Hard Knockdown
   |special properties= Throw Invul 1-9f, Pass Through 10-20f, Hard Knockdown
   |description= If Tusk passes through his opponent during the startup of Back Stab, he will perform a quicker attack that hits crossup and knocks down.
   |description= If Tusk passes through his opponent during the startup of Back Stab, he will perform a quicker attack that hits crossup and knocks down.
}}
}}
{{MoveData
|image= Tusk 4HPhb.png|thumb
|caption= Top to bottom: No charge, partial charge, full charge
|name= Spine Splitter
|linkname= 4HP
|input= Back+HP/4HP
|data=
{{AttackData-KI2013
  |version= No Charge
  |damage= 28 (7%)
  |counter-hit damage= 28 (7%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= 27
  |active= 1
  |recovery= 39
  |total duration= 66f
  |on hit= +10
  |on counter-hit= +10
  |on block= -3
  |special properties= Stagger
  |description= To Do
}}
{{AttackData-KI2013
  |version= Partial Charge
  |damage= 36 (10%)
  |counter-hit damage= 36 (10%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= Mid
  |startup= ??
  |active= 1
  |recovery= 39
  |total duration= ??f
  |on hit= +20
  |on counter-hit= +20
  |on block= 0
  |special properties= Stagger
  |description= To Do
}}
{{AttackData-KI2013
  |version= Full Charge
  |damage= 44 (11%)
  |counter-hit damage= 44 (11%)
  |potential damage= --
  |shadow on hit= ??
  |shadow on block= ??
  |guard= --
  |startup= 87
  |active= 1
  |recovery= 39
  |total duration= 126f
  |on hit= +30
  |on counter-hit= +30
  |on block= --
  |special properties= Stagger, Unblockable
  |description= To Do
  }}
  }}
}}
}}

Revision as of 16:46, 27 January 2025


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

Universal Mechanics

Instinct

One Thousand Years of Training: Tusk can cancel St.MP and St.HP into special moves at the cost of some of his remaining instinct meter. He is also able to cancel any special move into any other special move also at the cost of his instinct bar.

Combat Traits

Deflect: During certain moves Tusk will flash white, this allows him to "deflect" any strike that hits him during this time. A deflect will recapture and stagger the opponent allowing whatever move he was doing at the time to connect.

Normal Moves

Far Normals

Standing Light Punch
Stand LP/5LP
Tusk SLPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
10 (2%) 14v(3%) -- 1.6 2.4 Mid 5 3 14 21f +1 +5 +0 Chain

To Do


Far Standing Medium Punch
Stand MP/5MP
Tusk SMPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
40 (11%) 50 (13%) -- 2.4 4 Mid 23 2 26 50f +21 +21 -3 Stagger, Deflect 7-9f

Tusk steps forward, slams his sword down, then retreats, giving this normal even greater range than the hitbox alone implies.


Far Standing Heavy Punch
Stand HP/5HP
Tusk SHP GIF.gif
Swingin
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
70 (19%) 80 (22%) -- 4 4.5 Mid 27 8 34 68f +24 +24 -5 Stagger, Deflect 6-10f

Tusk does a mammoth underhand swing that's pretty much impossible to jump over, and does so much pushback that most 5-framers can't reach to punish it. It also hits behind him. It's hard to whiff this move, but if it does Tusk is very open.


Standing Light Kick
Stand LK/5LK
Tusk SLKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
10 (2%) 14 (3%) -- 1.6 2.4 Mid 6 3 11 19f +4 +8 +3 --

To Do


Far Standing Medium Kick
Stand MK/5MK
Tusk SMKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20 (5%) 26 (6%) -- 2.4 4 Mid 8 3 23 33f +4 +7 -1 --

To Do


Far Standing Heavy Kick
Stand HK/5HK
Tusk SHKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
36 (10%) 44 (12%) -- 4 4.5 Mid 11 5 20 47f +10 +13 -1 --

To Do

Crouching Normals

Crouching Light Punch
Crouch LP/2LP
Tusk CLPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
10 (2%) 14 (3%) -- 1.6 2.4 Mid 5 2 10 16f +1 +5 0 Chain

To Do


Crouching Medium Punch
Crouch MP/2MP
Tusk CMPhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
34 (9%) 44 (12%) -- 2.4 4 Mid 22 5 21 47f +21 +21 -3 Stagger, Deflect 6-11f

To Do


Crouching Heavy Punch
Crouch HP/2HP
Tusk CHPhbV2.png
Lol
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
60 (16%) 70 (19%) -- 4 4.5 Mid 18 4 39 60f +32 -17 +32 Soft Knockdown, Deflect 6-12

Anti-air for dummies. Don't let Tusk swat you or it's bye-bye health bar.


Crouching Light Kick
Crouch LK/2LK
Tusk CLKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
10 (2%) 14 (3%) -- 1.6 2.4 Low 5 2 8 14f +4 +6 +1 --

To Do


Crouching Medium Kick
Crouch MK/2MK
Tusk CMKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20 (5%) 26 (7%) -- 2.4 4 Low 9 3 22 33f 0 0 -8 --

To Do


Crouching Heavy Kick
Crouch HK/5HK
Tusk CHKhbV2.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
36 (10%) 44 (12%) -- 4 4.5 Low 12 3 24 38f +49 +49 -5 Hard knockdown

Standard sweep.

Close Normals

Close Standing Medium Punch
Close Stand MP/clMP
Tusk NMPhb.png
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20 (5%) 26 (7%) -- 2.4 4 Mid 7 2 17 25f +2 +2 0 --

To Do


Close Standing Heavy Punch
Close Stand HP/clHP
Tusk NHPhb.png
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30 (8%) 38 (10%) -- 4 4.5 Mid 10 3 16 28f +2 +4 +2 --

To Do


Close Standing Medium Kick
Close Stand MK/clMK
Tusk NMKhb.png
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20 (5%) 26 (7%) -- 2.4 4 Mid 7 3 12 21f +4 +7 +1 --

To Do


Close Standing Heavy Kick
Close Stand HK/clHK
Tusk NHKhb.png
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30 (8%) 38 (10%) -- 4 4.5 Mid 10 4 15 28f +7 +7 +4 --

To Do

Command Normals

Far Back Stab
Forward MP/6MP
Tusk 6MPhbV2.png
Falcon Punch!
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
80 (22%) 80 (22%) -- 2.4 4 Mid 41 3 29 72f +29 +29 -6 Throw Invul 1-9f, Pass Through 10-20f

Good luck hitting anyone with this, it's one of the slowest attacks in KI.


Close Back Stab
CloseForward MP/6MP
Tusk N6MPhb.png
Watch your back!
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30 (8%) 30 (8%) -- 2.4 4 Mid 27 1 39 66f +47 +47 -14 Throw Invul 1-9f, Pass Through 10-20f, Hard Knockdown

If Tusk passes through his opponent during the startup of Back Stab, he will perform a quicker attack that hits crossup and knocks down.


Spine Splitter
Back+HP/4HP
Tusk 4HPhb.png
Top to bottom: No charge, partial charge, full charge
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
No Charge 28 (7%) 28 (7%) -- ?? ?? Mid 27 1 39 66f +10 +10 -3 Stagger

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
Partial Charge 36 (10%) 36 (10%) -- ?? ?? Mid ?? 1 39 ??f +20 +20 0 Stagger

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
Full Charge 44 (11%) 44 (11%) -- ?? ?? -- 87 1 39 126f +30 +30 -- Stagger, Unblockable

To Do

Air Normals

Jumping Light Punch
Jump LP/8LP
Tusk JLPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20 (5%) 24 (6%) -- 1.6 2.4 High 9 7 4 15+f +15 +17 +8 --

To Do


Jumping Medium Punch
Jump MP/8MP
Tusk JMPhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
24 (6%) 30 (8%) -- 2.4 4 High 20 6 4 29+f +22 +22 +6 Stagger

To Do


Jumping Heavy Punch
Jump HP/8HP
Tusk JHPhbV2.png
The thing that killed Aerith
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
60 (16%) 70 (19%) -- 4 4.5 High 23 10 45 77f +56 +56 -24 Hard Knockdown

Though it looks a lot like Skewer, it isn't an OTG.


Jumping Light Kick
Jump LK/8LK
Tusk JLKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20 (5%) 24 (6%) -- 1.6 2.4 High 7 9 4 19+f +15 +17 +8 --

To Do


Jumping Medium Kick
Jump MK/8MK
Tusk JMKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
20 (5%) 24 (6%) -- 2.4 4 High 9 10 4 22+f +16 +19 +12 Cross-up

To Do


Jumping Heavy Kick
Jump HK/8HK
Tusk JHKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
30 (8%) 38 (10%) -- 4 4.5 High 11 8 4 22+f +20 +24 +17 To Do

To Do

Throws

Throw
5LPLK/4LPLK
Tusk LPLKhb.png
Test Caption
Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
40 (11%)/ 38 (10%) - - ?? - Throw 5 2 28 34f +73/+105 - - Hard Knockdown

To Do

Special Moves

Devil's Divide (Grab)
QCB+P/214P
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LP -- -- -- ?? ?? -- 5 2 28 34f -- -- -- --

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MP -- -- -- ?? ?? -- 23 2 36 60f -- -- -- --

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HP -- -- -- ?? ?? -- 11 6 20 36f -- -- -- --

To Do

Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
JP -- -- -- ?? ?? -- 11 2 4 16+f -- -- -- --

Automatically performs Sadistic Drop.


Immortal Spirit
QCF+K/236K
Tusk 236Khb.png
a.k.a. Spirit Step
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
LK - - - - - - - - - 20f - - - High invul 1-20f
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
MK - - - - - - - - - 25f - - - High invul 1-25f
Version Damage Counter-Hit Damage Potential Damage Shadow On Hit Shadow On Block Guard Startup Active Recovery Total Duration On Hit On Counter-Hit On Block Special Properties
HK - - - - - - - - - 30f - - - High invul 1-30f

Tusk dashes forward while his hurtbox shrinks dramatically. His primary anti-zoning tool, but dodges a lot more than just Endokukens. Head to the lab and see what Tusk does and doesn't duck under. Button strength determines distance travelled.

KI2013 Navigation

General
Controls and Notation
HUD
System
FAQ
Characters
Jago
Sabrewulf
Glacius
Thunder
Shadow Jago
Sadira
Orchid
Spinal
Fulgore
TJ Combo
Maya
Kan-Ra
Riptor
Omen
Aganos
Hisako
Cinder
Aria
Kim Wu
Tusk
Arbiter
Rash
Mira
Gargos
General Raam
Eyedol
Kilgore
Shin Hisako
Eagle