Killer Instinct (2013)/Tusk

From SuperCombo Wiki


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
Close Forward 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


Skewer
Up+HP/8HP
Tusk 8HPhb.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
15.8 (4%) 15.8 (4%) 23.6 (6%) ?? ?? Mid 49 2 49 99f +21 +21 -30 OTG
  • Tusk does a homing leap towards his opponent.
    • Can only be done while opponent is prone.
  • Technical damage value: 70 (19%), no CH bonus.

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

Skull Splitter
QCB+P/214P
Tusk 214Phb.png
Test Caption
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 24 (6%) 36 (10%) -- ?? ?? Mid 18 5 18 40f +18 +18 -1 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
MP 32 (8%) 44 (11%) -- ?? ?? Mid 25 5 24 53f +21 +21 -3 Stagger, Deflect 8-9f

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 40 (11%) 52 (14%) -- ?? ?? Mid 28 5 24 56f +26 +26 -5 Stagger, Deflect 11-17f

To Do


Air Skull Splitter
Jump+QCB+P/8 214P
Tusk J214Phb.png
Test Caption
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 24 (6%) 36 (10%) -- ?? ?? Mid 14 12 [2] 5 41 73+f +18 ?? -2 Stagger
  • Shockwave projectile spawns on block/whiff.
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 32 (8%) 44 (12%) -- ?? ?? Mid 16 10 [2] 5 [3] 6 41 82+f +18 ?? -5 Stagger
  • Shockwave projectile spawns on block/whiff.
    • Projectile damage is 12 (3%).
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 40 (11%) 52 (14%) -- ?? ?? Mid 18 8 [2] 5 [3] 6

[3] 6

41 91+f +18 ?? -6 Stagger
  • Shockwave projectile spawns on block/whiff.
    • Projectiles damage is 16 (4%) / 1.3 PD.


Conqueror
DP+P/623P
Tusk 623Phb.png
--
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 26 (7%) 30 (8%) -- ?? ?? Mid 5 5 31 40f +17 +17 -24 Invul 1-5f

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 28 (7%) 44 (12%) -- ?? ?? Mid 9 5 35 48f +15 +15 -28 Deflect 3-6f

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 32 (8%) 48 (12%) -- ?? ?? Mid 13 5 42 59f +9 +9 -35 Deflect 1-6f

To Do


Conqueror Followup
DP+P > HP/623P > HP
Tusk Bounce.png
--
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 6.8 (1%) 6.8 (1%) 2.3 (0.6%) ?? ?? Mid 9 4 4 16f +66 +66 ?? Ground Bounce

Jugglable for 36 frames.


Immortal Spirit
QCF+K/236K
Tusk 236KhbV2.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.


Moosejaw
QCF+K > LK /236K > LK
Tusk 236LKhb.png
Test Caption
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 14 (3%) 20 (5%) -- ?? ?? Mid 4 10 22 35f +1 +5 -1 --

To Do


Collateral Damage
QCF+K > MK /236K > MK
Tusk 236MKhb.png
Test Caption
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 24 (6%) 32 (8%) -- ?? ?? Low 8 3 31 41f +1 0 -14 High Invul 1-26f

To Do


Destroyer
QCF+K > HK /236K > HK
Tusk 236HKhb.png
Test Caption
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 40 (11%) 48 (13%) -- ?? ?? High 26 3 32 60f +24 +24 -4 Stagger

To Do


Shadow Moves

Shadow Skull Splitter
QCB+PP/214PP
Tusk 214PPhb.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
46.4 (12%) 50.4 (13%) 8.8 (2%) 0 0 Mid 1+6 (7) 2[20]2[16]

2[19]2[22]3

29 123f +18 +18 -3 --

To Do


Shadow Air Skull Splitter
Jump QCB+PP/8 > 214PP
Tusk J214PPhb.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
38 (10%) 46 (12%) 6 (2%) 0 0 Mid 3+14 (17) 3 52 71+f +63 +63 -22 Hard Knockdown

Tusk creates a parade of projectiles that reach full-screen. The shockwave always occurs whether it hits, whiffs, or is blocked.


Shadow Conqueror
DP+PP/623PP
Tusk 623PPhb.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
56.8 (15%) 56.8 (15%) 11.6 (3%) 0 0 Mid 1+5 (6) 5 42 52+f +18 +18 -13 Invul 1-7f, Juggle Cashout

To Do


Shadow Immortal Spirit
QCF+KK > K/236KK > K
Tusk 236KKhb.png
Test Caption
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
Dash -- -- -- 0 0 -- 1+0 (1) 18 1 20f -- -- -- Proj Invul 1-18f

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
Bash 26.4 (7%) 30.4 (8%) 4.8 (1.3%) 0 0 Mid 1+7 (8) 8 20 35f +6 +6 0 Proj Invul 1-20f

To Do


Enders

Skull Splitter Ender
QCB+HP/214HP
Tusk 214Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Hard Knockdown +51 --
Version Ender Type On Hit Special Properties
Level 2 Hard Knockdown +50 --
Version Ender Type On Hit Special Properties
Level 3 Hard Knockdown +50 --
Version Ender Type On Hit Special Properties
Level 4 Hard Knockdown +50 --


Conqueror Ender
DP+P/623
Tusk 623Pnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Damage +13 --
Version Ender Type On Hit Special Properties
Level 2 Damage +23 --
Version Ender Type On Hit Special Properties
Level 3 Damage +23 --
Version Ender Type On Hit Special Properties
Level 4 Damage +23 --
Version Ender Type On Hit Special Properties
Shadow Damage +18 --


Immortal Spirit Ender
QCF+HK/236HK
Tusk 236HKnv.png
Test Caption
Version Ender Type On Hit Special Properties
Level 1 Stagger +10 --
Version Ender Type On Hit Special Properties
Level 2 Stagger +10 --
Version Ender Type On Hit Special Properties
Level 3 Stagger +10 --
Version Ender Type On Hit Special Properties
Level 4 Stagger +8 --


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