Tusk (Act 4) (2024)

JoJo's Bizarre Adventure, Part 7 - Steel Ball Run


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"It's truly, truly been.... a long roundabout path."

~Johnny Joestar

Contents

  • 1 Overview
  • 2 Abilities
  • 3 Skill Tree
  • 4 Combos and Tips
  • 5 Trivia
  • 6 Skins
  • 7 Gallery

Overview[]

Tusk Act 4 is a long ranged Stand used by Johnny Joestar in Part 7 of Jojo's Bizarre Adventure, Steel Ball Run. To evolve Tusk Act 3 into Tusk Act 4, you must use the Pelvis of the Saint's Corpse while also having Spin and Worthiness V.

Tusk Act 4 has a couple of niches when compared to its previous incarnations. Infinite Rotation is a key ability of Tusk Act 4 as it allows the user to walk within time stop for two to four seconds. All the while, Infinite Rotation bypasses attacks that redirect, with the most notable example being Love Train. The only way other Stands can damage its redirect abilities is via status effects, such as bleed or poison. Tusk Act 4 is also the only version of Tusk that has any melee capabilities, due to its barrage and barrage finisher. Wormhole Uppercut can also be used to stand crash the enemy and set up combo, which Tusk Act 3 cannot do with it's Wormhole Uppercut.

However, Tusk Act 4 has a couple of flaws. Firstly, it is banned from Casual Steel Ball Run as it is classified as a Requiem Stand. Some players may even consider it inferior to Tusk (Act 3). This is mainly due to Act 3's shorter cooldowns, allowing for zoning potential which Tusk Act 4 lacks. Comparing to other Requiem Stands as well, Tusk Act 4 does not offer too much from it's previous counterpart and is borderline considered weak for a Requiem tier Stand as it only offers limited movement within paused time that regular time manipulation Stands would have.

Total Skill Points: 53 Points

Abilities[]

Passive - Infinite Rotation: Allows the user to walk for 3-5 seconds in stopped time, as well as bypassing all abilities that can reflect damage. (If the timestop lasts only 3-5 seconds, you may be able to walk through the entire timestop.

LMB - Punch: This short move with a short cooldown deals 9.9 damage at max destructive power and can be combo'd 5 times, ultimately dealing 45 damage if all hit.

E - Stand Barrage: Tusk Act 4 comes in front of the user to release a flurry of punches. Each punch deals a maximum of 1.6 damage.

R - Barrage Finisher: A heavy punch which can break blocks and ragdolls opponents. Deals 19.8 damage. an "ORA" can be heard here

T - Nail Shots: Shoots 3 nails, each dealing 8.8 damage which can be blocked.

Y - Golden Rectangle Nail: Shoots 1 nail, dealing 26.4 damage that bypasses block and ragdolls. If blocked, this move will have a short stun after knockdown.

G - Arigato Gyro (Thank You, Gyro): Tusk throws a punch, dealing 7.3 damage. A long beatdown lasting 23 seconds ensues, dealing 0.1 damage each hit, then 3 punches dealing 5.9 damage each; then into another beatdown dealing 0.2 damage per hit for 10 seconds. Tusk then finishes the beatdown with a punch dealing varying damage depending on how much health the target has left, flinging the opponent. This move is perfect blockable. It's cooldown lasts 85 seconds, but since the beatdown is so long, the actual cooldown for this move is 62.

H - Tea Time: The user drinks Tea, healing them by a maximum of 30.5.

C - Wormhole Uppercut: Tusk and its user sink into the floor, coming back up to attack the nearest enemy. This deals 14.8 damage, then hits the user dealing 7.3 damage; then does a small barrage hitting 10 times dealing 1.6 damage, Tusk then finishes the short beatdown with 7.3 damage. Although it is blockable, the fast windup makes it easier to land than before.

X - Wormhole Nails: Tusk Act 4 uses wormholes to redirect nails that have recently been shot and missed, automatically aiming them back at a singular target. When upgraded, extra nail shots will be added to this ability, allowing you to use it without shooting other nails beforehand. You can use this ability at small ranges by pressing X on a target while having your cursor hovered over them.

Z - Nail Glide: Glide with your nail, moves can be used while using nail glide.

Skill Tree[]

Infinite Rotation Mastery: Allows the user to move in Time Stop for longer. 3 Points.

Acquired Taste: Gain more health from drinking tea.

  • Acquired Taste I: 2 Points
  • Acquired Taste II: 2 Points
  • Acquired Taste III: 4 Points

Glide Upgrade: Makes Nail Glide last longer.

  • Glide Upgrade I: 2 Points
  • Glide Upgrade II: 3 Points
  • Glide Upgrade III: 4 Points

Wormhole Nail Upgrade: Automatically summons +1 nail per upgrade.

  • Wormhole Nail Upgrade I: 2 Points
  • Wormhole Nail Upgrade II: 2 Points

Destructive Power: Increases the damage output of all moves.

  • Destructive Power I: 3 Points
  • Destructive Power II: 3 Points
  • Destructive Power III: 5 Points

Infinite Rotation: Allows the user to move during Time Stop. 5 Points.

Skills

  • Nail Shots: 1 Point
  • Wormhole Nails: 1 Point
  • Wormhole Uppercut: 1 Points
  • Golden Rectangle Nail: 1 Points
  • Fingernail Glide: 1 Points
  • Arigato Gyro: 1 Point
  • Tea Time: 5 Points

Combos and Tips[]

Tusk (Act 4)

C + Y + X + Z(towards enemy) + m1x5 + G

Trivia[]

  • Tusk was leaked on UzuKee's Patreon a day before it was added to the game.
  • In a Steel Ball Run, it is very common to find Tusk users, some are Act 1 and are attempting to get the Left Arm of the Saint's Corpse, some are Act 3 and are trying to get the Pelvis Of The Saint's Corpse, some are using act 4 for fun, and there are even a select few unaware of the move of Gyro from the end of SBR to the main game.
  • When Mr. President's shell form is used, the beatdown will show 0 damage on its first barrage.
  • Most members of the community call Tusk Act 4 "TA4".
  • Tusk Act 4 was the most hated stand in September 2022. This was because UzuKee had buffed Tusk by decreasing the windup for Wormhole Uppercut, also increasing the speed for Wormhole Uppercut and Arigato Gyro. This change accidentally over-buffed Tusk, as Wormhole Uppercut and Arigato Gyro had a 3 second stun on getup, which allowed it to do true infinite one-shot combos, most notoriously, its Boxing combo which involved Eye Gouge. (Pre-Boxing Rework)

Skins[]

Tusk (Act 4) (1)

Tusk Act 4 first skin, Heaven Act 4, old design (Common)

Tusk (Act 4) (2)

Heaven Act 4 Redesign (Common)

Tusk (Act 4) (3)

Tusk Act 4 second skin, Dark determination (Epic)

Tusk (Act 4) (4)

Tusk Act 4 Third skin, Tomb Crypt (Legendary)

Gallery[]

Tusk (Act 4) (5)

Arigato Gyro (Old Tusk Beatdown)

Tusk (Act 4) (6)

Wormhole Uppercut

Greetings, enthusiasts of JoJo's Bizarre Adventure! As a seasoned aficionado of the series, let me delve into the intricate details surrounding the enigmatic Stand, Tusk, and its various manifestations in JoJo's Bizarre Adventure Part 7 - Steel Ball Run.

First and foremost, Tusk Act 4, the focus of our discussion, is a long-ranged Stand wielded by Johnny Joestar. Its evolution from Tusk Act 3 involves the usage of the Pelvis of the Saint's Corpse, coupled with Spin and Worthiness V. This evolution marks a significant shift in capabilities, bringing forth unique attributes and a distinctive playstyle.

Now, let's explore the key abilities that define Tusk Act 4. One standout feature is the "Infinite Rotation," allowing the user to traverse within stopped time for 3-5 seconds. This ability not only grants temporal mobility but also circumvents attacks that redirect, presenting a notable advantage against Stands like Love Train. It's worth noting that only status effects such as bleed or poison can bypass this redirection immunity.

Unlike its predecessors, Tusk Act 4 introduces melee capabilities with a barrage and barrage finisher. The "Wormhole Uppercut" is particularly noteworthy, enabling stand crashes and combo setups, a functionality absent in Tusk Act 3. However, it's not without flaws; the Stand is banned in Casual Steel Ball Run due to its classification as a Requiem Stand, and some players argue its inferiority to Tusk (Act 3), emphasizing the latter's zoning potential.

Moving on to the skill tree, it's imperative to allocate skill points wisely. "Infinite Rotation Mastery" enhances the user's movement in Time Stop, while "Acquired Taste" boosts health regeneration from tea consumption. "Glide Upgrade" and "Wormhole Nail Upgrade" improve the utility of specific abilities, and "Destructive Power" enhances overall damage output.

In terms of combos, the article suggests a sequence involving C + Y + X + Z(towards enemy) + m1x5 + G for optimal damage output.

Trivia nuggets add an extra layer of insight, such as Tusk Act 4 being nicknamed "TA4" by the community. Additionally, historical context reveals a time when Tusk Act 4 was the most disliked Stand in September 2022 due to unintentional buffs, creating true infinite one-shot combos.

Lastly, the article touches upon cosmetic aspects with skins like "Heaven Act 4" and "Tomb Crypt" for Tusk Act 4, adding a touch of flair to its visual representation.

In conclusion, Tusk Act 4 stands as a multifaceted Stand in the JoJo's Bizarre Adventure universe, offering a blend of temporal manipulation, long-ranged attacks, and unique combo potential, making it a compelling subject for enthusiasts and strategic players alike.

Tusk (Act 4) (2024)
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