I wouldn't recommend playing. The devs lie about a LOT of stuff. Like lying about how grinding would be different in the New Universe (it isnt), and how they lie about moves and sneaks all the time. They removed a TON of The World's moves for no reason.
one of my pet peeves with ta4 is the fact that with the proper map, it’s possible to get on your horse and fill your enemy with nails before they can do anything meanwhile, at silver bullet HQ: “how do we make weapons work?”
The only "theory" that I can think about when they test these stands, is that 90% of the time they test the moves and combos on dummies, and they only barely test the stands on actual people in pvp. Just a couple fights and they'll see how it goes, but I don't think they do it long enough to discover the things that are wrong with it. It leads to making something that sounds good on paper but horrible in pvp like sans or in this case, tusk, or it leads to making something that's downright overpowered like whitesnake was and dawn. They shouldn't test the pvp on dummies and instead on people so that they can find things that will go wrong in a normal everyday fight. If they did that, aut will become twice as better and less frustrating to play.
i saw on the early access videos that Sol didn't have bugs like when you use tp barrage you could move your screen (idk if they removed it to balance it) but same with the blue ball thing it wasn't bugging on other early access gameplay videos but when it releases it's a complete mess
@@J3FFCOOKIES Bullsh1t excuse "Oh I'm sorry that you guys find it unbalanced and is ruining the game and people are using it to cheese through 1v1s, we were using it on beta testing so if the game gets full of bullcrap because of how many people are using the unbalanced spec/stand, well f*ck you we still ain't fixing it because we used it on beta so we couldn't see this coming. Don't blame this on us because we couldn't see it coming after using it on beta testing."
I love how most players Eclipse faced off against ended up rage quitting because I guarantee you that if all of them knew he was Eclipse they would pretend to be good sports about their lost and act mature.
I actually encountered the sans guy yesterday and he started saying sans was the best and I just started destroying him in a 1v1 and he eventually rage quit lol
The r moves invetween acts have the same weird cooldown nonsense as barrage and wormhole barrage. It's been a while since i played aut but if i recall correctly, skull bash cd blocks scratch but scratch cd doesn't stop skull bash
I’m mob so I can use wormhole barrage off your horse and the hit box is so weird I land lesson 5 almost every time and I only use it if I’m sure they will die so the only time I use horse is to get to umbra when he spawns/he killed me and rotational guidance doesn’t suck too bad in my opinion bc I see a absolute lack of ppl who block and for a mob skull crush for some reason can stick them in the floor and run away
Rotational guidance DID BLOCK BREAK but infernasu complained about it lmao just go to his video and you will see This video right here: ua-cam.com/video/2TN0EjhsCZs/v-deo.html 18:33 Or this video being faster: ua-cam.com/video/yylIXPDAWUk/v-deo.html
Fun Fact: When NU released, you were not actually glued to your horse. For SOME reason they made that change. This crushed me since I couldn't use my horse with act 2 properly.
you forgot on the release of aut tusk nail guide move I forgot the name actually block breaks you when the nail hit you and start the barrage but they changed it cause of "balancing stuff
They made it like this because runners would just use horse and run, when its off cooldown, run in do wormhole barrage, get off the horse, barrage, get on the horse and run for cooldowns, so they made it that when you get off the horse theres a cooldown
Fun fact : if you have tusk act 3 and use wormhole right when your enemy time stop, you cant get hit (you need tusk 4 to get the time stop movement to have time to react.)
I enjoy tusk act 4 a lot. I think it's decent enough. Though I have to try my hardest to use it effectively. I've literally hurt my wrist playing the stand. But I have a soft spot for Johnny so I use it. But more often than not im using a variant of the world. I would like to see more use between the acts. Maybe tusk act 1 has more ranged moves, and act 4 can have more melee based. Or something unique between them all.
Youre about to enjoy it more, as we know everytime eclipse revies a stand in aut it gets fixed and buffed or nerfed. I predict a buff or new move for tusk next update
@@shoshi3478 Yeah. I really got to enjoy fighting against TW after the TW review. 300 dmg in a combo and road roller being a combo extender and TW healing in the combo cuz blood suck and now you can't block in time stop and cancel the block, so time stop is a true combo starter
i heavily agree with ta4 having too much range based moves, give it some more melee stuff and id play it so much more. also just make the bd a heavy punch style grab into the lesson 5 kono tami ni cutscene and boom you fixed it (besides the multitude of other issues)
i fine it funny when eclipse siad that your stand just sits there while you punch but are we gonna talk about how your stand just chills there while your getting plumbed in a beatdown
M1s should stun as long as twau and sptw m1s Act switching should be more reliable and fast R move should slow you down and stun at the end T move should have WAY lesser startup Y move should block break and should have less startup F move should have a lot more startup and if it hits should stun for long enough so they can't block the punches of tusk but the initial hit of F move should shred your block bar to 80-90% V move is fine just add s at the end of it H move should not be an evasive and fix it's cooldown B is fine J should not have a seperate cooldown for getting off of the horse the cooldown should start after you have been dismounted from the horse J+E should not go into cooldown if u press it and there is no npc nearby to be targetted And that's all I have for ideas to fix tusk.
@@realo3503 maybe just make ur enemy spin at the end of the beatdown so u can get them stunned and they don't punish you after landing the beatdown or just make an entirely different beatdown when you are on ur horse
Tusks rotational guidance use to block break after it was hit like during the barrage but then ppl were complaining it was "to op" I guess so they nerfed it to Being block able this was like a month or 2 after release
As a tusk main who’s used him since the start of the game and achieved master rank with him in the last 2 seasons, Yes these problems with tusk is what makes bad in high ranks Tusk can deal MASSIVE damage when you can combo his wormhole barrage/crash and combo it with a skull bash m1 m1 barrage m1 m1 skull bash but it’s hard to land cause of the stun issue with skull bash Wormhole crash is one of my most favorite moves since it’s a really safe combo starter and zoner but it’s soo hard to hit since almost all moves on tusk is blockable and it has a weird hit box and comes out slowly Switching to different tusk acts is also a pain especially in small maps when I can’t instantly switch to act 4 It’s really dumb how you can get punished for landing your beat down too it’s frustrating being able to hit a move with a long startup and small hit box just to get punished for it Tusk is mainly a PVE stand/ noob buster Since AI don’t know how to block tusk is the best to use when fighting NPCS or bosses
The best part of TA4’s beat down is the way its projectile freezes in stopped time, leading to a super cool interaction in the once in a blue moon chance that you aim it at a TWHV winding up their cutscene knives, when the time stop ends the beatdown nail will connect with the TWHV user as the knives fly past you due to your beatdown invincibility. It’s a really fun Joseph-esque trick to land!
The reason R doesn't work sometimes is because the last hit of the R move has a really tiny hitbox. And if you keep moving after you grab a player, because of the online delay (that exists in half the online game and is not aut devs' fault btw) the enemy moves slighty behind you. Which causes the last hit to miss because they are in range. So for R to work, just don't move after you land the first hit. But the player shouldn't be forced to do something spesific for a move to work, it should work on it's own.
I'm pretty sure D4C's M1s work similar to Tusk when you use the Stand Off M1s, it hits them 2 times and fires 3 shots from a gun, and the gun doesn't combo with the 2 M1s. However, this can be used as a simple Ranged Attack easily, and doesn't take away your main form of Combo Extending, due to the fact if you turn your stand on, the M1s are standard m1s for any other stand. Tusk Act 4 needs help.
I think the main reason for nails being trash and not seeming like they hit, is that they are extremely small. If u use nails during time stop, you see circles coming from a small point, and no orange trail. This small point is the actual nail, while the glow that most ppl think of is just a trail.
i remember that i was using yasuo when it was broken and all moves were combo extenders in 1v1’s cuz i just got it, i ran into a tusk and switching acs took so long that i managed to kill him lmao. basically how it went was he to to act 2 and i got an m1 off then he escaped the inf combo switch to act 3 and i finished him off
Do white snake before it gets a rework. It’s has a infinite combo potential, it’s missing 2 of its main ability’s, the sleep move gives s to you’re enemy’s so you can get punished by it and the donut move has a wacky hit box
why would he do ws when it's CONFIRMED to be getting a rework? what's the point of stating issues with a stand when everything about it is going to change anyway?
Just so you know in the manga johnny HAD TO switch to a different act to use the specific ability. It's not like in yba where it's just a level up stand. Where Act 4 is clearly the best one and everything else sucks
@@ilyes3300 true, tusk act 1 specless with no vitality no sturdiness and no agility, no moves except maxed glide might be the strongest stand in the game, you can literally do a one shot combo with nail glide
i agree that tusk act4 needs changes but there are a few things i disagree with first with act3, is that the G wormhole-thingy move is useless -although you can be punished for it, if your opponent doesn't know it block breaks then it can easily give you a free combo, just spam it a bit till they block also it can greatly lessen the damage you get from timestops, since the only real counter tusk has against timestops are a bit of ts resist so you can barrage them, but if they're far away, just use your G move rotational guidance is EXTREMELY STRONG if like before, the opponent doesnt know that the barrage is blockable and even so, this is good to keep pressure on the opponent since they have to be ready to block any time although yeah this move doesnt have a lot of meaning the beatdown is meant for certain moments, and is basically a punisher move on crack if someone misses their burst barrage, boom 100 free damage from beatdown if you luckily land the move by using your pro-aiming-skills at the victim, boom 100 free damage from beatdown this is a move that you'll most likely not use, but good for certain situations and it can kinda get you punished, but if you're using this move the opponent is most likely trying to dodge or run away so thats un likely and if you do get punished, then uh, yeah it shouldnt have end lag small thing, i use to main tusk before moving to tw and then moving to sptw because of the buff making tw a bit too strong in my opinion and i usually used the wormhole slam move as a free run-away move, so if the opponent is close to you, you can use the move, dash into it and past it, and then away from the opponent its also a "GET OFF ME" move for when someone is attempting to hit you like a KC user trying to land their donut or T there might be some things i repeated from your video and things i forgot to mention which is because im doing this comment 1 day after watching your video i mostly agree with what you've said but i just wanna tell you my thoughts on it honestly tusk act4 is either extremely fricking good if you dunno what is blockable and stuff or decent if you can block anyways thats all i got to say ( 7:26 never even noticed this i just thought that they were always the same move lol )
@@tehnoobleader7673 "hold up lemme gut this spec" -kur 2021 you shouldn't "gut" a spec, you should rebalance it. gutting anything wont fix the problem, im pretty sure the problem was him chaining infinite mui's and whatnot. broly on the other hand gets out of any stun in the game. but why am i complaining, i shouldnt notify any mods about this as its my secret weapon against yone/yasuo.
Holy shit when you brought up about rotational guidance needing a block break from barrage hits I fucking shed a tear for hopefully they bring that back because tuck ACTUALLY used to have that, it was removed because infernasu complained about it being busted so they removed the block break, Rotational Guidance was such a fun move to land when it connects to the opponent back then because it punishes their movement and choices easily
I've never had any of these problems with tusk act 4, it's always been great for me, it's weird that the projectiles would disappear, and one of the ways I use the beatdown, is if they time stop you, face them, and do it, cause 9 times out if 10, they'll walk right into it
The fact is AUT devs might be actually watching these videos ( i guess ) because they buffed the rotational guidance on where if u hit the opponent with the nail and tusk goes there and punches them, the block will be broken and you can actually use that to your advantage and they also gave the Wormhole Crash less wind-up making it more useful and it is kinda like a ground slam with SP or TW as if you block it you lose about 6/4 of your block health.
kur: lets make horse have a cd from when you summon the stand also kur: lets make ta4 have a bd that ends when the bd ends and does half the players health
Itd be cool if they added the old infinite rotation feature but revamped like if you wanna do the Bd you have to ride your horse for a few seconds and if you have a full charge of rotation it causes the person to be affected by the rotation causing them to take slight damage and unable to move from a certain spot thats just me
The TP barrage is likely because it could allow for really annoying combos from barrage to teleport barrage 18:05 is a good example. he manages to land teleport barrage before getting his horse disabled by an attack, allowing him to m1 and then barrage
If u set up a herbal t and the horse, u can get up a auto aim barrage, use the t 2 get off the horse, use a regular barrage, use a r grab, then keep the y 4 combo disruption
My only issues are that act 3's wormhole is now an autoaim instead of moving around in the ground as before, you still take damage aside from the only thing you hurt from before was wous rain. Your not crippled, I personally loved that. TA4 is something permanent instead of needing a horse, which is good just a peeve of mine. And wishing inf spin projectile was back
The reason y switching acts like goku doesnt exsist is because johnny goes threw each act before getting to 1 of the acts, i believe this was explained during the NU rework when they were showing tusk, but idk if eclipse was in the server during its shutdown
The problem with m1 as tusk (especially act 4) is because we are used to the stands punching and not range, youd expect tusk to punch, but since it doesnt it feels different. We also are not used to it shooting rather then punching.
Pretty sure the reason why you can chain teleport barrage -> barrage and NOT the other way around is because whoever coded probably forgot to also put the normal one on cooldown after teleport. Making the cooldowns is an extra check to go over in the code, so I'm ruling out the idea that they somehow accidentally made the teleport barrage go on cooldown after using the normal one. That seems kinda intentional. But the other way around seems like it would be a genuine human error.
The reason why you can’t use teleport barrage when you use the normal barrage before getting on the horse is because if you use the teleport barrage, you don’t see the name or cd on the move on the right side of your screen, but when you use the normal barrage, it actually shows you the cd, so uh there you go.
Few things, Act 3's wormhole is pretty decent in alot of scenarios. Its guaranteed damage if they dont run out of the range since its a guardbreak, and you can hold down the key to stay underground longer, making them have to guess on when its safe to run back to you. On act 4's horse, imo its biggest issue is that you get taken out of the horse from taking any damage ever. This means that any combo potential it could have off of wormhole barrage is non existant because your opponent just unblocks when it ends, instantly takes you off your horse with an m1 or anything, get cucked. And on the rotational guidance. Fun fact. it used to guardbreak on its punches, making it an actually usable attack. They nerfed it for whatever reason but on/near launch it 100% would guardbreak if they tried to block the punches.
I have to say that I don´t think the stand must have M1s because Tusk can only manifest when you shot a golden spin nail (is like the nail transform into the stand) so if they only make a current M1s with less delay it would be better. It could be good too that when you are on the horse you can hit the opponent with your nails; talking about that the horse before had no cd and you were able to go on and off of it any time you want, but now they nerf it putting to the horse cd and to switching acts instead, it hasn´t had cd too before. (I remember I had a combo that was: Act 2 Wormhole nail, Act 3 nail shot, act 4 horse, wormhole barrage, get off the horse, barrage, M1, M1, Skull crusher, Wormhole Crash and Rotacional Guidance; but now is hard to do the combo because of the time you need to wait to switching acts and to do the double barrage or I have to wait the horse cd or I have to make sure that the opponent hit me) I remember that the hitbox to land the BD was bigger. Tusk has been nerfed a lot, and lets not talk about the fact that AUT M1s have a lot of delay. I remember beside that in the old AUT (I think it was a year ago, idk currently) Tusk was a lot more OP because it was literally a tranformable nail that if you hit the opponent, act 4 manifest and follow the opponent the entire combo. It was the most OP stand when the game cames out again, but now my favorite stand as been nerfed and is just acceptable. Is like GER in YBA.
Would be cool if the start of the Beatdown becomes an uppercut and then the nail shot happens, it would make it easier to hit and keep the nice animation and maybe instead of putting a health requirement to use it, just make it deal 70 or 80 dmg.
Another thing, on mobile for some reason you can use the wormhole barrage even though you arent on the horse. this also happens with shadow dio's crouch.
Rotational guidance's barrage hits used to blockbreak but after infernasu's video of him complaining about it, they nerfed it without thinking and then the move became unuseable
The main problem of tusks that I have problems with: Tusk's T skill having such a long start up(about 2 sec?) even though the move will NEVER land and is blockable. Y is pretty good. F has the same problem as T, but the tusk punch itself is also blockable. H is good. Horse has a long cooldown in my opinion, i would make it about 5 sec, also its so slow... Beatdown's start up is SO LONG, for example SPTW and GE can combo beatdown with just clicks. B is pretty good, but i think tusk has too many healing moves, it heals by 140 if you awaken and drink tea. Clicks are straight up trash. Wormhole barrage is pretty good. Also i would add Tusk a pose, since the original pose( the beatdown start up) is already used, i would use the pose when Johnny points his fingers up(idk if you get it).
All the other stands:punches when m1s Tusk act 4: imma sit back and watch So what I’m thinking for tusk act 4s moveset is E is a barrage of course R is ok in my opinion T is nails but it should come out faster like WAY faster and it’s blockable Y should be infinite rotation like maybe poisen dmg and slower run speed when you land it F is good but it shouldn’t be blockable G should be a slam like sp not blockable H is wormhole nails like yba or something blockable J is an ora Ora barrage on the ground ( if y’all have read sbr ta4 does an ora barrage on the ground) and it does more dmg than the reg ora barrage and it’s shorter and it’s not blockable V is a bd and it’s a grab to activate the bd Not blockable B is tea and it reduces cd of nails M1s need to be changed like making the stand actually fight. There I tried not to be biased you guys can comment in the replies for your moveset for tusk.
unrelenting assault is pretty good for some stands that cannot stop their attacks, like goku and spr, u can just use it when goku misses the kamehameha and spr misses a barrage
Gyro Zeppeli: "Fall off your horse."
AUT: I apologize, but your ass is super-glued and you must wait for the cooldown!
S-H-I-T !
aut: we will add horse for tusk but only specific acts can summon it because why not!1!1!!!11
@@xL1ng also lets make tusk quests 1 - 4 boring, making tusk act 4 not really worth it!
@@itsmarcover tusk quests in a nutshell
ta1 to ta2: spam V
ta2 to ta3: spam H
ta3 to ta4: spam "LF eye"
@@xL1ng ta4: realize the grind wasnt worth it and it needs atleast a buff
Seriously, AUT and YBA devs have very little brain activity going on up there
And the sad part is these are the popular games
YBA: "TA4 makes me sad"
AUT: "TA4 is a mess"
me: so they're the same type of balancing
Interesting...
Big brain
@@footdablit6302 i think i know where you got your username
The only game I've seen tusk not suck in is pjj
@@pepsiman4633 a bizarre day
I don't even play AUT, but I just love listen to Eclipse calling out all this problems from games, being a voice that is heared most of the times.
Ratio
@@bIondedwashere L
@@bIondedwashere how
@TaahRBX he did this content way before he was a tester
I wouldn't recommend playing. The devs lie about a LOT of stuff. Like lying about how grinding would be different in the New Universe (it isnt), and how they lie about moves and sneaks all the time. They removed a TON of The World's moves for no reason.
12:59 The moment when Eclipse got tired and just started cheesing the runner.
Especially using Tw against a running Tusk is hella annoying
lol that was my friend i didnt know he was a runner
It's funny how he kept on copying eclipses every move he does after
he literally couldve blocked that seeing as how you can see an indicator now for surprise moves like sptw's arm crush and sol's teleport barrage
Out of all of Tusks moveset names you *slaughtered* “Unrelenting advance” was by far my favorite
Makes sense since Eclipse plays Star Wars Battlefront 2 and Unrelenting Advance is an ability used by General Grievous. It is pretty hilarious tho
Isnt it unrelenting assault or did ny brain read it wrong
@@shaon8896 yes
Tusk: ligit grabs a sans and yeets it. Also causing it to bleed.
Aut: heh, *miss*
I think Eclipse is more critical of AUT because he actually has hope that the developers will fix the problems
Everything. That's your answer
fr, legit just run and wait for bd
@@packwatch999 fr
@@packwatch999 dont forget to barrage barrage barrage barrage barrage barrage and also barrage
one of my pet peeves with ta4 is the fact that with the proper map, it’s possible to get on your horse and fill your enemy with nails before they can do anything
meanwhile, at silver bullet HQ: “how do we make weapons work?”
Man is earlyyyy
@@ErasedFromExistence yessir!
iggy kujo
You are really early, and I like that.
@@ErasedFromExistence always is
The only "theory" that I can think about when they test these stands, is that 90% of the time they test the moves and combos on dummies, and they only barely test the stands on actual people in pvp. Just a couple fights and they'll see how it goes, but I don't think they do it long enough to discover the things that are wrong with it. It leads to making something that sounds good on paper but horrible in pvp like sans or in this case, tusk, or it leads to making something that's downright overpowered like whitesnake was and dawn. They shouldn't test the pvp on dummies and instead on people so that they can find things that will go wrong in a normal everyday fight. If they did that, aut will become twice as better and less frustrating to play.
They had beta testing, its just the beta testers probably didnt think on doing pvp against eachother
@@J3FFCOOKIES most of the beta testers did jack shit
i saw on the early access videos that Sol didn't have bugs like when you use tp barrage you could move your screen (idk if they removed it to balance it) but same with the blue ball thing it wasn't bugging on other early access gameplay videos but when it releases it's a complete mess
AND BEST OF ALL:
Balanced specs/stands and less bugs with specs/stands if they do use that instead of dummies
@@J3FFCOOKIES Bullsh1t excuse
"Oh I'm sorry that you guys find it unbalanced and is ruining the game and people are using it to cheese through 1v1s, we were using it on beta testing so if the game gets full of bullcrap because of how many people are using the unbalanced spec/stand, well f*ck you we still ain't fixing it because we used it on beta so we couldn't see this coming. Don't blame this on us because we couldn't see it coming after using it on beta testing."
this hit the points i was thinking about when playing tusk. thank you for bringing this to the public
I love how most players Eclipse faced off against ended up rage quitting because I guarantee you that if all of them knew he was Eclipse they would pretend to be good sports about their lost and act mature.
Not really, iirc, sb he that he hates him on a video, not exactly sure tho
I actually encountered the sans guy yesterday and he started saying sans was the best and I just started destroying him in a 1v1 and he eventually rage quit lol
@@yonso_ i don’t even see sans players in 1v1 lol
@@wuuuuuuut6799 you are lucky. I've met like atleast 2 per day.
@@wuuuuuuut6799 im pretty sure he was playing draft mode since sans is banned in 1v1s
The r moves invetween acts have the same weird cooldown nonsense as barrage and wormhole barrage. It's been a while since i played aut but if i recall correctly, skull bash cd blocks scratch but scratch cd doesn't stop skull bash
I’m mob so I can use wormhole barrage off your horse and the hit box is so weird I land lesson 5 almost every time and I only use it if I’m sure they will die so the only time I use horse is to get to umbra when he spawns/he killed me and rotational guidance doesn’t suck too bad in my opinion bc I see a absolute lack of ppl who block and for a mob skull crush for some reason can stick them in the floor and run away
Rotational guidance DID BLOCK BREAK but infernasu complained about it lmao just go to his video and you will see
This video right here: ua-cam.com/video/2TN0EjhsCZs/v-deo.html
18:33
Or this video being faster: ua-cam.com/video/yylIXPDAWUk/v-deo.html
Fun Fact: When NU released, you were not actually glued to your horse. For SOME reason they made that change. This crushed me since I couldn't use my horse with act 2 properly.
you forgot on the release of aut tusk nail guide move I forgot the name actually block breaks you when the nail hit you and start the barrage but they changed it cause of "balancing stuff
They made it like this because runners would just use horse and run, when its off cooldown, run in do wormhole barrage, get off the horse, barrage, get on the horse and run for cooldowns, so they made it that when you get off the horse theres a cooldown
Ta4 was originally made being a mounted stands where if u had it equipped it'd just put u on horse
give it a javelin too, for the plot
I love when eclipse is so forward to the topic :)
Yeah he’s a great youtuber
6:32 the teleport barrage is usable without the horse on mobile because theres a specific button for the move itself (for some reason).
mobile aut lets u use stand off moves when stands is on too
@@hiurcute6949 if that was for pc players too that d open up a whole new set of combos
Rotational Guidance was a block break until Infernasu complained about it, after that devs did it blockable :skull:
*One week later*
Hey Aut we having a Tusk 1-4 rework
Fun fact : if you have tusk act 3 and use wormhole right when your enemy time stop, you cant get hit (you need tusk 4 to get the time stop movement to have time to react.)
I enjoy tusk act 4 a lot. I think it's decent enough. Though I have to try my hardest to use it effectively. I've literally hurt my wrist playing the stand. But I have a soft spot for Johnny so I use it. But more often than not im using a variant of the world. I would like to see more use between the acts. Maybe tusk act 1 has more ranged moves, and act 4 can have more melee based. Or something unique between them all.
thats a good idea cus tusk does have some sauce and i also like using it
Youre about to enjoy it more, as we know everytime eclipse revies a stand in aut it gets fixed and buffed or nerfed. I predict a buff or new move for tusk next update
@@shoshi3478 Yeah. I really got to enjoy fighting against TW after the TW review. 300 dmg in a combo and road roller being a combo extender and TW healing in the combo cuz blood suck and now you can't block in time stop and cancel the block, so time stop is a true combo starter
Shoshi yes finally that means that xchara will finally have some work that took longer than 1 hour to put in the game.
i heavily agree with ta4 having too much range based moves, give it some more melee stuff and id play it so much more. also just make the bd a heavy punch style grab into the lesson 5 kono tami ni cutscene and boom you fixed it (besides the multitude of other issues)
Why mobile can use wormhole barrage without horse, thats cringe
i fine it funny when eclipse siad that your stand just sits there while you punch
but are we gonna talk about how your stand just chills there while your getting plumbed in a beatdown
M1s should stun as long as twau and sptw m1s
Act switching should be more reliable and fast
R move should slow you down and stun at the end
T move should have WAY lesser startup
Y move should block break and should have less startup
F move should have a lot more startup and if it hits should stun for long enough so they can't block the punches of tusk but the initial hit of F move should shred your block bar to 80-90%
V move is fine just add s at the end of it
H move should not be an evasive and fix it's cooldown
B is fine
J should not have a seperate cooldown for getting off of the horse the cooldown should start after you have been dismounted from the horse
J+E should not go into cooldown if u press it and there is no npc nearby to be targetted
And that's all I have for ideas to fix tusk.
the T move start up is a mess
I just asking but how would you incorporate the infinite spin into this move if you could
@@realo3503 maybe just make ur enemy spin at the end of the beatdown so u can get them stunned and they don't punish you after landing the beatdown or just make an entirely different beatdown when you are on ur horse
@@ironicjason257 that’s actually pretty good
For me, just make the first hit of the bd cancel block, and the tusk user and target cant move or take dmg till the tusk user can move
Tusk act 4 is scary than a haunted house
One way to compensate for the horse glue is the b move, as the heal is actually able to make you get off the horse for some reason.
i think the aut devs coded the horse so that when the tusk does something like take damage or heal itself, it will force you off horse
Tusks rotational guidance use to block break after it was hit like during the barrage but then ppl were complaining it was "to op" I guess so they nerfed it to Being block able this was like a month or 2 after release
As a tusk main who’s used him since the start of the game and achieved master rank with him in the last 2 seasons, Yes these problems with tusk is what makes bad in high ranks
Tusk can deal MASSIVE damage when you can combo his wormhole barrage/crash and combo it with a skull bash m1 m1 barrage m1 m1 skull bash but it’s hard to land cause of the stun issue with skull bash
Wormhole crash is one of my most favorite moves since it’s a really safe combo starter and zoner but it’s soo hard to hit since almost all moves on tusk is blockable and it has a weird hit box and comes out slowly
Switching to different tusk acts is also a pain especially in small maps when I can’t instantly switch to act 4
It’s really dumb how you can get punished for landing your beat down too it’s frustrating being able to hit a move with a long startup and small hit box just to get punished for it
Tusk is mainly a PVE stand/ noob buster Since AI don’t know how to block tusk is the best to use when fighting NPCS or bosses
What is PVE?
@UCw8DC6-QYS8VJEjwZ8_zpxQ the user a guy the stand is a manifestation of the spirit.
@@Tarazex player vs enviroment basically fighting against bosses AI and such
Fun fact,tusk act 4's rotational guidance (f move) used to be able to block break but it got nerfed
@@shdhdrf BRUH NO WONDER WHY PEOPLE STARTED BLOCKING THE MOVE OUT OF NOWHERE
The best part of TA4’s beat down is the way its projectile freezes in stopped time, leading to a super cool interaction in the once in a blue moon chance that you aim it at a TWHV winding up their cutscene knives, when the time stop ends the beatdown nail will connect with the TWHV user as the knives fly past you due to your beatdown invincibility. It’s a really fun Joseph-esque trick to land!
The reason R doesn't work sometimes is because the last hit of the R move has a really tiny hitbox. And if you keep moving after you grab a player, because of the online delay (that exists in half the online game and is not aut devs' fault btw) the enemy moves slighty behind you. Which causes the last hit to miss because they are in range. So for R to work, just don't move after you land the first hit. But the player shouldn't be forced to do something spesific for a move to work, it should work on it's own.
Skull Bash (slam part) if you just use skull bash without hitting anyone the slam works
I'm pretty sure D4C's M1s work similar to Tusk when you use the Stand Off M1s, it hits them 2 times and fires 3 shots from a gun, and the gun doesn't combo with the 2 M1s. However, this can be used as a simple Ranged Attack easily, and doesn't take away your main form of Combo Extending, due to the fact if you turn your stand on, the M1s are standard m1s for any other stand. Tusk Act 4 needs help.
I think the main reason for nails being trash and not seeming like they hit, is that they are extremely small. If u use nails during time stop, you see circles coming from a small point, and no orange trail. This small point is the actual nail, while the glow that most ppl think of is just a trail.
i remember that i was using yasuo when it was broken and all moves were combo extenders in 1v1’s cuz i just got it, i ran into a tusk and switching acs took so long that i managed to kill him lmao.
basically how it went was he to to act 2 and i got an m1 off then he escaped the inf combo switch to act 3 and i finished him off
I hate the fact that their horse has no cooldown because ALL TUSK USERS DO is run around and use nails
I had to grind for act 4 for a whole month and I get this huge pink fridge with half of it's moves totally worthless
It took me 2 days since I had vip server but it still sucked and I couldn’t even kill dio since all the moves missed
I got it in 3 hours
fun fact the heal puts you off the horse
for some reason.
Do white snake before it gets a rework. It’s has a infinite combo potential, it’s missing 2 of its main ability’s, the sleep move gives s to you’re enemy’s so you can get punished by it and the donut move has a wacky hit box
white snake’s infinite combo was patched a long time ago, but luckily i got to abuse it before it was patched lol
the only thing they did was make it so you can block during the self donut stun so its a 33/66 (can dash too) in favour of enemy
why would he do ws when it's CONFIRMED to be getting a rework? what's the point of stating issues with a stand when everything about it is going to change anyway?
i love every single one of your videos man for real. it fills me with joy to see you made a new video.
please never stop uploading anytime soon. 🥰
Just so you know in the manga johnny HAD TO switch to a different act to use the specific ability. It's not like in yba where it's just a level up stand. Where Act 4 is clearly the best one and everything else sucks
TA1 pluck > TA4 with any spec its a fact
@@ilyes3300 true, tusk act 1 specless with no vitality no sturdiness and no agility, no moves except maxed glide might be the strongest stand in the game, you can literally do a one shot combo with nail glide
Ta 3 is fine tbh
Yeah even at the end of the series, Johnny was still using Act 2 if you look hard enough
@@TerminaBroTheFirst yeah I noticed
funny then ben ten has a switch wheel and tusk has to switch one at a time
another thing with the beatdown is that even if you get a block break you still cant land it
THANKS, god damn I was tired of people saying it’s good
I main tusk and I think it’s still really good because it has 2 heals, mobility and ranged. If they buff tusk it might just be op
Combo?
@@sen-ni6kz the only combo it has (i think) is 2 m1s+barrage+skull bash, this surprisingly does 120 damage iirc
whats the second heal
@@tripp9285 theres tea and then the awakening
@@tripp9285 awakening
i agree that tusk act4 needs changes but there are a few things i disagree with
first with act3, is that the G wormhole-thingy move is useless
-although you can be punished for it, if your opponent doesn't know it block breaks then it can easily give you a free combo, just spam it a bit till they block
also it can greatly lessen the damage you get from timestops, since the only real counter tusk has against timestops are a bit of ts resist so you can barrage them, but if they're far away, just use your G move
rotational guidance is EXTREMELY STRONG if like before, the opponent doesnt know that the barrage is blockable
and even so, this is good to keep pressure on the opponent since they have to be ready to block any time
although yeah this move doesnt have a lot of meaning
the beatdown is meant for certain moments, and is basically a punisher move on crack
if someone misses their burst barrage, boom 100 free damage from beatdown
if you luckily land the move by using your pro-aiming-skills at the victim, boom 100 free damage from beatdown
this is a move that you'll most likely not use, but good for certain situations
and it can kinda get you punished, but if you're using this move the opponent is most likely trying to dodge or run away so thats un likely
and if you do get punished, then uh, yeah it shouldnt have end lag
small thing, i use to main tusk before moving to tw and then moving to sptw because of the buff making tw a bit too strong in my opinion and i usually used the wormhole slam move as a free run-away move, so if the opponent is close to you, you can use the move, dash into it and past it, and then away from the opponent
its also a "GET OFF ME" move for when someone is attempting to hit you like a KC user trying to land their donut or T
there might be some things i repeated from your video and things i forgot to mention which is because im doing this comment 1 day after watching your video
i mostly agree with what you've said but i just wanna tell you my thoughts on it
honestly tusk act4 is either extremely fricking good if you dunno what is blockable and stuff or decent if you can block
anyways thats all i got to say
( 7:26 never even noticed this i just thought that they were always the same move lol )
We need a video on goku so the devs can finally make goku good again WITHOUT needing UI / MUI
yeah and add different moves for different saiyan forms
Even with MUI and UI it's trash if u know how to block
@@tehnoobleader7673 "hold up lemme gut this spec" -kur 2021
you shouldn't "gut" a spec, you should rebalance it. gutting anything wont fix the problem, im pretty sure the problem was him chaining infinite mui's and whatnot. broly on the other hand gets out of any stun in the game. but why am i complaining, i shouldnt notify any mods about this as its my secret weapon against yone/yasuo.
@@jkeebla idk what Ur on about but sure
@@jkeebla correction, straight up rework it
Bro this man can make a 25-45 min video and everyone can watch this without getting bored
Unrelenting advance!??!???!???!
4:46 crystallized and nuclear star have that kind of m1s too, but they deal insane dmg
The user uses their fist becuase look at their stand; what are it’s gonna do?
Punch above the enemy?
@@bananadoppio6448 the barrage of the stand hits the enemy, why cant do the same thing with m1s?
Tusk is a mess in YBA AND AUT. That's not good.
second strongest jojo stand btw
@@jkeebla ikr. It deserves way better treatment than being a broken mess.
@@jkeebla would say that’s arguably but still one of the strongest
@@realo3503 i mean it has infinite power
@@jkeebla wonder of u I feel like takes the cake but tusk is closely behind it
Holy shit when you brought up about rotational guidance needing a block break from barrage hits I fucking shed a tear for hopefully they bring that back because tuck ACTUALLY used to have that, it was removed because infernasu complained about it being busted so they removed the block break, Rotational Guidance was such a fun move to land when it connects to the opponent back then because it punishes their movement and choices easily
You can hit tusk in rotational guidance, yasuo literally murders tusk for that reason.
EVERYTIME YOU SAY "Well be talking about" MY MIND AUTOMATICALLY THINKS YOU ARE GONNA SAY AMONGUS
Yo make a video about reworked act 4
9:43
johnny: WHY ARENT YOU HITTING HIM
tusk act 4: do it yourself like you said to gyro
johnny: goes to pucci because doesnt wanna roka its memory
I've never had any of these problems with tusk act 4, it's always been great for me, it's weird that the projectiles would disappear, and one of the ways I use the beatdown, is if they time stop you, face them, and do it, cause 9 times out if 10, they'll walk right into it
2 years later we're getting a tusk rework..
The fact is AUT devs might be actually watching these videos ( i guess ) because they buffed the rotational guidance on where if u hit the opponent with the nail and tusk goes there and punches them, the block will be broken and you can actually use that to your advantage and they also gave the Wormhole Crash less wind-up making it more useful and it is kinda like a ground slam with SP or TW as if you block it you lose about 6/4 of your block health.
You don't know how long have been waiting for this
switching acts is a rlly good idea sort of balancing the use of acts cause other acts have good move nice video btw
kur: lets make horse have a cd from when you summon the stand
also kur: lets make ta4 have a bd that ends when the bd ends and does half the players health
Itd be cool if they added the old infinite rotation feature but revamped like if you wanna do the Bd you have to ride your horse for a few seconds and if you have a full charge of rotation it causes the person to be affected by the rotation causing them to take slight damage and unable to move from a certain spot thats just me
The TP barrage is likely because it could allow for really annoying combos from barrage to teleport barrage
18:05 is a good example. he manages to land teleport barrage before getting his horse disabled by an attack, allowing him to m1 and then barrage
i love how he say you will always get punished for wormhole nail and immediately does it without punishment
If u set up a herbal t and the horse, u can get up a auto aim barrage, use the t 2 get off the horse, use a regular barrage, use a r grab, then keep the y 4 combo disruption
My only issues are that act 3's wormhole is now an autoaim instead of moving around in the ground as before, you still take damage aside from the only thing you hurt from before was wous rain. Your not crippled, I personally loved that. TA4 is something permanent instead of needing a horse, which is good just a peeve of mine.
And wishing inf spin projectile was back
act 2's wormholes are so good, and the steel ball move is a nice block break. too bad i'll never switch to act 2 to avoid death
@@jkeebla yea but I was more on ta3/4
The reason y switching acts like goku doesnt exsist is because johnny goes threw each act before getting to 1 of the acts, i believe this was explained during the NU rework when they were showing tusk, but idk if eclipse was in the server during its shutdown
The problem with m1 as tusk (especially act 4) is because we are used to the stands punching and not range, youd expect tusk to punch, but since it doesnt it feels different. We also are not used to it shooting rather then punching.
The least they could do is to make nails shoot at an angle when you're on the horse so they can actually be used
The hit detection also affects D4Cs standless M1 and Gun. Its so frustrating for it to just miss.
Before the patch or nerf horse had no Cooldown so they fixed it or tryed to by super gluing you to the horse
Eclipse Thank you. For explaning Tusk Act 4 Pain.
I can't play tusk act 4 just for that.(What you explained on the video)
Tusk is probably one of my favourite stands in game.I would like to see tusk have the moves of previous acts instead of being replaced.
4:00 what's tusk gonna do?
*kick they're opponent?*
-Johnny Joestar insult counter: 12
I really love the old games soundtracks here and there in the videos. Played a lot of adventernes of link 2 so the remixed song was just nice to have
Eclipse: complain
Gordon Ramsay: complain
Pretty sure the reason why you can chain teleport barrage -> barrage and NOT the other way around is because whoever coded probably forgot to also put the normal one on cooldown after teleport. Making the cooldowns is an extra check to go over in the code, so I'm ruling out the idea that they somehow accidentally made the teleport barrage go on cooldown after using the normal one. That seems kinda intentional. But the other way around seems like it would be a genuine human error.
The reason why you can’t use teleport barrage when you use the normal barrage before getting on the horse is because if you use the teleport barrage, you don’t see the name or cd on the move on the right side of your screen, but when you use the normal barrage, it actually shows you the cd, so uh there you go.
Few things, Act 3's wormhole is pretty decent in alot of scenarios. Its guaranteed damage if they dont run out of the range since its a guardbreak, and you can hold down the key to stay underground longer, making them have to guess on when its safe to run back to you.
On act 4's horse, imo its biggest issue is that you get taken out of the horse from taking any damage ever. This means that any combo potential it could have off of wormhole barrage is non existant because your opponent just unblocks when it ends, instantly takes you off your horse with an m1 or anything, get cucked.
And on the rotational guidance. Fun fact. it used to guardbreak on its punches, making it an actually usable attack. They nerfed it for whatever reason but on/near launch it 100% would guardbreak if they tried to block the punches.
I have to say that I don´t think the stand must have M1s because Tusk can only manifest when you shot a golden spin nail (is like the nail transform into the stand) so if they only make a current M1s with less delay it would be better.
It could be good too that when you are on the horse you can hit the opponent with your nails; talking about that the horse before had no cd and you were able to go on and off of it any time you want, but now they nerf it putting to the horse cd and to switching acts instead, it hasn´t had cd too before.
(I remember I had a combo that was: Act 2 Wormhole nail, Act 3 nail shot, act 4 horse, wormhole barrage, get off the horse, barrage, M1, M1, Skull crusher, Wormhole Crash and Rotacional Guidance; but now is hard to do the combo because of the time you need to wait to switching acts and to do the double barrage or I have to wait the horse cd or I have to make sure that the opponent hit me)
I remember that the hitbox to land the BD was bigger.
Tusk has been nerfed a lot, and lets not talk about the fact that AUT M1s have a lot of delay.
I remember beside that in the old AUT (I think it was a year ago, idk currently) Tusk was a lot more OP because it was literally a tranformable nail that if you hit the opponent, act 4 manifest and follow the opponent the entire combo.
It was the most OP stand when the game cames out again, but now my favorite stand as been nerfed and is just acceptable. Is like GER in YBA.
Would be cool if the start of the Beatdown becomes an uppercut and then the nail shot happens, it would make it easier to hit and keep the nice animation and maybe instead of putting a health requirement to use it, just make it deal 70 or 80 dmg.
Tusk: I have a delay on my 3rd M1.
D4C: I have the same M1 but with no delay.
Eclipse : no other stand lets you do the m1 punching
Crystalized/nuclear star: am i a joke to you?
Another thing, on mobile for some reason you can use the wormhole barrage even though you arent on the horse. this also happens with shadow dio's crouch.
Fun fact rotational guidance used to block break but infernasu got mad about it and they removed it
So that’s why they made it blockable before?
Gotta love how all the opponents in the background footage rage quit
Rotational guidance's barrage hits used to blockbreak but after infernasu's video of him complaining about it, they nerfed it without thinking and then the move became unuseable
The main problem of tusks that I have problems with:
Tusk's T skill having such a long start up(about 2 sec?) even though the move will NEVER land and is blockable.
Y is pretty good.
F has the same problem as T, but the tusk punch itself is also blockable.
H is good.
Horse has a long cooldown in my opinion, i would make it about 5 sec, also its so slow...
Beatdown's start up is SO LONG, for example SPTW and GE can combo beatdown with just clicks.
B is pretty good, but i think tusk has too many healing moves, it heals by 140 if you awaken and drink tea.
Clicks are straight up trash.
Wormhole barrage is pretty good.
Also i would add Tusk a pose, since the original pose( the beatdown start up) is already used, i would use the pose when Johnny points his fingers up(idk if you get it).
The stand with the power of infinity doesn’t know how to throw a punch, thanks aut
All the other stands:punches when m1s
Tusk act 4: imma sit back and watch
So what I’m thinking for tusk act 4s moveset is
E is a barrage of course
R is ok in my opinion
T is nails but it should come out faster like WAY faster and it’s blockable
Y should be infinite rotation like maybe poisen dmg and slower run speed when you land it
F is good but it shouldn’t be blockable
G should be a slam like sp not blockable
H is wormhole nails like yba or something blockable
J is an ora Ora barrage on the ground ( if y’all have read sbr ta4 does an ora barrage on the ground) and it does more dmg than the reg ora barrage and it’s shorter and it’s not blockable
V is a bd and it’s a grab to activate the bd
Not blockable
B is tea and it reduces cd of nails
M1s need to be changed like making the stand actually fight.
There I tried not to be biased you guys can comment in the replies for your moveset for tusk.
THANK YOU FOR MAKING THIS VIDEO HOPEFULLY THEY FIX TUSK NOW CUZ ITS ONE OF MY FAVOURITE STANDS AND IM SO SAD ITS AWFUL
nice, great vid Eclipse!
I hope the AUT devs listen to some advice from this video if they reuse some of its old moves
14:27 unrelenting advance
MOVE WE GOTTA CAPTURE THE POINT! ALL UNITS AHEAD!
I like just playing it and all the problems in the video are true! Hope this gets to the mods! Thanks
ive been waiting for someone to call act 4 out
unrelenting assault is pretty good for some stands that cannot stop their attacks, like goku and spr, u can just use it when goku misses the kamehameha and spr misses a barrage
you can also use last resort while rotational guidance is on cooldown but not the other way around
The horse should have like 50-100 hp and if that hp bar dies you lose the horse so that your horse doesnt just evaporate after getting breathed on