(Guide will be posted in the comments due to issues with actually putting down the guide here… sorry for this minor inconvenience)
Tusk act 1 (Ta1 Guide)
Heheheh susk heheheh
Tusk act one is widely considered as one of the weakest stands to use in 1v1s. And because of its limited range, evolvable status and lack of barrage, people tend to brush off Ta1. Ta1 is pretty much worthless, easy to get, and is also not intimidating in the slightest. However, despite knowing all of this, if you somehow want to seriously start using Ta1, even as a joke, I hope you’re ready for a whole world of pain. As you’re reading this, keep in mind that playing Ta1 in 1v1s is like fighting against Joe Kujo part 6, except your fingers are broken: possible, but difficult. Keep an open mind, and an even bigger motivation to play this stand.
Ta1’s Moves
Nails (E) - With the help of Ta1, you shoot 5 nails that does 6 damage (4.5 to boxing) per hit. This move has a considerable amount of stun, but is unreliable. It can be blocked but cannot be paried. Is not cancellable unless you get knocked down.
Focus Nail (T) - With the help of Ta1, you launch one nail that stuns the opponent for a good amount of time. Can’t be blocked or paried, but is also unreliable as it can be stuck in the air like your nails move. Cancelable.
Nail Slash (R) - The user spins their nails at a rapid pace, making a slashing motion that stuns the opponent. It cannot be blocked but can be paried. Is not cancelable unless you get knocked down
Nail Glide (Z) - By spinning your nails either on the ground or in the air, the user can move at a considerably faster speed for a few seconds at a linear rate. Can be upgradable to last longer and can use other moves while gliding.
Tea Time (H) - the user pulls a teacup out of nowhere, healing 11.5 hp, or 16.5 hp once fully upgraded. Is cancelable, and has a considerate amount of startup and endlag.
Strategy ———————-
Because Ta1 doesn’t have a barrage, and despite the fact that it’s M1 speed is fast, Ta1 struggles a lot with pressure from up and close. When playing Ta1, your goal is to effectively zone out your opponent by dashing back, spacing with projectiles, staying in neutral (staying in neutral refers to the phase in a fight where either side lands a hit) or repositioning yourself. This means that you will have to play a Zoner type character, which in a game such as YBA that values fast and close up combat, can be daunting. However, that is where your move set can synergize. Ta1’s move set compliments well with every spec in the game except hamon, which effectively makes you play your spec more than the actual stand itself. Maining Ta1 is basically like maining a spec, and maining Ta1 spec less is basically like maining a sub spec. That aside, rely on your spec moves. You should always go for nails for chip damage, and spec moves for actual damage. Because all of Ta1’s moves are stuns, you can chain your spec moves or m1s with them pretty effectively, assuming your opponent’s barrage is on cool down. If your opponent is approaching you, never waiver to shoot them down with both of your nail moves. Your moves overall have a low cool down, so you should try to use that to your advantage as well by peppering your opponent with nails every chance you get. You should also start to bait out barrages by getting closer to your opponent, then dashing away or using nail glide to swerve around your opponent. When their barrage is on cool down, you can use your fast m1s to do chip damage or try to land a move that can start a chain of moves. Doing so effectively will be one of your main sources of damage, so it’s best to try and do so every once in a while. This can be easier said than done, but once you figure out the distance and spacing, it eventually will be second nature.
In a team battle, try to focus on the target your teammate is on. Using your two nail stuns will help immensely with your teammate’s stand moves and will make your opponent pretty much helpless.
Strategy is simple because you only have 3 attacking stand moves, and 2 of them are projectiles. To summarize, bait barrages, zone out opponents to chip them overtime, use your spec moves for main damage, and play less aggressive , more defensive.
Combos ———————-
Ta1 isn’t really a combo based stand, and if anything is mostly a run and gun stand. But it does have some stuff.
Spin (Can be charged for more damage)
E, T, B, V
(Blockable, can be used outside of barrage range, is sometimes unreliable)
Pluck (Works if barrage is on cool down)
B, R, E, T, Z, H
(Can be hard to land, sometimes doesn’t work if you or your opponent has bad ping, you need to rebind nail glide so that you can use pierce)
Boxing (Works if barrage is on cool down)
R, V, E, T, C
(Hard to land, first hit can be paried, only works if eye gouge is upgraded, basically impossible to land in neutral.)
Vamp (Works if barrage is on cool down)
E, C, T, M1 M1 M1, G
(Unreliable as people can now block during freeze, m1s may not be hit due to this, also is hard to land.)
Hamon (Works if barrage is on cool down)
C, R, E, T, V
(Hard to land, first hit can be blocked, basically impossible to land in neutral.)
There’s probably more out there, but these should help you get started. Also, you can confirm nail slash into pretty much whatever you want. And Ta1 vamp has 3 blood suck confirms, as every single one of Ta1’s moves can stun and lead to blood suck. Just another thing to keep in mind.
Counterplay ———————-
Just barrage.
…
Yes, it’s really that simple. Because all of Ta1’s moves don’t knock you down, when they miss a move or even land a move, you can punish Ta1 with a barrage. This barrage can lead to your combo tree and from there you can do pretty much anything that doesn’t have a long startup. You also need to take advantage that Ta1’s main source of projectiles and chip damage (Ta1’s E move) is blockable, so block that and punish with a barrage or a projectile of your own, depending on the situation. If your stand has moves that can quickly accelerate your speed or give a short burst of movement, be prepared to use them to catch up to the Ta1 and start doing either a barrage or chain of m1s depending if you have barrage on cool down or not. Remember, the Ta1 will try their hardest to trick you into throwing out your barrage and zoning you out, so try to save your barrage until you know for sure it will connect, and get up close and personal. Chances are, the Ta1 you’re facing is struggling with their dps, so if you just m1 them up close or use a move with hyper armour, they struggle more than most. Especially if you have Vamp or vamp race.
In a team battle, try to target the Ta1 as fast as you can, as not only will getting rid of the stun nails on your side be beneficial for your team, but it will also cripple your opponent team by doing so.
Conclusion ———————-
Ta1 is really easy to counter, but with the right mindset and training, you can achieve some minor results with Ta1. Nothing major, maybe a lower ranking leaderboard position with it maybe? Just don’t expect much, haha. But It’s a blast playing it though. Would I recommend Ta1 for everyone? Hell no. It’s basically asking for you to loose. But should everyone at least try it out? Yes. You should try to at least use this stand at least once, as doing so will change how you see combat, and how different some stands can play. It makes you appreciate your basic stand moves and stuns, and is a unique experience. A world of pain, for a world of experience in return. The gift of playing Ta1.
trash stand moment
My brother in Christ I am not reading all that
then don’t
gg ez
You see, Tusk Act 1 is not a bad stand. While many commonfolk put Tusk Act 1 at the bottom of their shitlists, it is only because those simpletons do not understand the true beauty of Tusk Act 1. In the eyes of your average joe, Tusk Act 1 is a seemingly abysmal stand with minimal moves, a bad heal, a short nail glide, and no barrage. However, those fools cannot see beyond the veil of lies that society has placed before them. They do not realize the immense combo potential Tusk Act 1 has with a proper spec. They cannot comprehend the idea of a barrage bait. The true wonderous beauty of Tusk Act 1 lies in its incredibly hot sexy fetus body focused nail and its nail glide. Its focused nail is extremely useful with Vampire due to its ability to true combo into blood drain, which regenerates blood and allows for a skyrocket in survivability. Its nail glide is a versatile tool that allows for easy barrage baiting and zoning. Its nail shots are very useful for chip damage and to stop your opponent from regenerating HP. Its nail slash can be used on getup, and is a useful combo tool against bad players. All of this information makes Tusk Act 1 the most incredibly sexy, hot, dreamy stand ever in YBA. An R63 skin is not needed for this sexy stando due to its innate wonderous beauty and its fuckability. I want to f-- Sorry, did I get off track? Tusk Act 1 is an incredibly versatile and underrated stand which has a very interesting playstyle and many different small combos. Tusk Act 1 is not a bad stand. It is a very fuckable one.
the true guide from Becky, you have it here folks