If you’ve been waiting for the Tusk Act 4 rework, it’s finally here, and after watching the showcase, it’s clear that this isn’t just a visual upgrade. The entire kit feels much more interactive, with new mechanics, stronger pressure, and some surprisingly creative abilities that can punish opponents in different ways.
One thing I immediately noticed is that the rework rewards players who understand positioning instead of simply throwing abilities whenever they’re off cooldown. Some attacks have different outcomes depending on whether they connect or miss, while others continue applying pressure even after the initial hit. If you’re planning to main Tusk Act 4, learning these interactions will make a huge difference.
Below is a complete breakdown of everything shown in the showcase.
Off Horse E – Spin Blade Barrage
The first ability demonstrated is the off-horse E move.
When activated, Tusk fires a spinning blade toward the opponent. Instead of being a simple projectile, the attack immediately transitions into a barrage if it connects, allowing Tusk to continuously pressure the target.
From the showcase, this move appears to serve as one of the character’s primary combo starters because it quickly forces the enemy into hitstun.
What makes it useful?
- Fires quickly while off the horse.
- Leads directly into multiple hits.
- Great for starting offensive pressure.
- Useful for close and medium-range engagements.
If your opponent gets caught by this move, they’ll already be on the defensive before the rest of your combo even begins.
T Move – Ground Punch Trap
The next showcased ability is the T move, and it’s probably one of the more unique additions.
Instead of directly attacking the enemy, Tusk fires the attack into the ground.
After a short moment, the attack emerges beneath or near the opponent before delivering a powerful punch.
This delayed activation means enemies have to think twice before standing still.
Why this move is strong
The delayed punch creates pressure even after the projectile lands.
Rather than simply dealing damage, it forces opponents to react, making it easier to predict movement or extend combos.
It’s also an excellent zoning tool because players can’t immediately ignore the attack once it’s placed.
Cripple Effect
One mechanic that stood out during the showcase is the cripple effect.
After getting hit, the target continues suffering from a movement penalty, especially when trying to escape.
Instead of allowing opponents to immediately dash away, the move keeps applying pressure for a short period.
This makes chasing enemies significantly easier.
Benefits of the cripple
- Makes escaping more difficult.
- Helps Tusk maintain offensive pressure.
- Gives more opportunities to extend combos.
- Punishes players who panic after getting hit.
For aggressive players, this mechanic is going to be incredibly valuable.
Lesson Five
The iconic Lesson Five also received new attention during the showcase.
Interestingly, the move now has multiple outcomes depending on whether it lands successfully.
This gives the ability more depth instead of always producing the same result.
Lesson Five (Miss Variant)
One of the most surprising mechanics shown was what happens when Lesson Five doesn’t fully connect.
Even though the primary attack misses, the opponent can still lose a limb.
Once that happens, their movement changes dramatically, forcing them to crawl instead of moving normally.
This creates an interesting situation where even an imperfect attack can still heavily impact the fight.
Effects shown
- Removes one of the opponent’s limbs.
- Forces crawling movement.
- Still applies pressure despite missing.
The showcase also mentioned uncertainty about an additional projectile dealing around 25 damage, suggesting there may be more interactions that players will discover after release.
Lesson Five (Hit Variant)
When Lesson Five lands properly, the results are much more devastating.
During the showcase, the successful version dealt approximately 44 damage, instantly defeating the demonstration target afterward.
The hit version clearly serves as one of Tusk Act 4’s strongest finishers.
Advantages
- High burst damage.
- Strong combo finisher.
- Excellent punish option.
- Can quickly eliminate weakened opponents.
Considering the damage shown, this will likely become one of Tusk Act 4’s signature moves.
Overall Thoughts on the Rework
From everything shown, Tusk Act 4 feels much more dynamic than before.
Instead of relying purely on straightforward damage, several moves now have additional mechanics that reward smart play. The cripple effect keeps opponents under constant pressure, the ground punch adds delayed area control, and Lesson Five having separate hit and miss variants makes every use feel more meaningful.
The animations also look significantly smoother, helping the stand feel much more impactful during combat.
If the showcased values remain unchanged, Tusk Act 4 could become one of the strongest offensive stands for players who enjoy aggressive combo-heavy gameplay while still rewarding good timing and positioning.