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Amaterachu1
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  • Oh yeah, played an unused mode in Punch Time explosion by the way. Tournament mode! Winning players might get misaligned and what not.
    Wario Wario Wario
    Wario Wario Wario
    Hold on, I didn't see your post on Monday and actually have three PTE questions, if you want to answer:
    -Do you know much about the 3DS version and its differences from the console version in finer details and unused content?
    -Are there any niche PTE tech, or individual moves - intentional or otherwise - you think would translate well into a more conventional PM-type platfighter?
    -Is there any evidence in the game code that the Eds, Courage, or Cow & Chicken (or any other missing shows) were planned to appear? I do know about the interview where they mention wanting those 3 shows and Regular Show at least
    Amaterachu1
    Amaterachu1
    -The 3DS is wildly different compared to the XL version in mechanics to the point I'm not enthusiastic about playing it. Aerial attacks completely cancel any horizontal momentum you have and there's no moving during them, there's no running but you can still skid so your walking has the skid of a run animation which feels awful. PTEs are much stronger though and killing seems to be faster since the blastlines are closer (and breakout is not as effective in this game compared to XL). Lots of the moves feel very slow and sluggish overall. I haven't seen much of the files itself when it comes to cut content and what not but HoonGoons might be able to tell you interesting stuff about it.

    -My favorite tech in PTE is easily coasting. Being able to roll off of the stage and edge guard or just using your shield rolling momentum in general feels so good.

    Also the lack of any landing lag has spoiled me completely from any other platform fighter. I can't play anything else without it feeling weird to me.
    A lot of PTE moves are pretty simple. You might know about the dashing in moves in the game which are probably too basic to appear in smash bros lmao but these moves are very high movement in nature and can set up cool combos. They feel much faster and responsive compared to the moves in smash bros that do the same thing like Falcon's raptor boost since they have less startup and endlag. They're most similar to Bayonetta's side b on the ground (and even that move feels too slow to me). PTE's frame data in general feels very good to me, while in Smash Bros everyone feels super sluggy and like they're constantly losing balance. Not that these would transition well balance-wise, it'd just make the game feel more fun to play for me personally.

    -There is nothing when it comes to those guys. Not even a mention in the game files (to my knowledge). They may have wanted those characters as the dev team was highly passionate about the game and Cartoon Network in general, but getting extra franchises is gonna cost extra money which is something the higher ups might not be interested in for whatever reason. This is why the XL characters are just characters that have already appeared in the 3DS version or share the same franchise as already existing characters. This is all just my personal theory though.
    Amaterachu1
    Amaterachu1
    How does Port priority work in Punch Time Explosion?

    Unlike some Smash bros games, two characters grabbing at the same time will just result in clanking! However, there are still certain interactions that are determined by Port priority.

    The most important is collecting cubes. If two players collect a cube at the same time, then by default the player with the highest port (player 1) will collect the cube!

    So player 1 gets priority huh? Well that can be a double edged sword! When multiple players die at the same time, the highest port will die first! You want a first come first serve basis? Well there ya go ya punk wahahahahah
    Aku really is just an overtuned Jigglypuff. He has the back air but like 3 times longer, the super duper strong attack you use if the opponent is too close (granted this is a stretch comparison), the multiple jumps and absurd aerial control, a rising pound but the size of a full recovery.

    And he isn't even a definitive best character. This game is so ridiculous I love it.
    Why do characters in Punch Time Explosion survive for so long?

    Well to start, the developers implemented an intentional mechanic known as breakout! Using an aerial or jump is equivalent to using Game and watch bucket in brawl to get rid of all launch momentum!
    With the addition of the player's jumps resetting everytime they get hit, it only adds fuel to the survivability fire! Plus killing is a lot more centralized on specific moves or PTE and new players aren't typically aware of these moves and struggle on killing in this game making it even more of a hassle!

    To compensate for this, PTE is a much faster paced game and most characters can input insane amounts of damage in a short amount of time. I've always said that dividing the PTE %s by 2 is a great way to convert it to its equivalent in smash bros.

    Typical kill percents are 120~200 but many of the lower tiered characters take forever to kill reaching ridiculous numbers like 250 or even 300. These characters rely almost entirely on using their PTE to kill. (So please don't disable PTE in competitive play)
    With so many new characters and unlockables in a re-release and an extremely small dev time, what better what to implement them in than using an in-game store!

    In Punch Time Explosion XL with the addition of new characters, stages, and skins came the in game store which was a cheap and quick way to easily implement characters without putting a bunch of complex winning or story mode conditions in the mix!

    What other platform fighters have done this? I'm genuinely curious if PTE is the only one
    Why is Hoss Delgado... So bad?

    He is one of the slowest characters in the game who makes up for good damage power! Is he going to be out damaging Vilgax? Nope. Is he going to be out speeding Vilgax? Nope. Hell, his ranged options aren't as good either. But one thing going for him is his stalling ability I've shown off previously and his really cool up special that shoots 8 projectile shurikens in 8 different directions which can sometimes be chained together to juggle airborne foes!

    However, Hoss Delgado has notably weak knockback power and is very hard to secure kills with. His earliest kill move is likely up air which comes out slow. He also typically kills with up special as well. His PTE is okay but can be inconsistent at times. This is actually the main way he typically kills other than taking advantage of characters with poor recoveries. With so many unbearable flaws it's no wonder he ranks so low on many tier lists.

    Vex Kasrani used this character once! Then he quickly stopped in favor of K'nuckles lmao 😭
    Lets talk Schnitzel in Punch Time Explosion, whose name is mispelled in the game (it's supposed to be Shnitzel)! There's quite a bit!

    He's an assist that damages ANYBODY who attacks him, including the player that summoned him. That's kind of all he does but the most interesting piece about him is the fact that he was going to be playable! He has what seems to be incomplete character data lurking within the files (no menu animation file, colors, or costume. moveset data is low in data amount compared to other characters, about half) as well as dev confirmation that he was planned. There's even an announcer voice line where he says "Shnitzel!" and he has dialogue voice lines for to cycle through in the story mode as well!

    Upon inspection of the files he does have, we've been able to deduce that he has "all moves" available except a Punch Time Explosion and that for his neutral special something can be charged! Was it a punch? A baguette projectile which is seen in the final game in the form of his synergy attack with Yen? The world will never know until some modder helps us out and uncovers the truth... about Schnitzel. Radda radda radda
    Mastering Punch Time Explosion movement is insane

    Coco is a wild card of an assist! A character that spawns item capsules around the stage, of which nearly anything could appear... especially the mines that deal 50% and basically always kill. Or the frog staff that changes characters into a frog and make them susceptible to killing due to their lack of ability to breakout and extremely low weight
    One of the first VODs ever for Punch Time Explosion was the untitled Punch Time Explosion tournament in New York where Keychain would literally claim the tournament, renaming the whole tournament after him! Keychain would show great usage of Dexter's PTE, as well as using a varied moveset not particularly spamming, and breaking the common conception of Aku being too OP! Hope tô see more from Keychain eventually 🥹
    Now you're a true Toiletnator main
    In Punch Time Explosion, Him is infamous for having the worst PTEs in the game. He has a mechanic where his PTE changes based on the stage and they're BOTH the worst!?? Both of them have notorious startup and leave him open for attack after he finishes. Him is better off not using his PTE at all.
    Wario Wario Wario
    Wario Wario Wario
    I had no clue that whole "two super moves" thing was a thing, even though I only played two characters in that game as a kid and they were Him (the scorpion move was easy to spam) and Chowder (big fan of the show) - funny too, because "two final smashes" was a Smash hypothetical scenario I loved imagining as a kid. I guess Steve's materials are quite close to this idea.
    Cyborg Sun
    Cyborg Sun
    "Two Final Smashes" is actually an idea I want to try to utilize, at least in a creation thread, but obviously not the way Him does it lol. The idea is to essentially combine both the more unique FS' you see in Brawl and the more "cinematic" approach that Ultimate took, but it's instead dependent on how many players are active. So you get the more Ultimate styled attacks in one-on-ones, and in bigger free-for-alls, you get a transformation or screen-clearing attack. I just feel it makes more sense than forcing a cinematic when there are more players around, especially if a universal meter is involved.
    Janx_uwu
    Janx_uwu
    Said it once and I'll say it again, I'm really surprised that not a single creation thread has taken advantage of the fact that Cloud got a new Final Smash for his AC alt when Sephiroth was added.
    Cut characters from Punch Time Explosion guide! These are all characters believed to be cut from the game roster as a playable character and how likely it was true!

    Confirmed (by Phil Bolus): Schnitzel, Mandark, Gwen (all have character data in the game.)

    Confirmed but have no character data: Cheese, Fred Fred burger

    Weird/Mythical (characters have a case that leads to "maybe they were playable at one point"): Wilt, Remote Control

    Maybe not: Stickybeard

    In the end, Phil Bolus has said they tried to make as many assists into characters as they could. Since they couldn't finish all of them it was a great way to have the characters in the game at least in some form!
    Want some cursed knowledge?
    One of my favorite tournaments for Cartoon Network Punch Time Explosion was the Intergalactic Punch Time Explosion League, an Earth monthly supermajor where all the players from around the multi-galaxy come to play Punch Time Explosion competitively! Andromeda Galaxy is no joke and houses some of the strongest players!
    Punch Time Explosion is a glitchy steam punk duct tape machine as I like to say and there's a chance that when you start a match your character will have glitched physics! This ranges from sinking through the floor, to flying way up off stage, to having your buttons not work except only when the pause menu is opened.

    That's why when before starting a local or in person tournament it's important to realize when these glitches happen and have a proper reset of the game (if desired which is probably all the time) to create some consistency!

    Here's a full list of variants right here:
    https://punchtimeexplosion.fandom.com/wiki/Loading_Glitch
    Ever had your sword count as a hurt box?

    Grim is a character with many strong normals, swinging his scythe with range akin to Marth!

    However he has a very powerful attack with crazy range his side b! In order to compensate the devs did something totally on purpose and intentional and made it so that his scythe would count as a hurt box on this move specifically! The balancing creativity of these guys is just phenomenal!

    As a Billy and Mandy main there's nothing more annoying than the fact your own character's rolling, spot dodge and air dodge literally have no invulnerability frames
    A platform fighter first!

    Vilgax's neutral b laser deals damage depending on how laggy the game is! Normally it deals 6.667% but under heavy lag situations such as Flapjack 1 or in 1080p resolution, it will deal 13%!

    So saying "I lost because it wasn't lagging enough" is totally something someone could say!
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