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[PTE] Blossom Basic Guide

Amaterachu1

Smash Cadet
Joined
Nov 14, 2019
Messages
68
Welcome, to the city of Townsville, Australia.

In Cartoon Network Punch Time Explosion XL, Blossom is another speedy combo based character with a powerful thunder finisher. Just about everything in Blossom's kit revolves around hitting thunder, her earliest kill move. Blossom is also a very infamous character due to Alpharad. That's really it, Alpharad made a funny comment about the character and now she is one of the most overrated characters in the game. Despite common belief Blossom does NOT have an infinite with ice breath. It can chain with itself at higher percents, but otherwise it will eventually scale out of range. This chaining tactic is much better on walk off stages, which in turn would indeed make her much more powerful. However, in a competitive environment where there are (usually) no walk off stages Blossom still remains a strong character, but not insanely broken beyond belief.
If she was in Smash Bros. she may have been pretty broken, but this isn't Smash bros, and she simply gets out BSed by a good chunk of the roster. In a strange twist, Blossom becomes an honest character in comparison, and has the necessary tools to be able to compete at a competent level.


Here is Blossom's entry to the PTE wiki, but I will still list statistics here and do a little more insights on the attacks.
https://punchtimeexplosion.fandom.com/wiki/Blossom

There will also be a lot of PTE terminology in this section. Refer to this as a small guide.
https://smashboards.com/threads/pte-terminology-guide.516979/

So then, what makes Blossom so special if she doesn't have an infinite?!?!?!

  • Generally Blossom is a close range character that whoops up on people quickly. She is a speedy character that lacks range on her faster attacks, but also comes equipped with slower strong rangey moves to finish off any combos that she initiated with. Basically she’s a rushdown.
  • Blossom's main trait is her thunder attack. There isn't really any other move like it in the game and it is her primary kill move. She has multiple combo based short range attacks that can launch opponents upwards, in a convenient line up with where thunder can hit.
  • Blossom has the ice breath, a unique trait also exclusive to Blossom. Blossom is able to freeze opponents for a time based on percentage (making it better at higher percents than low). With ice breath she can extend her melee based combos and deal in a good chunk of damage.
  • Blossom has yet another unique signature, giving her free moving flight. Think of Brawl Pit’s up special but with Super Sonic/Volt Tackle controls (minus the instability of those moves). She can potentially juke out opponents with it, but it is a timed move that can’t be canceled.

Neutral

Blossom punches with her left arm (1%), uppercuts with her right (2%), and does a spinning kick (4%, creates 1 power cube).
  • Can try using jab 1 > up throw > down signature
    • This is a popular combo King Shadow (the #1 Blossom) does. Jab comes out pretty quick and a throw after a jab is a rather typical setup for almost all characters. Be sure they are within kill % lol
    • This is also dependent on positioning. You may need to reposition yourself to hit lightning
  • Jab 3 begins to scale at sometime between 155%~164%

Running

Blossom punches forward while flying. Deals 5% and creates 1 power cube.
  • Pretty niche attack when there’s side signature (in my opinion), although this one is faster to perform and you can probably get away with a grab or an ice breath after this attack.
  • Starts scaling sometime around 275%

Up

Blossom does an "arcing headbutt." Deals 7% and creates 1 power cube.
  • You can get away with hitting a few of these in a combo but note that the opponent can jump out of this anytime so you have to be ready to follow up with an aerial or something. If you’re fighting an inexperienced player they’ll probably be stuck if you spam this.
  • Starts scaling sometime between 155%~164%

Down

Blossom kicks her left leg forward across the ground. Deals 9% and creates 2 power cubes.
  • Typical tilt you can use for spacing, though for this game it probably isn’t much. You can potentially chain two of these
  • Starts scaling at 95%
    • Sends diagonally up of facing direction

Throw

Blossom reaches out with both arms. Deals 4% when thrown.
  • Starts scaling at 41%
Side

Blossom swings both of her arms forward. Deals 15%~22% uncharged~charged. Creates 4 power cubes.
  • Good, has more range than it seems. Will beat out a handful of melee based attacks. Common combo finisher other than thunder.
  • Starts scaling at 23%
    • Sends primarily outward at an upward angle

Up

Blossom hops up and kicks both legs above her. Deals 12%~17% uncharged~charged. Creates 3 power cubes at 12%~13%, and 4 power cubes above 14%.
  • Very awkward move to use but can still send into a thunder regardless so not entirely bad just niche.
  • Starts scaling at 22%.
    • Sends directly up

Down

Blossom hops up and slams the ground creating an impact. Deals 14%~20% uncharged~charged. Creates 4 power cubes.
  • Oddly, unlike most other attacks in the game, this move begins to scale at 0%. Sends diagonally in facing direction.
Neutral

Blossom does a backwards flip in the air, kicking opponents. Deals 8% and creates 2 power cubes.
  • Okay aerial. When down air sends too far for thunder, this is an okay alternative.
  • Starts scaling at 101%

Side

Blossom punches forward. Deals 7% and creates 1 power cube.
  • Good typical side air. Can be used to push against opponents or as a filler attack during a combo
  • Starts scaling at 160%~171%

Up

Blossom punches above her. Deals 10% and creates 2 power cubes.
  • Okay aerial. Sends directly above her and can likely be followed up with a thunder with proper positioning.
  • Starts scaling at 74%

Down

Blossom kicks downward, making her fall faster. Deals 9% and creates 2 power cubes.
  • Very decent aerial that sends at a convenient upward angle for thunder to hit at certain percentages. However note that there is landing lag on this attack.
  • Starts scaling at 50%
    • Following up with a thunder stops after 200% or so.
Neutral

  • Blossom breaths ice in front of her a set distance. Deals 8% and creates 2 power cubes.
    • This move freezes opponents caught in range. Opponents will not be able to use any inputs during a set time, and will be stuck in place where they were frozen.
  • Due to the nature of ice breath, it is possible to chain combo the opponent with another ice breath as soon as they break out from frozen status. The easiest way to do this is to stand directly behind the direction where the opponent will be launched from the move and ice breath again.
    • It is a popular move for being an "infinite," however this is not the case as ice breath has knockback, which would eventually break the chain.
    • It is also common for newer players to chain ice breath with jab, claiming that as an infinite. This is also false as jabbing is too weak of a move and will leave opponents grounded, allowing them to shield the next attack (frost breath) and punish.
      • Instead of jabbing it may be more clever to immediately use down signature or a down knockout if frost breath chaining is not desired.
    • Inexperienced players tend to approach with ice breath at low percentages, however this is not recommended as ice breath has a static hitbox, and comes out at a somewhat slow pace making it possible for opponents to simply shield and punish immediately. It can also be broken out incredibly fast at low percentages and have Blossom get punished.
  • Starts scaling at 117%
    • Sends outward at an upward angle
Side

  • Blossom dashes forward as if she was flying. Deals 7% and creates 1 power cube.
    • This is the dash! You dash forward, and hit characters in your way. This can be comboed into knockout attacks and other crazy moves… and ice breath sometimes! At higher percents it’ll send far and upward, somewhat out of range. You might want to follow up with a thunder in this case.
    • If you ever find yourself in the midst of a projectile spam-happy opponent this is the move to use… sometimes. You throw yourself forward so if they see you coming they can punish with their big attack easily. You simply just need to find the right moment to strike in these situations.
    • Reluctantly saying, this is another popular move where inexperienced players claim as a zero to death by just spamming the dash back and forth making the opponent bounce a bunch. If you ever find yourself caught in this mishap, just press the jump button or hold down shield, hell use an aerial attack or something. Bless your heart!
  • Starts scaling at 133%

Up

  • Blossom gains an ability to fly freely around the stage. She stops flying after a certain time. This is one of the only moves not to be an attack.
    • Due to giving Blossom free movement at a reasonable speed, Blossom can use this to move in and out of the opponent's area, essentially psyching out an opponent to do a certain move allowing her to potentially escape greedy attacks or follow up with a move on her own if timed correctly.

Down

  • Blossom raises both arms and summons a lightning bolt colored pink in front of her as she brings her arms down. Deals 16% and creates 4 power cubes.
    • This is the move of all moves (in Blossom’s kit). This should be the move everyone talks about, but for some reason nobody did.
      • First of all, this is an incredibly large move, coming with huge vertical range like a Pikachu thunder. As a result this can be used to edge guard opponents and pretty much kill at the right percent. Chances are if they’re getting edge guarded they’re already near kill percent for thunder.
      • Just about every move Blossom does (when they start scaling), down air especially, neutral air, down knockout, up knockout, side signature, neutral signature, up air, up tilt, sometimes up throw, and her PTE can be comboed into thunder! Talk about some serious voltage. This essentially makes every single one of these moves a kill move because it can lead to a thunder.
        • However, beware. Eventually at really high percents these moves will launch out of the thunder range and that will become somewhat painful to land. If this ever happens you might want to launch opponents with your outward moves and edge guard with thunder exclusively.
  • Starts scaling at 39%
    • Sends at a diagonal angle in the direction of facing

Blossom flies around using her famous ice breath instantaneously. Anyone caught in range will be frozen and take 20% damage. No power cubes will be created from this move.
  • With PTE dancing, this can deal up to 200% damage in total giving Blossom a rather obvious upper hand. As the opponent will be frozen Blossom can also follow up with her strongest kill move, thunder to take the stock. It is recommended to use PTE dancing almost every time as it is the most consistent and easy way to kill with it. If a thunder slips up and misses, the opponent still has 200%+ to worry about.
  • Additionally without PTE dancing the opponent can be carried off stage. This is mostly at lower percents and is simply done by freezing the opponent and flying to where they will be launched. This is easier to break out of if not properly practiced and deals less damage than PTE dancing would.

This is going to be pretty undeveloped as this game doesn’t have a major enough scene to discern this information.

Blossom gets stomped on by most of the top tiers of the game. Specifically Grim, Vilgax, K’nuckles, Aku, and Billy & Mandy. Save for K’nuckles, these guys just have ridiculous range and can outplay Blossom quite effortlessly since Blossom doesn’t have much range behind her own kit. K’nuckles is another rushdown fighter who also outranges Blossom by a slim margin and is much faster paced AND has stronger damage resulting in Blossom getting pretty damn well overwhelmed.

Characters who can throw out projectiles also seem to hinder Blossom’s gameplay a bit as well. The fact Blossom in practice only uses a single attack to kill can also make her predictable at times which is why it’s important to learn the many combos into thunder and to actually know how to hit those shocks.











Have a Blossoming day, everybody. Feel free to ask more questions
 
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