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[PTE] Samurai Jack Basic Guide

Amaterachu1

Smash Cadet
Joined
Nov 14, 2019
Messages
71
The way of the Samurai is not violence…. But being cool and winning.

In Cartoon Network Punch Time Explosion XL, Samurai Jack is a sort of speedy comboy sword fighter. He has a lot of useful attacks and is one of the only characters that has at least a decent multi-hit attack. He sits in a weird limbo where he is one of the top tiers, but also not at all in their league and is high tier (S- or A+ perhaps). Samurai Jack is still being figured out but realistically he is a good character. Not saying "he has potential aaaaaah" or anything just that no one uses him sadly. He is strong no doubt with solid damage output and being one of the fastest characters in the game, a PTE that powers up his attacks, giving him more damage and he knows how to jump good with that high as Jack recovery. Three traits to describe Samurai Jack are speed, combos, and swords lol. Samurai Jack’s weakness is his lack of a projectile. He gets out-ranged big time by the likes of Grim, Aku, Vilgax, and Billy and Mandy. Anyone with a spammy projectile can also be a speedbump but Jack’s versatility and speed should make it not much of a problem at all.

Smash comparison: If Meta Knight and Marth/Lucina had a child.
But again, there are no true Smash copies, this is Samurai Jack not if Meta Knight and Marth/Lucina had a child.

Here is Samurai Jack'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/Samurai_Jack

I don't fully like telling people how to play and want them to innovate for themselves so this is going to be pretty generalized and have a few tips about what you can do as Samurai Jack.

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/

We’ll start by seeing a few basic things about Jack and move on to the rest of his moveset.

  • Jack is one of the five characters in the game with a sword/weapon present through a large part or (in Jack’s case) whole moveset. This means disjoints everywhere! However unlike the rest of these weapon wielding buffoons Jack has trained in the Japanese arts of samurai, ninjas, and cutting stuff up really fast. Jack has a lot of quick moves and is one of the only characters with a functioning counter similar to Marth’s. (Well there’s only two counters like this in the game but at least Jack didn’t get the bad one)
  • Jack’s most popular combos (or MY most popular combos I suppose) usually start on the ground, then use any kind of up-directional attacks. I very commonly end with an up signature as that seems to be THE combo finisher.
    • I will be listing combos I can think of in this guide organized (almost) by what move is starting. You may want to test them and see how effective each one/variation is. Once you master these combos, you begin to do some cool looking stuff and it feels like watching a Jack episode (although I’ve never had the chance to watch the show so idk).
      • These combos should work on small characters too, just harder to land though.
  • Jack doesn’t have too much jank. He’s just an overall well-made character. The most bs thing about Jack is probably his counter(?) and maybe you can say his recovery and side signature are kinda weird in that it goes up so high and sheathing a sword counts as a hitbox but otherwise Jack functions exactly as you’d expect.

Neutral
Does three quick draw slashes in succession, with the first one high (3%, no power cubes (5%, 1 power cube in super mode)), the second one low (has two separate hitboxes, deals 4%, 1 power cube (7%, in super mode), and a turning low for third (4%, 1 power cube (7% in super mode)).
  • Jabs in this game are generally not too good. Jab combos are just about always untrue. If a jab happens most likely it will be followed up with a grab. I haven’t played around with jab too much due to this so anything you want to find with jab, be my guest.
    • Jab 1 > Throw.
  • However, Jack’s first jab has a large amount of range and comes out pretty quickly. It can be used to disrupt recoveries or some other cheesy stuff like knockout attacks and other slower moves.
  • Jab 3 starts to scale at around 150%~160%.

Running
Jack dashes and does an overhead strike. Deals 8% and creates 2 power cubes. (13%, 3 power cubes in super mode)
  • Pretty meh move. Not even sure if it’s safe on hit. As with all dash attacks, you can use it to coast a little off-stage.
  • Starts to scale at 300% or so.
Up
Jack swipes above him. Deals 9% and creates 2 power cubes (12%, 3 power cubes in super mode)
  • This tilt can combo pretty well at scaling percents. Otherwise, with your enemy chances are they are escaping easily. Don’t think you can even follow these up with grab reliably, but otherwise, you can
    • (Falling) Any aerial or Side signature in air > Up tilt.
    • [???] (Enemy is slightly behind Jack) Up tilt > Up tilt/Up knockout or any aerial
  • This move kinda gets outshined by up knockout. What this move can do that up knockout can’t though is cover more horizontal space.
  • Starts to scale at 70%.
    • Up tilt > Up signature
    • Sometimes depending on where you hit the up tilt you can follow with a forward air.

Down
Jack takes out his sword and pokes forward on the ground. Deals 8% and creates 2 power cubes. (8%, 3 power cubes in super mode)
  • This is pretty good. It comes out pretty quickly and has some good range. You can use it as a… “footsie” attack. You can also use it in a few combos. A side signature might work with it.
Throw
Jack reaches out with one arm. Deals 6% when thrown.
  • Begins to scale at 21%.
  • Before 21% you can jump to the opponent’s location and follow up with any aerial attacks you may want to combo. You can try
    • Throw > Up air > Down air.
    • Throw > (Short Hop) Up air > Down/Up tilt
  • Usually a throw is followed by an up signature. Keep up signature’s scaling in mind as well as you may find yourself punished if you hit prematurely.
Side
Jack draws his blade, holding it behind him, then turns around for a rapid series of 4 slashes forward. Deals 4% uncharged, 5% charged and creates 1 power cube for each hit. (6%~8% uncharged~charged in super mode. Creates 2 power cubes at 8%)
  • This move can be good or bad depending on how you are positioned with the enemy. It is one of the few multi-hits that can’t be shielded during use making it a pretty decent move,
  • but you have to position yourself in a very precise way, otherwise it can be shielded. It kills very early also, at around 150% or so, as it is his earliest kill move.
  • Starts to scale at around 41%~48%
Up
Strikes the sky with his sword to launch foes upward. Deals 12%~17% uncharged~charged, creates 3 power cubes at 12%~13%, and 4 at 14%~17%. (17%~25% uncharged~charged, 4 power cubes in super mode)
  • Great move, used in a lot of combos. It’s usually followed by an up signature. You can do the basic combo
    • Sid sig > Up knockout > up sig
    • Or just catch opponents above you, this has some good vertical reach and hits directly in front of Jack, but not behind him.
  • Starts to scale at 23%
Down
Jack draws his blade, holding it above his head, then does a quick downward slash single-handed. Deals 10%~14%, creates 2 power cubes at 10%~11%, 3 power cubes at 12%~13%, and 4 at 14%. (15%~22% uncharged~charged, 4 power cubes in super mode)
  • Another decent move that sends opponents away pretty far. Lots of horizontal range and is a single consistent hit rather than the inconsistent multi-hit attacks Jack has. Start up is pretty slow and the damage isn’t as impressive though. Not sure if this combos with anything. Try side signature to down knockout when this begins to scale.
  • This seems to be the only move in the game with a sourspot. This spot is closest to Jack so ideally, you want to use it like a Marth forward smash and hit the tip of the sword. If you hit the sourspot you’re very likely screwed. There are not really any combos or following up you can do with it, other than spamming the grab button.
  • Starts to scale at 34%. The sourspot is the only non-jab hitbox I know in the game that doesn’t scale.
Neutral
Jack Cuts in front of him. Deals 6% per hit and creates 1 power cube. (9%, 2 power cubes in super mode)
  • This move has jab knockback for some reason. It can disrupt recoveries which results in janky things happening, or just used for cheesy tactics.
  • Also this Nair comes out pretty quickly so you can use it to readjust yourself and your opponent to a lower altitude if you want. Though your opponent can bite back if you’re not careful. If using nair, make sure you’re falling and about to land so you can follow up with any other aerial or ground attack quickly.
  • If you hit this while the opponent is directly over Jack’s body then it will hit about 4 times so that’s a pretty quick 24% damage and 4 power cubes.
Side
Jack swipes forward dealing 11%. Creates 2 power cubes. (16%, 4 power cubes in super mode)
  • This move is pretty strong, and you could even probably get kills from it.
    • (Falling) Fair >
      • Jab > Grab
      • Side knockout
      • Any aerials, another fair lol
  • This move is also a pretty good edge guard.
  • Hits smaller characters easier than down air, and much more range.
  • Starts scaling at 100% or so
    • Once it begins scaling you can follow up with a side signature > up signature.
    • You can also just straight up fair them again if you’re carrying a lot of horizontal momentum
Up
Jack does a midair flip, therefore swiping his sword around him. Deals 10% and creates 2 power cubes. (15%, 4 power cubes in super mode)
  • Pretty decent aerial. Up air bounces the opponent very slightly upward, so if you’re in air you’ll likely be able to follow up with another aerial. If they are above, up air again, in front you can nair/fair (nair is kinda funny and weird, assuming you’re about to land follow up nair with a grab quickly).

Down
Jack pokes his sword below him dealing 11%. Creates 2 power cubes. (16%, 4 power cubes in super mode)
  • Another great aerial. This move sends forward but very slightly down once this starts scaling.
  • Starts scaling at 71%. When this begins to scale opponents will be in lying down state if they hit the ground, giving you an easy follow up.
    • (Preferably falling) Dair > Side signature > Up attacks of any choice/Upsignature (> Up signature)
      • This won’t immediately work when it begins to scale. It’s like a couple percents after.
Neutral

Jack slices five times in front of him, dealing 3% each. This move deals no knockback until the last hit lands. This move does not create any power cubes unless in super mode, in which it creates 1 power cube each (Deals 4% in super mode).
  • This is an okay move that is actually one of his earliest kill moves. At certain distances, it can be shielded during use since it’s a multi-hit attack. However, if you catch your opponent while in the air (or if they’re rolling or heading your general direction) it’s a little harder to shield it as shielding sometimes doesn’t work at all.
    • You have to be very precise when using this move, otherwise, the opponent will just shield your multi-hit and punish you easily. There’s like a very specific spot to land all slices.
    • If using this, ideally, use it for the sole purpose of reading a movement and catching opponents in a “web” of attacks. The start-up doesn’t seem fast enough to pull off any combo finishers or anything with. It also sends quite far away from Jack so he can’t follow it up either. This is just a powerful attack that can’t be chained with anything so use this if you want your opponent to get away from you or are sending them offstage.
    • I can safely say that using this in the air is much more unreliable. Use this variant with caution.
  • Starts to scale at around 40%~50%

Side

Jack dashes and slashes forward, after which he sheaths his sword which is a hitbox as well for some reason. Deals 8% and creates 2 power cubes. (13%, 3 power cubes in super mode)
  • The sheathing hitbox actually matters and makes this move all the more powerful. This is the move Jack runs in and starts chopping things up.
    • Side Sig (W/ Sheath hit) > Up tilt > Up tilt >
      • Up air >
        • F-air
        • Side Knockout
        • D-air > Side Sig > Up Knockout
      • Up knockout > Up signature
      • Up air > Up air > Up signature
    • Side Sig (W/ Sheath hit) > Up knockout >
      • Up air > D-air > Sid Sig
      • Up sig
    • Sid sig (any) > up sig
  • Starts to scale at 133%

Up
Jack spirals upward with his sword and slashes around him as he reaches the peak. Deals 13% and creates 3 power cubes. (18%, 4 power cubes in super mode)
  • This is the common combo finisher. It kills early since you’re going so high and is a powerful move overall.
  • Starts scaling at 35%

Down
Jack takes out his sword to block attacks. If he is attacked, he will strike back at 12%. Creates 3 power cubes. (17%, 4 power cubes in Super mode)
  • Unlike how it is in the Super Smash Bros. games, Samurai Jack's counter will counter almost every move in the game, even grabs. However the only exceptions to this are Aku's and Vilgax's laser attacks. The window for the counter going down is a lot longer than Smash bros, and may take a little time for new players to get used to.
  • Many characters have the ability to clash with this move like Kevin's side signature, or Chowder's side signature so be aware of these counter-counter attacks.


  • Jack readies his sword and dashes forward through targets, after which slash effects appear over opponents. Deals 50% and creates 4 power cubes.
    • Use of this PTE will make Jack's hairstyle come loose and long. In this form, Jack gains a 1.5x damage buff to all moves and therefore has a higher power cube generation on all moves as well, though it'll reset if he dies.
    • You can use this as an awesome combo finisher after an up signature, though you’ll probably need to practice timing it. You can also use up signature after the PTE if you want to be extra flashy, but be sure it’ll kill because otherwise they won’t die when they could’ve if you just did nothing.
      • Side Signature > (opponent is on ground) Up Signature > PTE
    • You can use this as soon as you spawn in so you start with a 1.5x damage buff for the whole stock. Super Jack generates a whole lot of power cubes, so he can easily get his PTE back as long as he isn’t getting his Jack whooped.


















So that’s Jack. He’s a character that needs a lot of skill and mastery to become efficient, and as soon as you’re done training, the real adventure begins.
 
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