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The all-powerful grim reaper was a scary legend with a magic scythe at his disposal, but after losing a limbo contest in purgatory, Grim is forced to be "best friends" with Billy and Mandy. Grim tries to maintain a shred of dignity, but it's hard when he's constantly being outsmarted by a couple of obnoxious kids.

Overview[]

In Cartoon Network Punch Time Explosion XL, Grim is an unlockable character unlocked by winning 25 matches or completing Grim 1 in story mode. His in-game bio states that Grim's range is practically unmatched thanks to his scythe.

Strategy[]

Pros[]

  • Unmatched range
  • Powerful striker
  • Decent PTE
  • Decent attack speed

Cons[]

  • Side signature has a hurtbox covering the whole scythe
  • Large hurtbox when launched, making for easier combos
  • Poor recovery

Grim is a powerful character that has huge amounts of reach due to his scythe attacks. He comes with the biggest projectile move in the game and has great control due to his massive reach, particularly on side signature. He is also equally great at performing or attacking characters up-close. Grim's greatest strength is simply the range he controls paired with decent combo capabilities. This combo capability allows him to rack up damage at an alarming rate, with many characters unable to fight back due to being outranged by Grim.

Grim has very poor ground normals, and will mostly be using his aerial, knockout, and signature attacks. Up tilt can be used for a short combo or surprise attack but is otherwise not recommended since it can be potentially jumped out of. Down and running attack are infamously terrible and leave Grim open to attack. Sometimes these two attacks don't connect very well and deal no knockback ever, making them shieldable during the move's lifespan as well. The same applies to Grim's up knockout attack

Grim has some decent knockout attacks. His side knockout is for sending players directly forward, while his down knockout is capable of KOing early, sending opponents upward for more air combos (or side signature). Grim's up knockout however has no killing potential whatsoever and rarely connects leaving him open, making it a move that should never be used.

Grim has great aerials that can be used for combos into his stronger attacks such as side signature or his knockout attacks. Down aerial sees the most use as it sends opponents into the ground when it begins scaling allowing for these stronger attacks to be used. Forward aerial pushes opponents away from Grim at a slight distance, allowing him to follow up with a projectile, his side signature, or even another forward aerial. Up aerial can be used for combos. One such combo is when Grim is jumping, up air. He should ideally be above the opponent now, allowing him to use a down air. Then he can use many options as the opponent should be open to a side signature, down knockout, side knockout, or projectile.

Grim comes with a very high fire rate and one of the biggest projectile attacks in the game. This makes them difficult to traverse through if Grim is applying ranged pressure. Grim's side signature has a massive hitbox and sends opponents flying away, allowing him to keep using his projectiles. If need be, he can create a "reset" situation by using his down signature, where the opponent is forced to shield through it or get out of. If the opponent shields Grim is able to follow up with a grab, and if the opponent runs out of it, Grim can shoot projectiles once again. An aggressive Grim can also shoot his projectile and run behind it making him riskier to hit.

Grim's Punch Time Explosion is a very standard and solid one and sees regular use. It creates a huge singular hit where he swings his scythe (and slightly behind him) which is the main way to use his Punch time Explosion. Using the projectile part of the PTE is not recomended as it can be shielded through or exploited if used on a recovering opponent.

Grim has trouble when off stage as his recovery is not favorable being one of the weakest in the game. His tool to combat this are his signature attacks mostly as they create risk when opponents try to attack him offstage, but overall Grim takes longer to get back on stage against characters with stronger edge guarding capabilities such as Vilgax, or K'nuckles.

Bio[]

After losing a limbo contest against Billy and Mandy, the Grim Reaper was forced to forever be their "best friend" (you'd have to watch the show to understand why the quotation marks are there). Grim actually first appeared on an earlier Cartoon Network show called "Grim and Evil," which eventually lead to his adventures with Billy and Mandy.

In PTE, Grim's range is practically unmatched, thanks to his faithful scythe.

Bio Stats[]

  • Speed: 1/5
  • Power: 5/5
  • Air: 3/5
  • Range: 5/5

Explanation[]

These stats are provided in the game in character bios. They do not affect gameplay at all and can sometimes be misleading or need an explanation.

  • A few of Grim's moves have a lot of endlag or startup, but overall Grim's attack speed is average. 3/5 would be a better reflection of speed.
    • When considering that Grim has a few "unusable" attacks and taking them out of the picture, 4/5 would be a passable reflection of speed.
  • Grim has great knockback power on multiple moves and can rack up damage very quickly. However that does not deny the fact that a majority of Grim's moveset deals poor to average damage. 2/5 or 3/5 would be a passable reflection of power when considering all attacks.
  • Grim has a not so impressive recovery, and mediocre to average aerial attacks. 1/5 would be a better reflection of air.
  • Grim's scythe range is ridiculous and easily hits opponents within range. He comes with a projectile and many other tools to hit opponents from the right distance.

Movelist[]

Normal Attacks[]

  • Neutral: Swings his scythe horizontally (2%), does an overhead strike (2%), and sticks his scythe forward (4%, creates 1 power cube).
  • Running: Grim spins his scythe around while running forward. Deals 3% per hit and has such pathetic knockback that it might've been a mistake.
  • Up: Grim raises his scythe above him. Deals 4% and creates 1 power cube.
  • Down: Grim tosses his scythe to the ground, somehow making it spin in place. Deals 4% per hit and creates 1 power cube.
  • Throw: Grim reaches out with his left arm. Deals 4% when thrown.

Knockout Attacks[]

  • Side: Grim swings his scythe forward horizontally. Deals 13%~19% uncharged~charged. Creates 3 power cubes at 13% and 4 power cubes above 14%.
    • This attack will also hit significantly behind him due to him swinging the scythe behind him as a sort of wind up.
  • Up: Grim raises his scythe in the air and spins it around. Deals 3%~4% per hit uncharged~charged. Creates 1 power cube at 4%.
  • Down: Grim swings his scythe like a golf club and looks on at his "launched opponent" whether it hits or not. Deals 17%~25% uncharged~charged. Creates 4 power cubes.

Aerial Attacks:[]

  • Neutral: Grim strikes in front of him. Deals 6% and creates 1 power cube.
    • This attack will also hit significantly behind him due to him swinging the scythe behind him as a sort of wind up.
  • Side: Grim swings his scythe forward vertically. Deals 9% and creates 2 power cubes.
  • Up: Grim sticks his scythe in the air, spinning the edge of the blade. Deals 6% and creates 1 power cube.
  • Down: Grim sticks his scythe below him. Deals 12% and creates 3 power cubes.

Signature Attacks[]

Neutral: Magic Bolt

  • Grim shoots a green projectile in the shape of a sickle. Deals 10% and creates 2 power cubes.

Side: Swipe

  • Grim swings his scythe forward vertically, changing the blade into a large green energy in the shape of the blade. Deals 12% and creates 3 power cubes.
    • Oddly, this attack isn't disjointed and hitting the blade will cause Grim to get hit too.

Up: Overhead

  • Grim spins in the air, raising his scythe above him, until he spins around while at the peak of the move. Deals 7% and creates 1 power cube.

Down: Flame Wall

  • Grim slams his scythe to the ground, summoning green flames around him. Deals 1% per hit. A full 25% if all hits are connected. However, this can be shielded during use.

Punch Time Explosion: Portal of the Netherrealm[]

Grim maniacally laughs as his scythe gets bigger and green aura surrounds it. Grim then performs a powerful slash that deals 30%, while opening a portal unleashing a wave of souls that deal instantaneous damage.

Synergy: Mung Daal[]

Grim adds some weird green goo into Mung Daal's giant pot causing damage to anyone near. During the synergy Grim can move around and attack like normal and has invulnerability.

Gallery[]

Gallery (Video)[]

Quotes[]

  • "Did you really think you could beat the Grim Reaper?"
  • "You're headed, for the underworld."
  • "Behold, the power of me scythe!"
  • "Come forth, forces of the Netherrealm!"
  • "That hurt!"
  • "Don't let Mandy find out about this!"
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