Captain K'nuckles

Captain K'nuckles is a suspicious figure who claims himself as a great adventurer and is accompanied by Flapjack on his many bizarre quests, mostly involving getting to candied island. He has many tatoos and scars and all limbs have been replaced by wooden replicas.

Overview
In Cartoon Network Punch Time Explosion XL, K'nuckles is an unlockable character, unlocked by winning 3 matches or completing Flapjack 2 in story mode. His in-game bio states that K'nuckles has a very useful set of signature moves.

Pros

 * Second strongest damage output average in the game (disincluding super forms)
 * The best frame data average in the game
 * Great utility; can clash with multiple moves and outspeed others after clashing

Cons
K'nuckles is a unique character built around closing in on opponents and overall just screwing them over. His neutral signature causes dizzy state and gives him time to attack. His side signature can mow through most attacks in the game. His dash attack goes a long distance and can travel offstage/ledge. His side aerial and side knockout rack up considerable damage.
 * PTE is incredibly situational
 * No proper projectile

In-game Stats
Speed: 3/5 Power: 3/5 Air: 3/5 Range: 3/5
 * K'nuckles melee moves come out very quick, similar to a 5/5 character, but his signatures are on the slower end of the spectrum similar to a 1/5 character, therefore "balancing out" the speed.
 * K'nuckles actually has some pretty great damage power giving him comparable power to a 4/5 or 5/5 character. No idea why this is 3/5.
 * K'nuckles has many different anti-air options such as his signature moves. His recovery could use some work though.
 * While K'nuckles doesn't have a projectile he has tools to close in on opponents and a surprisingly long arm.

Normal Attacks

 * Neutral: K'nuckles punches with his right arm (3%), uppercuts with his left (3%), and punches further with his right arm (5%, creates 1 power cube)
 * Running: K'nuckles stumbles around like a mess, putting him at quite a far distance. Deals 9% and creates 2 power cubes.
 * Due to the way dash attacks work in this game, and the fact that this is the longest range dash attack in the game a common K'nuckles strategy is to edge guard with dash attack offstage and follow up with placing decoys or straight up just K.Oing the opponent with other attacks.
 * Up: K'nuckles uppercuts two times with his left arm, each dealing 9%, creating 2 power cubes.
 * Down: K'nuckles kicks forward with his left leg. Deals 8% and creates 2 power cubes.
 * Throw: K'nuckles reaches out with both arms. Deals 7% when thrown.

Knockout Attacks

 * Side: K'nuckles punches forward with his right arm. Deals 18%~26% uncharged~charged. Creates 4 power cubes.
 * Up: K'nuckles claps both hands above him. Deals 17%~25% uncharged~charged. Creates 4 power cubes. Very good startup frame data, meaning it can be used as a reversal/while in a bad situation. Can also multi-hit bosses, making it valuable at erasing boss health bars quickly in Story Mode, similar to Father Up knockout attack.
 * Down: K'nuckles spins around on the ground, sticking his limbs outward. Deals instantaneous damage of around 1%~2% for a full 21%~31% uncharged~charged. Similar to R.O.B's down smash attack in Super Smash Bros. Brawl, but no final hitbox with knockback. This means you might have to go on the defense if your hit this attack!

Aerial Attacks

 * Neutral: K'nuckles spins around like a maniac, sticking every wooden limb outwards horizontally. Deals 6% per hit and creates 1 power cube per hit.


 * Side: K'nuckles punches forward with his right arm. Deals 12% and creates 3 power cubes.


 * Up: K'nuckles spins around like a maniac, sticking every wooden limb outwards vertically. Deals 7% per hit and creates 1 power cube per hit.


 * Down: K'nuckles places himself upside down and starts spinning, increasing his downward momentum and hitting anyone in contact. Deals 11% and creates 2 power cubes.

Signature Attacks
Neutral: Sandman Decoy
 * K'nuckles, while stepping back, creates a sand decoy in his previous location.
 * If the decoy makes contact it inflicts dizzy status.
 * Only a maximum of two decoys is allowed at a time.
 * Can be used to stall in the air, as it can halt vertical momentum on each use. Funnily enough, this tactic is as cheap and unfair as the actual character in the show!

Side: Drill Rush Up: Torpedo Spin Down: Sittin' Muscle Smash
 * K'nuckles starts spinning forward like his down air, but slower. Deals 10% and creates 2 power cubes.
 * One of the easiest moves to use to break through projectile spam.
 * K'nuckles starts spinning diagonally upward, similar to his side signautre and down air. Deals 15% and creates 4 power cubes. Very useful at scoring KOs due to the great knockback! This is unlike Side signature, which doesn't have as much knockback and is harder to hit due to slower startup. The moves do look similar though.
 * K'nuckles leaps up, even in air, and does a butt bounce move, forcing him downward. K'nuckles himself deals 9%. The impact and dust deals 10% and creates 2 power cubes.

Punch Time Explosion: Candy Barrel
He sees a barrel full of sweets/candy and he looks in and there are no sweets/candy. Then he gets angry and falls in and then he makes the barrel explode, doing 50% damage to foes, creating 4 power cubes. Enemies nearby are put in dizzy status before the barrel explodes.

Synergy: Stickybeard
Stickybeard gives K'nuckles a bunch of cannons. Stickybeard jumps on the cannons while shooting cannonballs.

Quotes

 * "I'm going to candied island!"
 * "I'm a great adventurer!"
 * "Hm... not really used to winning."
 * "One, two, three!"
 * "Let me show you how it's done!"
 * "Adventure!"
 * "I think I splintered me leg."