Blossom

Blossom is the main protagonist of the animated television series The Powerpuff Girls, along with her sisters Bubbles and Buttercup. She's the Commander and Leader; she's the bright but egocentric leader of the superhero trio.

Overview
In Cartoon Network Punch Time Explosion XL, Blossom is an unlockable character. She is unlocked by either winning 12 matches, or completing Powerpuff 1 in story mode. Her in-game bio states her as the most balanced of all Powerpuff girls.

Pros

 * One of the fastest attacking characters in the game
 * Multiple kill confirms into down signature; a strong kill move
 * Free moving recovery, enabling an easier time getting back on stage

Cons

 * Lacks a proper projectile or range

Blossom is a relatively powerful character due to having a combo focused strategy and a powerful finishing move, her down signature. One of the easiest ways to land this finisher is down air, which happens to send the opponent at an upward angle at just the right spot to land one. Other moves she can follow up with down signture is up knockout, down knockout (if hitting an opponent behind you) up aerial, and neutral aerial. She also is well known for the infamous ice breath (neutral signature) which can be followed up with either the finisher, or other moves to start combos. However, contrary to popular belief it is not an infinite and is mostly used at higher percents to chain. It is one of Blossom's slower moves and approaching with it is not recomended.

In-game Stats
Speed: 5/5
 * Blossom's moves come out quick, and Blossom herself has great mobility. She is the fastest Powerpuff in the game.

Power: 2/5


 * Many of her normal attacks don't do much significant damage, while her other attacks are somewhat average.

Air: 4/5


 * Blossom does not have multiple jumps, but her up signature attack travels quite a distance. She also controls the direction of the up signature making more work required to keep her off stage. She can also safely edge guard or fend off opponents above her with her down signature.

Range: 3/5


 * Blossom has few spacing options such as frost breath, and has great vertical range with her down signature. She can close in with her side signature, and many of her attacks are a lot further than they may seem.

Normal Attacks

 * Neutral: Blossom punches with her left arm (1%), uppercuts with her right (2%), and does a spinning kick (4%, creates 1 power cube).
 * Running: Blossom punches forward while flying. Deals 5% and creates 1 power cube.


 * Up: Blossom does an "arcing headbutt." Deals 7% and creates 1 power cube.
 * Down: Blossom kicks her left leg forward across the ground. Deals 9% and creates 2 power cubes.
 * Throw: Blossom reaches out with both arms. Deals 4% when thrown.

Knockout Attacks

 * Side: Blossom swings both of her arms forward. Deals 15%~22% uncharged~charged. Creates 4 power cubes.
 * 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%.
 * Down: Blossom hops up and slams the ground creating an impact. Deals 14%~20% uncharged~charged. Creates 4 power cubes.
 * Oddly, unlike her other attacks, this move doesn't have weak knockback at lower percents.

Aerial Attacks

 * Neutral: Blossom does a backwards flip in the air, kicking opponents. Deals 8% and creates 2 power cubes.
 * Side: Blossom punches forward. Deals 7% and creates 1 power cube.
 * Up: Blossom punches above her. Deals 10% and creates 2 power cubes.
 * Down: Blossom kicks downward, making her fall faster. Deals 9% and creates 2 power cubes.

Signature Moves
Neutral: Ice Breath
 * 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 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.
 * Due to the fact many people believe Ice Breathe is a true infinite and because the 3DS version of CNPTE doesn't freeze opponents, some may argue that the 3DS version should be the competitive standard. If this game had a bigger community, there maybe a split in the player base over the debatable more competitive 3DS version versus the more casual console versions. The 3DS version offers no Aku(a imbalanced fighter) and fewer "infinites" from a smaller roster. Hopefully this doesn't happen, as that would be a strange retelling of Super Smash Bros. Melee and modern smash players communities' controversies.

Side: Power Dash
 * Blossom dashes forward as if she was flying. Deals 7% and creates 1 power cube.

Up: Flight
 * 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, esentially psyching out an opponent to do a certain move allowing her to follow up with a move on her own if timed correctly.

Down: Thunder
 * 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.

Punch Time Explosion: Chill out!
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 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. Additionally without PTE dancing the opponent can be carried off stage.

Synergy: Gwen Tennyson
Gwen turns into her Anoditeform, and Blossom giggles as she activates her energy. They then create a energy beam, trapping opponents who are caught, which then expoldes.

Quotes

 * "Nothing can stop me from saving Townsville!"
 * "Don't you know you can never beat a Powerpuff Girl?"
 * "You need to chill out!"
 * "Enough's enough!"
 * "Not so fast!"
 * "I need to regroup!"