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PSI Magnet: Difference between revisions

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{{Infobox Special Move
{{Infobox Special Move
|name=PSI Magnet
|name=PSI Magnet
|image=[[Image:NessMagnet.jpg|250px]]
|image=[[File:PSIMagnetSSB4.jpg|250px]]
|caption=Ness defending himself with PSI Magnet.
|caption=Ness defending himself with PSI Magnet.
|user=[[Ness]]
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[[Image:Psimagnet.jpg|thumb|Lucas catching Charizard's [[Flamethrower]] attack.]]
[[Image:Psimagnet.jpg|thumb|Lucas catching Charizard's [[Flamethrower]] attack.]]
[[Image:PSIMagnet3DS.jpg|thumb|right|PSI Magnet in {{for3ds}}.]]
[[Image:PSIMagnet3DS.jpg|thumb|right|PSI Magnet in {{for3ds}}.]]
[[File:NessMagnet.jpg|180px|thumbnail|PSI Magnet in [[Super Smash Bros. Brawl]].]]


{{cleanup|need some numbers like we do for reflectors}}
{{cleanup|need some numbers like we do for reflectors}}

Revision as of 20:26, October 13, 2014

PSI Magnet
File:PSIMagnetSSB4.jpg
Ness defending himself with PSI Magnet.
Users Ness
Lucas
Universe Earthbound
Article on WikiBound PSI Magnet
Lucas catching Charizard's Flamethrower attack.


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PSI Magnet (サイマグネット, Saimagunetto; called Psychic-Magnet in Super Smash Bros.) is the down special move for Ness and Lucas. It absorbs certain projectile attacks (mostly energy-based rather than physical objects). Upon absorption, the attack lowers the user's percent (or replenishes their health in Stamina Mode). The user cannot be healed to a percent lower than zero or higher than their starting HP, usually 150HP (Stamina Mode). The move also differs slightly between the two characters that use it.

Characters

Ness

Ness' PSI Magnet is formed centered around his body, covering his entire body with it. When released, Ness's Magnet pushes enemies and some items (such as Snake's Grenades) away from his body. In Smash 64, the move has very high starting lag, making it nearly useless and meaning it lacks practical use; in return, though, the crowd releases very enthusiastic cheers for its successful use. In Smash 64, the move recovers double the damage the projectile would have dealt normally. In Melee, it is now blue instead of green and is much faster, making it more reliable. In Brawl, the color changes again, from blue to a more purplish color. This move recovers about 1.6x (or one and two thirds) the damage the projectile would have dealt normally, and is the fastest of Ness' PSI Magnets. The moves appears to be the same in Smash 4.

Lucas

Lucas' PSI Magnet is formed centered around his outstretched hand, and thus the magnet doesn't fully cover the area behind him. However, Lucas will instantly turn around when hit from the back, which means the field essentially covers his whole body as well. Lucas's version of this attack also has a hitbox on his hand when released, which deals 9% damage and moderately strong horizontal knockback. This hitbox however doesn't have much practical use, due to the delayed nature of it and its extremely small hitbox making it very difficult to land, while not offering much reward when landing it. Additionally, Lucas recovers more percentage than Ness when he absorbs a projectile. This move recovers 2.5x the damage the projectile would have dealt normally, a 56% improvement over Ness'. It is much faster than Ness' PSI Magnet in terms of both starting and ending lag.

In Smash 4, Lucas' PSI Magnet is a custom special move for Ness, in the form of Frontal PK Magnet.

Tactical uses

When used in the air, this move will cancel any vertical/falling momentum temporarily. This allows for this move to be used as a pseudo-SHFFL if used immediately after a jump, or a pseudo-wavedash if the player activates the move at a downward diagonal angle. Using C-sticking special moves control scheme for the Gamecube Controller, this move, used right after PK Fire for Lucas, will allow the wavedash to work much more easily.

This move is very useful in Team Battles with Friendly Fire on, as a teammate can use their projectile to heal Ness/Lucas. This is often used in doubles by Ness/Lucas mains, who can team up with characters who have fast, damaging projectiles (e.g., Lucario or Bowser) to heal when the player can.

When a projectile is absorbed, if the player taps the control stick/pad (depending on controller) in a direction, Lucas or Ness will either roll in that direction, sidestepping, or jumping without having to release the attack first.

In the original Super Smash Bros., level 5 and above CPUs will almost never use the Fire Flower against Ness, because he can absorb the fire with PSI Magnet. Instead, they will throw the flower at him. This also applies to Fox, who can deflect the fire with his Reflector.

The attack can be put to incredible use on the Corneria stage, by absorbing the Great Fox's lasers. However, if Ness or Lucas touch the cannons while they are "charging", it's almost guaranteed to KO them. Only the actual laser shots can be absorbed.

Origin

File:PSI Magnet M3.png
Kumatora using PSI Magnet α in Mother 3.

PSI Magnet first appeared in Mother and has appeared in later Mother games since. However, in the Mother series, neither Ness nor Lucas learn the move. In all three of the Mother games, the move involved the player absorbing an enemy's Psychic Points (or PP) and adding it to that player's PP (takes 10 PP in Mother and 2-8 PP in EarthBound and Mother 3). Also, PSI Magnet can absorb energy projectiles from other players in the Super Smash Bros. games, but since Ness and Lucas don't have limited PP in the Super Smash Bros. games, it instead recovers a small amount of health.

Description from the Melee instruction booklet

Absorb enemy energy attacks and recover health.

Description from the Brawl instruction booklet

Absorb projectiles to reduce Lucas's damage percentage a corresponding amount.

Gallery

Trivia

  • Ness' PSI Magnet has changed in different games, in SSB, it was green, then in Melee, it changed to blue, in Brawl, it changed to a more purple color and finally, in SSB4, changed back to blue.

See also