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PSI Magnet: Difference between revisions

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m (Protected "PSI Magnet": Counter-productive edit warring: resolve this on the talk page pleas ([Edit=Allow only administrators] (expires 15:32, 25 April 2017 (UTC)) [Move=Allow only administrators] (expires 15:32, 25 A...)
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[[Image:Psimagnet.jpg|thumb|Lucas catching Charizard's [[Flamethrower]] attack.]]
{{technical data|need some numbers like we do for reflectors}}
{{technical data|need some numbers like we do for reflectors}}
{{cquote|''Absorb enemy energy attacks and recover health.''|cite=Description from ''Melee's'' manual.}}
{{cquote|''Absorb enemy energy attacks and recover health.''|cite=Description from ''Melee's'' manual.}}
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{{cquote|''Absorb energy-based projectiles to heal damage.''|cite=Description from SSB4 instruction booklet. (Wii U version)}}
{{cquote|''Absorb energy-based projectiles to heal damage.''|cite=Description from SSB4 instruction booklet. (Wii U version)}}


'''PSI Magnet''' ({{ja|サイマグネット|Sai Magunetto}}, ''PSI Magnet''; '''Psychic-Magnet''' in ''[[Super Smash Bros.]]'') is [[Ness]] and [[Lucas]]'s [[down special move]]. It is a psychic field that can [[absorb]] certain projectile attacks (mostly energy-based rather than physical objects) to heal [[damage]]. Ness and Lucas' versions of PSI Magnet differ slightly in terms of speed, size, positioning, healing power, and auxiliary utility.
'''PSI Magnet''' ({{ja|サイマグネット|Sai Magunetto}}, ''PSI Magnet''; '''Psychic-Magnet''' in ''[[Super Smash Bros.]]'') is [[Ness]] and [[Lucas]]'s [[down special move]].
 
==Overview==
The user creates a psychic field that can [[absorb]] certain projectile attacks (mostly energy-based rather than physical objects) to heal [[damage]]. The move lasts as long as the [[special]] button is held. Ness and Lucas' versions of PSI Magnet differ slightly in terms of speed, size, positioning, healing power, and auxiliary utility.


==Characters==
===Ness===
===Ness===
Ness' PSI Magnet is formed centered around his body, covering his entire body with it. In ''[[Super Smash Bros.]]'', 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 ''Super Smash Bros.'', the move [[healing|recovers]] double the damage the projectile would have dealt normally. In ''[[Melee]]'', it is now blue instead of green. The move comes out 5 frames faster, but retains the same 30 frames of minimum absorption time and an additional 10 frames of ending lag before it can be dropped, making it still a less than viable option. 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. In ''[[SSB4]]'' and [[Brawl]], Ness's Magnet [[push]]es enemies and some items (such as [[Snake]]'s [[Hand Grenade]]s) away from his body when released.
[[File:PSIMagnet3DS.jpg|thumb|Ness using PSI Magnet in {{for3ds}}.]]
Ness' PSI Magnet is centered around himself and covers his entire body.
 
In ''[[Super Smash Bros.]]'', 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 ''Super Smash Bros.'', the move [[healing|recovers]] double the damage the projectile would have dealt normally.
 
In ''[[Melee]]'', it is now blue instead of green. The move comes out 5 frames faster, but retains the same 30 frames of minimum absorption time and an additional 10 frames of ending lag before it can be dropped, making it still a less than viable option.
 
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. In ''[[SSB4]]'' and [[Brawl]], Ness's Magnet [[push]]es enemies and some items (such as [[Snake]]'s [[Hand Grenade]]s) away from his body when released.


In [[SSB4]], the move returns to its ''Melee''-like blue colouring and is larger in size. In addition, due to certain explosions being changed to absorbable, it can now also absorb some previously-troublesome items such as [[Bob-omb]]s (outside [[Sudden Death]]) and attached [[Gooey Bomb]]s. Its endlag has been reduced in later patches of the game.
In [[SSB4]], the move returns to its ''Melee''-like blue colouring and is larger in size. In addition, due to certain explosions being changed to absorbable, it can now also absorb some previously-troublesome items such as [[Bob-omb]]s (outside [[Sudden Death]]) and attached [[Gooey Bomb]]s. Its endlag has been reduced in later patches of the game.


===Lucas===
===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 is a moderately strong [[semi-spike]]. 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, but tactical use of it can [[bait]] opponents and its horizontal knockback can prove effective in certain circumstances. 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'. Its startup and ending lag is much faster than Ness' version of the move.
[[File:Psimagnet.jpg|thumb|Lucas catching Charizard's [[Flamethrower]] attack.]]
Lucas' PSI Magnet is centered around his outstretched hand: while it does not visibly cover his whole body nor the area behind him, Lucas will instantly turn around when hit from the back. Lucas's version of this attack also has a hitbox on his hand when released, which deals 9% damage and is a moderately strong [[semi-spike]]. 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, but tactical use of it can [[bait]] opponents and its horizontal knockback can prove effective in certain circumstances. Additionally, Lucas recovers more percentage than Ness when he absorbs a projectile (2.5x the damage the projectile would have dealt normally, a 56% improvement over Ness'). Its startup and ending lag are much lower than Ness' version.


In ''SSB4'', Lucas' PSI Magnet has a larger hitbox, but it only deals damage if the opponent is in the center of the magnet. It also deals slightly less damage and heals Lucas significantly less (1.2x instead of 2.5x) than it did in ''Brawl''. In addition, Lucas no longer turns around when hit from behind, decreasing the move's range and overall practicality.
In ''SSB4'', Lucas' PSI Magnet has a larger hitbox, but it only deals damage if the opponent is in the center of the magnet. It also deals slightly less damage and heals Lucas significantly less (1.2x instead of 2.5x) than it did in ''Brawl''. In addition, Lucas no longer turns around when hit from behind, decreasing the move's range and overall practicality.
{{clrr}}
==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 Battle]]s with [[Friendly Fire]] on, as a teammate can use their projectiles to heal Ness or Lucas. This is often used in doubles by Ness or Lucas players, who can team up with characters who have fast, damaging projectiles (e.g., {{SSBB|Lucario}} or {{SSBB|Bowser}}) to heal when themselves. As of version [[List of updates (SSB4)/1.1.3 changelog|1.1.3]] in ''Super Smash Bros. 4'', the amount of damage healed when absorbing a fellow teammate's projectiles is cut in half.
When a projectile is absorbed, if the player taps the control stick or control pad (depending on controller) in a direction, Ness and Lucas will either [[roll]] in that direction, [[sidestep]], or [[jump]] without having to release the attack first.
In the original ''Super Smash Bros.'', CPUs level 5 and above will almost never use the Fire Flower against Ness because he can absorb the fire with PSI Magnet. Instead, they will throw the Fire Flower at him. This also applies to {{SSB|Fox}}, as he can deflect the fire with his {{h1|Reflector|Fox}}.
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.


==Customization==
==Customization==
Line 42: Line 62:
# '''PSI Magnet''': Default.
# '''PSI Magnet''': Default.
Like the other DLC characters, Lucas has no custom move variations.
Like the other DLC characters, Lucas has no custom move variations.
==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 Battle]]s with [[Friendly Fire]] on, as a teammate can use their projectiles to heal Ness or Lucas. This is often used in doubles by Ness or Lucas players, who can team up with characters who have fast, damaging projectiles (e.g., {{SSBB|Lucario}} or {{SSBB|Bowser}}) to heal when themselves. As of version [[List of updates (SSB4)/1.1.3 changelog|1.1.3]] in ''Super Smash Bros. 4'', the amount of damage healed when absorbing a fellow teammate's projectiles is cut in half.
When a projectile is absorbed, if the player taps the control stick or control pad (depending on controller) in a direction, Ness and Lucas will either [[roll]] in that direction, [[sidestep]], or [[jump]] without having to release the attack first.
In the original ''Super Smash Bros.'', CPUs level 5 and above will almost never use the Fire Flower against Ness because he can absorb the fire with PSI Magnet. Instead, they will throw the Fire Flower at him. This also applies to {{SSB|Fox}}, as he can deflect the fire with his {{h1|Reflector|Fox}}.
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==
==Origin==
[[File:PSI Magnet M3.png|thumb|Kumatora using PSI Magnet α in ''Mother 3''.]]
[[File:PSI Magnet M3.png|thumb|Kumatora using PSI Magnet α in ''Mother 3''.]]
PSI Magnet first appeared in ''{{iw|wikibound|Mother|video game}}'' and has appeared in later {{uv|Mother}} games since. However, in the ''Mother'' series, neither Ness nor Lucas learn the move; instead it is learned by some of their friends and party members, {{s|wikibound|Paula}} and {{s|wikibound|Poo}} in ''EarthBound'' and {{s|wikibound|Kumatora}} in ''Mother 3'' respectively.
PSI Magnet appears in all three {{uv|Mother}} games. However, neither Ness nor Lucas can use it in their source games; instead, PSI Magnet is learned by some of their friends and party members, {{s|wikibound|Paula}} and {{s|wikibound|Poo}} in ''EarthBound'' and {{s|wikibound|Kumatora}} in ''Mother 3'' respectively.


In all three of the ''Mother'' games, the move involved the user absorbing an enemy's Psychic Points (PP) and adding it to that player's PP (takes 10 PP in ''Mother'' and 2-8 PP in ''EarthBound'' and ''Mother 3''). As PP are not a mechanic in the ''Super Smash Bros.'' series, it instead recovers a small amount of health. The trait of recovering health using a PSI ability is likely derived from the technique "PSI Lifeup", of which both Ness and Lucas are actually able to learn in their respective games.
In all three of the ''Mother'' games, the move involves the user absorbing an enemy's Psychic Points (PP) and adding it to their own PP: PSI Magnet drains 10 PP in ''Mother'' and 2-8 PP in ''EarthBound'' and ''Mother 3''. As PP are not a mechanic in the ''Super Smash Bros.'' series, PSI Magnet recovers a small amount of health instead: this could be a reference to the healing technique {{iw|wikibound|Lifeup}} which, unlike PSI Magnet, is available to both Ness and Lucas in their respective games.


==Gallery==
==Gallery==
Line 65: Line 74:
PSIMagnetMelee.jpg|Ness using PSI Magnet in ''[[Super Smash Bros. Melee]]''.
PSIMagnetMelee.jpg|Ness using PSI Magnet in ''[[Super Smash Bros. Melee]]''.
NessMagnet.jpg|Ness using PSI Magnet in ''[[Super Smash Bros. Brawl]]''.
NessMagnet.jpg|Ness using PSI Magnet in ''[[Super Smash Bros. Brawl]]''.
PSIMagnet3DS.jpg|Ness using PSI Magnet in {{for3ds}}.
PSIMagnetSSBU.png|Ness using PSI Magnet in {{forwiiu}}.
PSIMagnetSSBU.png|Ness using PSI Magnet in {{forwiiu}}.
LucasMagnetWiiU.jpg|Lucas using PSI Magnet in {{forwiiu}}.
LucasMagnetWiiU.jpg|Lucas using PSI Magnet in {{forwiiu}}.

Revision as of 11:41, June 8, 2017

PSI Magnet
Ness and Lucas using PSI Magnet in Smash 4
Ness and Lucas defending themselves with PSI Magnet in Super Smash Bros. for Wii U.
Users Ness
Lucas
Universe EarthBound
Article on WikiBound PSI Magnet
Data.png This article or section may require additional technical data.
The editor who added this tag elaborates: need some numbers like we do for reflectors
You can discuss this issue on the talk page or edit this page to improve it.
Absorb enemy energy attacks and recover health.
—Description from Melee's manual.
Absorb projectiles to reduce Lucas's damage percentage a corresponding amount.
Brawl manual description
Absorb energy-based projectiles to heal damage.
—Description from SSB4 instruction booklet. (Wii U version)

PSI Magnet (サイマグネット, PSI Magnet; Psychic-Magnet in Super Smash Bros.) is Ness and Lucas's down special move.

Overview

The user creates a psychic field that can absorb certain projectile attacks (mostly energy-based rather than physical objects) to heal damage. The move lasts as long as the special button is held. Ness and Lucas' versions of PSI Magnet differ slightly in terms of speed, size, positioning, healing power, and auxiliary utility.

Ness

Ness using PSI Magnet in Super Smash Bros. for Nintendo 3DS.

Ness' PSI Magnet is centered around himself and covers his entire body.

In Super Smash Bros., 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 Super Smash Bros., the move recovers double the damage the projectile would have dealt normally.

In Melee, it is now blue instead of green. The move comes out 5 frames faster, but retains the same 30 frames of minimum absorption time and an additional 10 frames of ending lag before it can be dropped, making it still a less than viable option.

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. In SSB4 and Brawl, Ness's Magnet pushes enemies and some items (such as Snake's Hand Grenades) away from his body when released.

In SSB4, the move returns to its Melee-like blue colouring and is larger in size. In addition, due to certain explosions being changed to absorbable, it can now also absorb some previously-troublesome items such as Bob-ombs (outside Sudden Death) and attached Gooey Bombs. Its endlag has been reduced in later patches of the game.

Lucas

Lucas catching Charizard's Flamethrower attack.

Lucas' PSI Magnet is centered around his outstretched hand: while it does not visibly cover his whole body nor the area behind him, Lucas will instantly turn around when hit from the back. Lucas's version of this attack also has a hitbox on his hand when released, which deals 9% damage and is a moderately strong semi-spike. 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, but tactical use of it can bait opponents and its horizontal knockback can prove effective in certain circumstances. Additionally, Lucas recovers more percentage than Ness when he absorbs a projectile (2.5x the damage the projectile would have dealt normally, a 56% improvement over Ness'). Its startup and ending lag are much lower than Ness' version.

In SSB4, Lucas' PSI Magnet has a larger hitbox, but it only deals damage if the opponent is in the center of the magnet. It also deals slightly less damage and heals Lucas significantly less (1.2x instead of 2.5x) than it did in Brawl. In addition, Lucas no longer turns around when hit from behind, decreasing the move's range and overall practicality.

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 projectiles to heal Ness or Lucas. This is often used in doubles by Ness or Lucas players, who can team up with characters who have fast, damaging projectiles (e.g., Lucario or Bowser) to heal when themselves. As of version 1.1.3 in Super Smash Bros. 4, the amount of damage healed when absorbing a fellow teammate's projectiles is cut in half.

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

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

Customization

Special Move customization was added in Super Smash Bros. 4. These are the variations:

Ness

1. PSI Magnet 2. PSI Vacuum 3. Forward PSI Magnet
NessDown1-SSB4.png
NessDown2-SSB4.png
NessDown3-SSB4.png
"Create a psychic field that absorbs energy-based projectiles to heal damage." "Pull opponents in, and then deal damage at the end of the move. Does not pull projectiles in." "The field appears in front of you. It can launch foes when vanishing, as well as absorbing projectiles."
  1. PSI Magnet: Default.
  2. PSI Vacuum: Ness draws opponents in, and once the move is released, an explosion hits foes around him. Does not absorb attacks.
  3. Forward PSI Magnet: Ness draws his Magnet in front of him. Works like Lucas's version, except the physics are still similar to Ness' Original PSI Magnet Variation.

Lucas

1. PSI Magnet
LucasDown1-SSB4.png
"Create a magnetic field in front of you that absorbs energy based projectiles."
  1. PSI Magnet: Default.

Like the other DLC characters, Lucas has no custom move variations.

Origin

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

PSI Magnet appears in all three Mother games. However, neither Ness nor Lucas can use it in their source games; instead, PSI Magnet is learned by some of their friends and party members, Paula and Poo in EarthBound and Kumatora in Mother 3 respectively.

In all three of the Mother games, the move involves the user absorbing an enemy's Psychic Points (PP) and adding it to their own PP: PSI Magnet drains 10 PP in Mother and 2-8 PP in EarthBound and Mother 3. As PP are not a mechanic in the Super Smash Bros. series, PSI Magnet recovers a small amount of health instead: this could be a reference to the healing technique Lifeup which, unlike PSI Magnet, is available to both Ness and Lucas in their respective games.

Gallery

Trivia

  • The color of Ness' PSI Magnet has changed throughout the series, being green in Super Smash Bros., blue in Melee, indigo in Brawl, and back to blue in SSB4.
  • PSI Magnet is the only special move that Ness and Lucas do not shout out.
  • PSI Magnet is Ness and Lucas' only special move whose name does not begin with "PK".

See also