PSI Magnet | |
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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 |
“ | 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. It is a pyschic 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.
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 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 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.
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 and attached Gooey Bombs. Its endlag has been reduced in later patches of the game.
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.
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.
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 |
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"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." |
- PSI Magnet: Default.
- PSI Vacuum: Ness draws opponents in, and once the move is released, an explosion hits foes around him. Does not absorb attacks.
- 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 |
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"Create a magnetic field in front of you that absorbs energy based projectiles." |
- PSI Magnet: Default.
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 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.
Origin
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; instead it 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 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). As PP are not a mechanic in the Super Smash Bros. series, it instead recovers a small amount of health.
Gallery
Ness absorbing Master Hand's Bullets with PSI Magnet in Super Smash Bros..
Ness using PSI Magnet in Super Smash Bros. Melee.
Ness using PSI Magnet in Super Smash Bros. Brawl.
Ness using PSI Magnet in Super Smash Bros. for Nintendo 3DS.
Ness using PSI Magnet in Super Smash Bros. for Wii U.
Lucas using PSI Magnet in Super Smash Bros. for Wii U.
Lucas being healed in Super Smash Bros. for Wii U.
Trivia
- The color of Ness' PSI Magnet has changed throughout the series, being green in Super Smash Bros., blue in Melee, blue and purple 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".