PSI Magnet (Japanese: サイマグネット Saimagunetto; called Psychic-Magnet in Super Smash Bros.) is Ness and Lucas' Down Special Move. It absorbs energy-type projectile attacks. 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, though. The move also differs slightly between the two characters that use it.
Character Differences
Ness
Ness's PSI Magnet is formed centered around his body, covering himself entirely with it. This gives him more defense than Lucas, making him a much more defensive player. In Brawl, when released, Ness' PSI Magnet pushes enemies and some items (such as Snake's Grenades) away from his body. This move's function hasn't changed in the entire series. However, visually, it has looked different in every game.
PSI Magnet will absorb energy-based projectiles; fire, electricity, and lasers are fair game for the PSI Magnet. If a player finds themselves being pelted with energy-based projectiles, use PSI Magnet; it heals Ness a lot especially when absorbing Wii Fit Trainer's fully-charged Sun Salutation. If Ness is facing down lots of non-energy-based projectiles, use the forward smash, Ness's bat, to reflect them back.
Ness' Special Moves | |||||
---|---|---|---|---|---|
64 | Melee | Brawl | 3DS/Wii U | Ultimate | |
Standard Special | PK Fire | PK Flash | |||
Side Special | — | PK Fire | |||
Up Special | PK Thunder | ||||
Down Special | PSI Magnet | ||||
Final Smash | — | PK Starstorm |
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 can instantly turn around before getting hit from the back and will absorb projectiles, even if two are coming from both directions simultaneously, which means the magnet essentially covers his whole body as well. It should be noted that a similar attack, Mr. Game & Watch's Oil Panic, allows the player to turn around while holding the absorber in place. Lucas' version has a hitbox when released, which deals damage and has decent knockback, even enough to KO. Additionally, Lucas recovers slightly more percent than Ness when he absorbs a projectile, but not significantly. A Custom Mii Gunner can also absorb energy-projectiles with it's Absorbing Vortex.
Lucas' Special Moves | |||
---|---|---|---|
Brawl | 3DS/Wii U | Ultimate | |
Standard Special | PK Freeze | ||
Side Special | PK Fire | ||
Up Special | PK Thunder | ||
Down Special | PSI Magnet | ||
Final Smash | PK Starstorm |
Custom Variations
PSI Vacuum
PSI Vacuum pulls opponents in, and then deal damage at the end of the move. Does not pull projectiles in.
Strengths
- Can pull in multiple opponents to deal damage
Weaknesses
- Cannot absorb energy-projectiles
- Using it off-stage could assist an opponent's recovery
- Has a short range of effect
- Left open to attacks
Forward PSI Magnet
Foward PSI Magnet is a psychic field that appears in front of Ness and can deal damage when vanishing just like Lucas.
Strengths
- Higher healing power (it also restores more HP in Stamina Mode).
- Can K.O opponents off-stage if timed correctly
- Deals damage when vanishing
Weaknesses
- The field only appears only in front
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 move is activated at a downward diagonal angle. If using the C-Stick for performing Special Moves' control scheme for the Gamecube Controller (B-Sticking), this move, when used right after PK Fire for Lucas, will allow the wavedash to work much more easily.
When a projectile is absorbed, if the control stick/pad (depending on controller) is tapped in a direction, Lucas or Ness will either roll in that direction, sidestep, or jump without having to release the attack first.
PSI Magnet Absorption List
Here is a list of projectiles that can be absorbed by PSI Magnet.
Super Smash Bros.
- Fireball (both Mario's and Luigi's)
- Blaster
- PK Fire
- PK Thunder
- Final Cutter (Only the shockwave)
- Charge Shot
- Thunder Jolt
- Arwing laser
- Charmander's fire breath
- Venusaur's razor leaf
- Ray Gun
- Fire Flower
- Master Hand's bullets
Super Smash Bros. Melee
All attacks and hazards from the original that can be absorbed still apply.
- Fire Breath
- Blaster (Fox's and Falco's)
- PK Flash
- PK Fire
- PK Thunder
- Final Cutter (Only the shockwave)
- Ice Shot1
- Blizzard
- Thunder Jolt
- Thunder (don't be intersecting Pikachu or Pichu)
- Din's Fire (explosion)
- Shadow Ball
- Megavitamins
- Great Fox Blaster
- Wolfen Blaster
- Staryu
- Charizard
- Starmie
- Cyndaquil
- Super Scope
- Fire Flower
- Master Hand's bullets
Super Smash Bros. Brawl
All attacks and hazards from Melee that could be absorbed still apply unless noted otherwise.
- Fireball (Mario and Luigi's)
- Flamethrower
- PK Freeze
- PK Flash
- PK Fire
- PK Thunder
- Fire Breath
- Thunder Jolt
- Thunder
- Blizzard
- Blaster (Fox, Falco, and Wolf)
- Charge Shot
- Paralyzer (Both Zero Suit Samus' Neutral Special Move and Down Smash)
- Aura Sphere
- Robo Beam
- Palutena's Arrow
- Final Cutter (Only the shockwave)
- Din's Fire (explosion)
- Force Palm (projectile, not grab)
- Waddle Doo's Beam
- Staryu's Swift
- Duon's pink energy blasts (but not the blue lasers)
- Great Fox's laser.
- Arwing's lasers.
- Master Hand's bullets
- A Gamyga's lasers
- A Scope Primid's shots
- Curry Breath
- Super Scope
- Ray Gun
- Fire Flower
- Lip's Stick (The Stars)
- Toad (spores)
Super Smash Bros. for Nintendo 3DS and Wii U
All attacks and hazards from Brawl that could be absorbed still apply unless noted otherwise.
- Fireball (Mario and Luigi's)
- Flamethrower
- PK Freeze
- PK Flash
- PK Fire
- PK Thunder
- Fire Breath
- Thunder Jolt
- Thunder
- Blizzard
- Blaster (Fox and Falco's)
- Charge Shot
- Shadow Ball
- Megavitamins
- Paralyzer (Both Zero Suit Samus' Neutral Special Move and Down Smash)
- Aura Sphere
- Robo Beam
- Autoreticle
- Palutena's Arrow
- Final Cutter (Shockwave only)
- Din's Fire (explosion)
- Force Palm (Projectile only)
- Staryu's Swift
- Great Fox's laser.
- Arwing's lasers.
- Master Hand's bullets
- Curry Breath
- Super Scope
- Ray Gun
- Fire Flower
- Lip's Stick (The Stars)
- Toad (spores)
Trivia
- 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 reflect the fire with his Reflector.
- In addition, once any projectile is absorbed, the crowd instantly begins to cheer. This was only in the first game in the series.
- The attack can be put to incredible use on the Corneria stage, by absorbing the Great Fox's lasers. However, if Ness and/or Lucas touch the cannons while they are "charging", it's almost guaranteed to KO them. Only the actual laser shots can be absorbed.
- Ness's PSI Magnet has changed color throughout all three games, from green (Super Smash Bros.), to blue (Super Smash Bros. Melee), and finally purple (Super Smash Bros. Brawl), in Super Smash Bros. for Nintendo 3DS/Wii U, the move goes back to blue.
- PSI Magnet is the only special move that Ness and Lucas don't shout out.
- It is also Ness and Lucas' only special move that does not begin with "PK".