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PSI Magnet Reference Guide

PSI Magnet Reference Guide

Yink

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PSI Magnet Reference Guide

First of all, I want to thank @NinjaLink for painstakingly helping me test so many things. Something to keep in mind is that I didn't test any custom moves and none of the Mii fighters...yet. I'll go back and test these in a little while once I'm absolutely sure I've unlocked everything. I will be adding any stage hazards as well over time. Here's to making sure you Ness mains (and, those feeding Ness energy) know exactly what he's healing. EDIT: This guide has been so successful that it's reached out to the Smash 4 Ness community and we continue these updates together with our findings. Good job Nessers!

UPDATE 1.0 - Preliminary testing done with regular PSI Magnet on regular character moves/specials.

UPDATE 1.1 - Includes 3DS Stage Hazards. Only Corneria and Wily Fortress have energy based projectiles, and both stages (because of their hazards in general) will be banned competitively.

UPDATE 1.2 - Includes two newly found absorbable properties, items, and absorbable energy on Wii U stages. A thank you shoutout to @ The 0ne The 0ne for the good research.

UPDATE 1.3 - A ton of new absorbable information, including explosions, throws, and the Mii Fighters. A special thanks to the Ness community at large (Again, especially @ The 0ne The 0ne ) for good research. Customs to come soon.

UPDATE 1.4 - Mewtwo has been added to the guide. Thank you again to The 0ne for the good work.

UPDATE 1.5 - Ryu, Lucas, and Roy have been added (Though, Roy has nothing to actually absorb). Shout out to @ The 0ne The 0ne for the heal %s and @blak dragon for the hurt %s.

NinjaLink and I have also noted that Ness' PSI Magnet has not changed (the multiplier to calculate his heal was not increased or decreased.) Therefore, patch 1.0.6 did not change Ness' Magnet's healing in any way. All information is up to date.

Notes:
  • Tested with no staling.
  • Tested on every projectile besides customs
  • Generally heals by 1.6x the damage received (there seem to be a few exceptions)
  • The healing amount caps at 30% health received
  • These are single hits unless stated otherwise
  • Because I keep getting asked this via PM...This is done with Ness' REGULAR PSI Magnet. No custom Magnet, but I'll try to do that later as well.
----------

Regular Magnet and Regular Specials (No Customs)

Characters | Moves | Healing
Bowser | Flame Breath: 5% | Heal: 8%
Bowser Jr. | None
Captain Falcon | None
Charizard | Flamethrower: 6% | Heal: 13%
| Flare Blitz Explosion: 2% for the impact, 15% for the explosion | Heal: 24%
Dark Pit | Arrow (uncharged): 4% | Heal: 7%
| Arrow (fully charged): 11% | Heal: 18%
Diddy | Barrel Rocket Explosion: 18% | Heal: 30%
Donkey Kong | None
Dr. Mario | None
Duck Hunt | Trick Can Explosion: 2% for the impact, 8 or 9% on the ground (explosion), 11-13% in the air (explosion) | Heal: 13%
| Clay Pigeon Explosion (side B): 5% | Heal: 8%
Falco | Blaster Shot: 3% | Heal: 5%
| U-Throw Laser: 4% | Heal: 6.5%
| D-Throw Laser: 2% | Heal: 3.5%
| B-Throw Laser: 3% | Heal: 5%
Fox | Blaster Shot: 2% | Heal: 4%
| U-Throw Laser: 2% for each laser (3 total) | Heal: 10%
| D-Throw Laser: 2% for initial lasers (4 total), 1% final laser | Heal: 13%
| B-Throw Laser: 2% for reach laser (3 total) | Heal: 10% heal
Game & Watch | None
Ganondorf | None
Greninja | None
Ike | None
Jigglypuff | None
King Dedede | Super DDD Jump Star: 5% | Heal: 8%
Kirby | Final Cutter Beam Slash: 6% | Heal: 10%
Link | Bomb: 5% | Heal: 8%
| Bomb Explosion: 8% | Heal: 13%
Little Mac | None Lucario* | Aura Sphere (uncharged): 4% | Heal: 7%
| Aura Sphere (fully charged): 12% | Heal: 19%
| Force Palm: 7% | Heal: 12%
Lucas | PK Fire: 3% bolt, 6% pillar | Heal: 5% for the bolt, undetermined for the pillar
| PK Freeze: 9% min, 22% max | Heal: 15% min (weak), 30% max (strong)
| PK Thunder: 3% head, ~.75% per tail hit | Heal: 4% head ( extra 1% if next to Lucas )
Lucina | None
Luigi | Fireball: 6% | Heal: 10%
Mario | Fireball: 5% | Heal: 8%
Marth | None
Mega Man | Pellet (Standstill, Walking, In-Air): 2% | Heal: 3%
| Charge Shot (uncharged): 12% | Heal: 20%
| Charge Shot (fully charged): 20% | Heal: 30%
| Crash Bomb Explosion: 8% | Heal: 1-2%
Meta Knight | None
Mewtwo | Shadow Ball (uncharged): 2% | Heal: 4%
| Shadow Ball (fully charged): 25% | Heal: 30%
| F-Throw (mini Shadow Balls): 5 total, dealing 7% | Heal: 10%
Mii Fighter Brawler | None
Mii Fighter Gunner | F-air: 5% far, 7% close| Heal: 7% far, 10% close
| Charge Blast (uncharged): 4% | Heal: 5%
| Charge Blast (charged): 23% | Heal: 30%
| Stealth Burst: 10.5% weak, 15% strong | Heal: 17.5% weak, 25% strong
| Lazer Blaze: 2.5% | Heal: 5.5%
| Flame Pillar: 5% initial hit, 7% pillar | Heal: 7% initial hit, 9% pillar
| Lunar Launch: 8% | Heal: 12%
| Bomb Drop Explosion: 9% | Heal: 14%
| Grenade Launch Explosion: 1% per hit, 7% final hit | Heal: 1% for the physical grenade, 9.5% for the explosion
| U-Throw: 1.5% throw, 2.5% laser | Heal: 6.5%
| D-Throw: 1.5% throw, 2.5% laser | Heal: 6.5%
Mii Fighter Sword | None
Ness | PK Flash (uncharged): 9% | Heal: 15%
| PK Flash (fully charged): 37% | Heal: 30%
| PK Thunder (head): 8% ( 9% if next to Ness ) | Heal: 14% ( 15% if next to Ness )
| PK Thunder (tail): 1% | Heal: 1%
| PK Fire (single hit): 4% | Heal: 7%
Olimar | None
Pac-Man | None
Palutena | Auto-Reticle: 3% each (9% total) | Heal: 4-5% each (14% total)
Peach | Toad Spores: 16% (full) | Heal: 30% (full)
Pikachu* | Thunder Jolt (ground): 6% | Heal: 10%
| Thunder Jolt (ball): 5% | Heal: 8%
| Thunder: Bolt = 8%, Cloud = 9%, Impact = 15% | Heal: 23% (from two bolts)
Pit | Arrow (uncharged): 3% | Heal: 5%
| Arrow (fully charged): 9% | Heal: 15%
ROB | Laser (regular): 5% | Heal: 8%
| Laser (full): 17% | Heal: 27%
Robin | Thunder: 3% | Heal: 5%
| El Thunder: 9% | Heal: 15%
| Arc Thunder: 10% total | Heal: 5%
| Thoron: 10% | Heal: 4%
| Thoron Plus: 20% | Heal: 4%
| Arc Fire: 11% total | Heal: 3% for the ball, 1-2% for the pillar
| El Wind: 7% sweetspot (+) (5% sourspot) | Heal: 17-20% (dependent on sweet/sourspot)
Rosalina | None
Roy | None
Ryu | Hadouken: 5% tap B, 6% hold B, 7.5% SF input | Heal: 9% tab B, 10% hold B, 10%/11% SF input
| Shakunetsu Hadouken: 1% for first 4 hits, 4% final hit | Heal: 2% (due to it being multi-hit)
Samus | Charge Shot (uncharged): 3% in the air, 4% on the ground | Heal: 5% (both)
| Charge Shot (fully charged): 25% | Heal: 30%
| Bomb Explosion: 5% | Heal: 8%
Sheik* | Burst Grenade: 15-16% (includes windbox, physical grenade, explosion) | Heal: 20%
| Vanish: 12% (for the disappearance), 16% total | Heal: 20%
Shulk | None
Sonic | None
Toon Link | Bomb: 4% | Heal: 6%
| Bomb Explosion: 6% | Heal: 9%
Villager* | Lloid Explosion: 12% | Heal: 20%
Wario | None
Wii Fit Trainer | Sun Salutation (during the charging): 0% |Heal: 0%
| Sun Salutation (uncharged, no Deep Breathing): 5% | Heal: 8%
| Sun Salutation (uncharged, with Deep Breathing): 6% | Heal: 10%
| Sun Salutation (fully charged, no Deep Breathing): 18% | Heal: 30%
| Sun Salutation (fully charged, with Deep Breathing): 21% | Heal: 30%
Yoshi | Yoshi Bomb Star: 4% | Heal: 6-7%
Zelda | Din's Fire (min range): 4% sour, 8% sweet | Heal: 9% sour, 13% sweet
| Din's Fire (max range): 7% sour, 14% sweet | Heal: 12% sour, 23% sweet
Zero Suit Samus | Paralyzer Shot (uncharged): 4% | Heal: 7%
| Paralyzer Shot (fully charged): 6% | Heal: 10%
| Grounded Paralyzer Gun (d-smash) (uncharged): 8% | Heal: 14%
| Grounded Paralyzer Gun (d-smash) (fully charged): 12% | Heal: 19%

----------​

Custom Magnets and Custom Specials

Characters | Moves | Healing
Coming Soon. | Coming Soon. | Coming Soon.

----------​

3DS Stage Hazards

Stage | Hazard | Healing
Corneria | Arwing Laser: 6% | Heal: 10%
| Great Fox Laser: 5% each | Heal: 8% each
Wily Fortress | Yellow Devil Eye Laser: 7% | Heal: 11%

----------

Wii U Stage Hazards
Stage| Hazard | Healing
Wily Fortress| Yellow Devil Eye Laser: 7% | Heal: 11%

----------

Items
Item | Damage/Hurt | Healing
Blast Box | Explosion: 30% | Heal: 30%
*Bob-omb | Explosion: 30% | Heal: 30%
Bombchu | Explosion: 14% light throw, 19% hard throw | Heal: 30% (29% if crawling on the ground)
Fire Flower | Flames: 2% each | Heal: 93% total if entire plant is absorbed
Gooey Bomb | Explosion: 26% | Heal: 30%
Killer Eye | Blast Shot: 6% each | Heal: 8-10% each, 173% total absorb of all hits
Lip's Stick | F-tilt's Glitter: 1% | Heal: 1-2%
| F-smash Glitter: Weak Initial Hit: 1%, Full Hit: 15% | Heal: 2-3% (charge makes no difference)
Motion-Sensor Bomb | Explosion: 25% | Heal: 30%
Ray Gun | Shot: 4% | Heal: 6%/
Star Rod | Star Projectile: 9% | Heal: 16% (charge makes no difference)
Super Scope | Shot (uncharged): 1% | Heal: 8% if all are absorbed
| Shot (fully charged): 28% | Heal: 30%
Superspicy Curry | Flames: 1% | Heal: 125% total absorb of all hits

References*:
  • Lucario was at 0% when these were tested and therefore his powered up aura didn't contribute.
  • Pikachu's Thunder allowed Ness to suck up two Thunders where in the animation there was only one Thunder.
  • Sheik's Vanish would only be absorbed in her "disappearance" animation
  • Thank you to Fsann (Japanese Ness) for the Lloid info on Vine!
  • Bob-ombs work the same way as Link or Toon Link's bombs, in that if the bomb is thrown at Ness he will absorb the whole thing.
Notes:
  • The reason some percentages seem so low (say, for Robin's Thoron) are probably due to Ness only absorbing the single hit of the move rather than the multiple hits. This is best seen with Ness sucking up Mega's Crash Bomb explosion.
  • Ness now does what I like to call "Late Healing." In this new Smash, when Ness heals the energy swirls around him for a short period of time (approx. 1 second) and then he heals.
-----
If anything looks wrong, or NinjaLink and I clearly made a mistake, please point it out. I want this info to be as accurate as possible. It was a lot of work but it will be very useful! I hope you guys like the info, and I'm sure you found some really interesting discoveries in this (you know, especially Ness sucking up Link and Toon Link's physical bombs).
 

Gatoray

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So, I haven't tested this myself yet, but based on what I'm reading here, Ness can actually absorb solid projectiles this time around?
 
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Yink

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Only the bombs from the two Links would really be considered solid in this case (Crash Bomb's explosion was absorbed, not the bomb itself.)
 

Gatoray

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Ohhh, my bad. I was misreading a few entries. Good work btw!
 

Yink

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Thank you!

EDIT: Apparently you can absorb the Lloid explosion from Villager too. Thank you to @Fsann.
 

Mysteltainn

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PSI Magnet has some interesting tweaks this time, I like it. Could Ness always absorb Link's bombs? I don't recall this in the past. The way I used to determine if something gets absorbed was if the attack was magic-based or energy of some sort (like in EarthBound how Psychic Power is considered "magic").

Also, out of
curiosity, have Luma's Star Bits been tested yet? Willing to bet they'd be absorbed.

Great job on this list BTW, it's most helpful.
 
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Yink

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You couldn't suck up bombs and explosions before, no.

Starbits are a physical hit and can't be sucked up (same with any form of Water Shuriken.)
 

Fachewachewa

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So you can absorb Magaman's pellet, that's great ! I don't know why I didn't try before...
I'm also surprised by link's and Samus' bombs.. why would those explosions be absorbed and not missiles ?

Anyway, great list, thanks !
 

Mysteltainn

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Darn, I thought they would have been magic :( blah. Water Shuriken is considered a physical attack in Pokemon, so that make sense as well.
Ah well... Yeah, I didn't think you could absorb bombs / explosions before either; thanks for that confirmation.
 

Yink

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I can't really explain why certain explosions work and some don't. I'll test missiles again though to be safe.

EDIT: Well, I have an idea which I'll add to the OP later.
 
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Lightosia

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It's nice to know that you can absorb Link's bombs!

Have you guys tested the Bat reflection? It would be nice to have that info too.
 

Yink

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We have, and I can make a guide about it later. The best I can offer right now on Bat Reflection is that when you bat back the Duck Hunt Can, you turn it around and they can no longer control it and must wait for it to explode (Ness can still get hit by its explosion though.)
 

NocturnalQuill

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Interesting buffs. A lot of these are counter-intuitive, especially the bombs. This will definitely have an impact on his tier placement. He absorbs some notable attacks from very popular characters, and heals quite a bit from them.
 

Yink

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Him being able to suck new and more things up is good, yeah, but I actually think Magnet was nerfed because now there's the cap at 30% healing. I really don't remember that being in Melee or Brawl, so, for teams that kinda stinks if you use a more powerful move and only get 30% out of it (of course, if you have fast energy projectiles you'll still get your health back fast.)

I should also mention that Ness' Magnet does what I call "Late Healing." I was testing with @NinjaLink , and we noticed that if you shot a Falco Blaster at Ness and I absorbed it, and then he shot another and I let go of Magnet and got hit, the late heal from Magnet would negate the later hit of Blaster. It worked with other characters as well, but, just some food for thought.
 

NocturnalQuill

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Him being able to suck new and more things up is good, yeah, but I actually think Magnet was nerfed because now there's the cap at 30% healing. I really don't remember that being in Melee or Brawl, so, for teams that kinda stinks if you use a more powerful move and only get 30% out of it (of course, if you have fast energy projectiles you'll still get your health back fast.)

I should also mention that Ness' Magnet does what I call "Late Healing." I was testing with @NinjaLink , and we noticed that if you shot a Falco Blaster at Ness and I absorbed it, and then he shot another and I let go of Magnet and got hit, the late heal from Magnet would negate the later hit of Blaster. It worked with other characters as well, but, just some food for thought.
How many things does that affect though? 30% heal isn't shabby at all
 

Wiisnake

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We have, and I can make a guide about it later. The best I can offer right now on Bat Reflection is that when you bat back the Duck Hunt Can, you turn it around and they can no longer control it and must wait for it to explode (Ness can still get hit by its explosion though.)
Yink, the bat reflect has been buffed significantly since the timing on when it happens is far less strict. Mind if I help with the bat reflect research? I know a few characters is is useful against.
 

Diamond Octobot

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Yink, the bat reflect has been buffed significantly since the timing on when it happens is far less strict. Mind if I help with the bat reflect research? I know a few characters is is useful against.
We could talk about Villager, Samus and Megaman (poor me beatin' up my main). Ness is particularly good against Villager & Samus because their projectiles (bar Slingshot & Charge Beam) are slow enough to be reflected AND will put serious shield pressure.
 

PolarPanda

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Yink, the bat reflect has been buffed significantly since the timing on when it happens is far less strict. Mind if I help with the bat reflect research? I know a few characters is is useful against.
it's seeming to be REALLY useful this time, and it's coming in quite handy. A bit of research would be greatly appreciated
 

Wiisnake

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it's seeming to be REALLY useful this time, and it's coming in quite handy. A bit of research would be greatly appreciated
One thing I want to research is if angling the reflect can reflect the load rocket while villager rides it, I know what happens when that is reflected and it's super good. Also the bat can reflect the bowling ball.
 

Wiisnake

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We could talk about Villager, Samus and Megaman (poor me beatin' up my main). Ness is particularly good against Villager & Samus because their projectiles (bar Slingshot & Charge Beam) are slow enough to be reflected AND will put serious shield pressure.
Well online I literally reflected the loud rocket while Villager was riding it, so it's possible to do.
 

GrnFzzTgr

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This is a great list for reference. I was considering picking up Ness as a secondary. Love the little guy I'm just not good with him, haha
 

Yink

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Yink, the bat reflect has been buffed significantly since the timing on when it happens is far less strict. Mind if I help with the bat reflect research? I know a few characters is is useful against.
Of course I don't mind. Anyone is welcome to research anything. I'm glad you guys are so enthusiastic, actually. :) I'll continue on the horrifically long fun journey for Magnet info.
 

Scoot

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I should also mention that Ness' Magnet does what I call "Late Healing." I was testing with @NinjaLink , and we noticed that if you shot a Falco Blaster at Ness and I absorbed it, and then he shot another and I let go of Magnet and got hit, the late heal from Magnet would negate the later hit of Blaster. It worked with other characters as well, but, just some food for thought.
I also noticed this, it struck me as strange why they gave him a delayed heal? After the PSI magnet ends about 1-2seconds after it Ness gets the heal or in this case the negation of the hit.

I'm also saddened that air stalling with it is no longer an option as you just fall right to the ground while still in it.

Very good write up by the way, loved it!
 
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PolarPanda

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I also noticed this, it struck me as strange why they gave him a delayed heal? After the PSI magnet ends about 1-2seconds after it Ness gets the heal or in this case the negation of the hit.

I'm also saddened that air stalling with it is no longer an option as you just fall right to the ground while still in it.

Very good write up by the way, loved it!
I noticed that by the way, and it's kind of strange. I feel like the new and improved bat mechanics make up for the loss of air stalling though.
 

JML

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Him being able to suck new and more things up is good, yeah, but I actually think Magnet was nerfed because now there's the cap at 30% healing. I really don't remember that being in Melee or Brawl, so, for teams that kinda stinks if you use a more powerful move and only get 30% out of it (of course, if you have fast energy projectiles you'll still get your health back fast.)

I should also mention that Ness' Magnet does what I call "Late Healing." I was testing with @NinjaLink , and we noticed that if you shot a Falco Blaster at Ness and I absorbed it, and then he shot another and I let go of Magnet and got hit, the late heal from Magnet would negate the later hit of Blaster. It worked with other characters as well, but, just some food for thought.
So this means 30% per usage of the shield? So after you let go and it heals you? If thats true, that's quite a disappointing nerf. Although, I doubt there will be many situations where you're absorbing that much. Save for a Pikachu spamming thunder or something like that.

Well online I literally reflected the loud rocket while Villager was riding it, so it's possible to do.
This may sound strange, but test it with Little Mac's KO punch. In game, I fsmashed his fully charged KO punch about half a second after he deployed it and it ended up either canceling his move with priority or reflecting it (Not sure if those stars that come out of his punch are "projectiles" or just there for show). It also connects the fsmash too instead of just negating effects.
 

Yink

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Yink submitted a new guide: (THIS IS LINKED TO THE NEW GUIDES SECTION OF SMASHBOARDS)

PSI Magnet Reference Guide - Hurt %s and Heal %s - Version 1.0 (WIP)

PSI Magnet Reference Guide

First of all, I want to thank @NinjaLink for painstakingly helping me test so many things. Something to keep in mind is that I didn't test any custom moves and none of the Mii fighters...yet. I'll go back and test these in a little while once I'm absolutely sure I've unlocked everything.

Notes:
  • Tested with no...
Read more about this guide...
 
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Putuk

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Something odd I discovered is that the PSI Magnet seems to push other (very close) fighters away after you release the button.
Another very odd thing about this is that, despite it not doing any damage, the game seems to consider this a hit, as it activated first-strike bonus (grants 10 seconds of invincibility, should you land the first hit) from the custom equiptment I had on Ness. How strange.

This info probably won't make any difference in how Ness will be handled, but it's there, so I figured I'd share it.
 

Jonkku

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Just a windbox that's been in since Brawl.

The fact that the game considers windboxes as hits too may or may not be new info, but, like you said, probably won't affect anything. Unless that also means windboxes activate counters, which seems unlikely.
 

Yink

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Yink updated PSI Magnet Reference Guide with a new update entry:

Update 1.1 - 3DS Stage Hazards

PSI Magnet Reference Guide

First of all, I want to thank @NinjaLink for painstakingly helping me test so many things. Something to keep in mind is that I didn't test any custom moves and none of the Mii fighters...yet. I'll go back and test these in a little while once I'm absolutely sure I've unlocked everything. I will be adding any stage hazards as well over time. Here's to making sure you Ness mains (and,...
Read the rest of this update entry...
 

Yink

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Hey Yink since you are testing psi magnet stuff out can you test absorbing on corneria? The great fox gun shots twirl around Ness and wreak havoc on the world.
Added info for you by the way on stage hazards. The only stages that have absorbable hazards are Corneria and Wily Fortress.
 

The 0ne

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Thanks for directing me to this! I didn't know there was already a thread... However, you missed two things: the explosion on Charizard's Flare Blitz which heals 24%, and the explosion from Duck Hunt's can, which heals 13%. I can also tell you about some customs, if you want me too. And Lucas's Magnet heals at a multiplier of I think x1.2 or so.
 
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Yink

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SSBYink
If you have the damage percents for those (Flare Blitz and Can) I'd appreciate them (and, I already apprecate you finding things I didn't include).

That multiplier seems off, but I'll go ahead and test it tomorrow too just to make sure.
 
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