Yink
The Robo-PSIentist
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 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 ) 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 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.
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Regular Magnet and Regular Specials (No Customs)
Regular Magnet and Regular Specials (No Customs)
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%
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Custom Magnets and Custom Specials
Coming Soon. | Coming Soon. | Coming Soon.
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3DS Stage Hazards
Corneria | Arwing Laser: 6% | Heal: 10%
| Great Fox Laser: 5% each | Heal: 8% each
Wily Fortress | Yellow Devil Eye Laser: 7% | Heal: 11%
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Wii U Stage Hazards
Wii U Stage Hazards
Wily Fortress| Yellow Devil Eye Laser: 7% | Heal: 11%
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Items
Items
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.
- 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.
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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).