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Lucas's Offensive Psi Magnet

NotEz

Smash Journeyman
Joined
Jan 23, 2007
Messages
227
Location
Confirmed. Sending missile.
Well, as most of you have figured out by now, Lucas's Psi Magnet (down B) hurts the enemy. To do this you just have the enemy in the bubble of energy and then when you release the bubble (let go of b) if the enemy was in the energy bubble when it was released they get damaged and they go flying

i found out that you can send an 80% damaged mario from the middle of final destination to off the course just by one measly psi magnet. and because the length of psi magnet depends on how long you hold b, you can have it be really quick, like a half a second or less. this means that psi magnet is just like fox's shine

i've discovered that SHFF-ing the psi magnet is very useful. It's just like fox's shine canceling. and because the psi magnet hits other characters so far, SHFF-ing lucas's psi magnet is like SHFF-ing a smash. And there are tons of uses to being able to SHFF a smash.

Now we've established that an 80% damaged mario can be sent off the stage from the middle. But on the edge, that mario at 80% damage is flung so far off the course that he can't recover. Now this doesn't mean much since Mario's recovery is pretty bad. But imagine this. What if your opponent is at 100%? Then that same psi magnet could send them flying straight into edge and they wouldn't have the chance to recover.

All in all, the psi magnet may be Lucas's best killing move. Since it easily kills people from 90%-100% plus you don't need to charge it up to kill them at 90%-100%. (Unless they're a heavy character, when they're heavy i suggest waiting till like 110%-125% to try killing them with it).

So what do you guys think? I'm curious as to know what other strategies you people could come up with for this awesome offensive move.

Yes, I know there's a thread about PSI magnet already. But that one is more about the sliding PSI and this one is more about the other strategies with it.

If this is still to much a duplicate thread then just ignore it and it will die eventually.
 

Kone

Smash Master
Joined
Nov 16, 2003
Messages
3,960
Location
Leicestershire
All his smashes are better for killing. Id rate his upsmash as worse, timing becomes predicatable for opponents and lag makes it s rather risky move. Dsmash is amazing tho, three hits and a large hitbox that covers behind you. Great for spacing!
 

spyk90

Smash Cadet
Joined
Mar 11, 2008
Messages
32
Location
North Carolina
I had killed a couple of my friends using the PSI magnet, but I haven't gotten used to the timing of when to let go of B.

I'm quite a fan of Lucas' home run bat, it's a instant kill or a hard recovery if an opponent at 80+% is struck by it.
 

NotEz

Smash Journeyman
Joined
Jan 23, 2007
Messages
227
Location
Confirmed. Sending missile.
I had killed a couple of my friends using the PSI magnet, but I haven't gotten used to the timing of when to let go of B.

I'm quite a fan of Lucas' home run bat, it's a instant kill or a hard recovery if an opponent at 80+% is struck by it.
he doesn't have a home run bat, he uses a stick lol
 

GofG

Smash Champion
Joined
Jul 6, 2005
Messages
2,001
Location
Raleigh, NC
I must admit, I am extremely skeptical about both the usefulness and KO potential of this move. I will do some testing, but I would like proof, video or otherwise, that this move will kill a mario at 80%. Even if it will, this does not make it his best killing move, necessarily.
 

MUNECO

Smash Rookie
Joined
Oct 4, 2007
Messages
5
Location
Jax, FL
Hmm, I never really tried my hand at the psi magnet. I might have to give that move a try.

On his smashes, I think his smash-down is the best, it's faster than his smash-up and a little stronger than his side-smash.
 

blackcat13

Smash Cadet
Joined
Feb 13, 2007
Messages
68
4 those with bad timing. u can always press A to close the psi magnet as if it were a neutral attack. helps me out alot
 

Kidochi

Smash Rookie
Joined
Mar 18, 2008
Messages
19
Location
New Jersey
You know, after you send them off the field, they will start jumping back to the stage, right?

After their second jump, (no matter how little they're damaged) try to jump off and hit them with PSI magnet. They'll never get back. On the other hand, you still should have your second jump and B-up. Then you can edge-guard for insurance. For proof, just try it yourself. It's a hard move to land on, but it's much easier to land than his nasty spikes.
 
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