Eagleye893
Smash Champion
OK, I'm beginning to feel this is necessary for me to create here at smashboards due to the fact that I'm slowly discovering more and more awesome stuff to do with PSI Magnet each day.... within 3 days of playing Brawl, I ended up basically randomly creating 3 or 4 different strategies and better tactics to using the move.... ALL OF WHICH INVOLVE B REVERSAL!!!!!!!
I'd like to start from the beginning with this guide and do more to add on to it, but right now I'm tired, have to do TONS of stuff for/before finals, and can only be on here a little bit due to an extremely packed schedule....
I have a replay or two on my wii which show all three of my recently discovered stuff basically to their best of usage.... the one on the ledge involves either extremely good timing, bsticking, or really fast fingers, because It's extremely difficult for me to do....(I NEED SOMEONE TO SEND THESE REPLAYS TO SO THAT THEY CAN BE UPLOADED TO YOUTUBE!)
NONE OF THIS YOU NEED TO DO!!! THESE ARE SUGGESTIONS TO ALTERATIONS IN YOUR GAMES TO EITHER IMPROVE YOUR USE OF PSI MAGNET OR EXPAND UPON IT'S USES!!! It's a help in some real matches depending on character, but nearly all of my PSIMAG tactics are destroyed by marth or other characters without absorbable projectiles...
From this:
Absorbing Projectiles
Tips and tricks to ensure that extra edge in a match.
For me, I'm mostly absorbing in the air while moving away from my opponent, but others would prefer to absorb while on the ground so that they can lag cancel the magnet when they absorb. I prefer the ground, but in cases that I am normally faced with it benefits me more to jump backwards and absorb. The key to absorbing a projectile is to ensure that you WILL absorb it; it takes a couple of frames to start up, so you have to be able to judge when the absorption starts up, and even the ending lag to ensure that if you do absorb something that you don't take the damage right back. (of course you can use PSI Magnet wind to push them back, but it's not the recommended method of avoiding an attack) Once that is done, there are a couple more tricks that it would help to have mastered: jumping above the absorbable projectile and dropping/moving into it for the absorption, guessing where/when your opponent will fire the projectile, and reacting properly once you absorbed the projectile to ensure a smooth transition back to the battle.
--- Jumping up and dropping to absorb is really easy. Simply enough, just jump back (full hop) and maybe double jump (still moving backwards) and Magnet. If you time it right, you absorb it without having to hold the special button down. You will almost always drop back to the ground safely, end your magnet's lag animations and continue without a problem. I recommend only using this type of absorption when the enemy is far away from you, just to ensure no unexpected followups that could hurt you even more.
--- Guessing where and when your opponent will use a projectile takes a little bit of knowledge into the other character, but most of the time you can see it coming (pits arrows, lucarios neutral b, samus' charge shot, pikachus thunder and neutral b, pkflash, pkt, etc.). The way that I go about such guessing is to allow my opponent to get into their "groove" of how they normally play, pick up on where they are most likely to use it and react accordingly... but sometimes because of wifi I am unable to get the absorption (I hate lag so much when using ness). This is a mind-game-y aspect, but if you keep the magnet in mind it'll give you a few extra percents back.
---
I'll go more in depth later... I don't feel like doing this part right now...
I'm assuming that everyone knows about the PSI Magnet lag cancel, but if you don't, when you absorb a projectile (while you are on the ground) you are able to either jump, roll, spotdodge, or jumpcanceled usmash out of it (not entirely sure about usmash). Against characters that have an optional quick way of getting over to you and attacking, I recommend jumping out of it; when someone can only slowly approach it is better to roll away, unless at the absolute edge where it is better to jump out. when you're really close to you're opponent, I'd say either a jump-canceled usmash OR SH nair/bair, depending on where the enemy is located in relation to where you are facing. The ideal situation for absorbing is where you can perform a lag cancel.
Magnet's Quirks
Some stuff that you can do with the magnet...
Ok, since the point of this guide is to make PSI Magnet used more, I may as well tell some weird ways that I randomly incorporate it.
Ledge/Offstage MadNess:
There are millions of things that you can do surrounding the ledge. I may be serious about that here... but lets start with the simpler stuff. *'s go from 1-5, indicating my usage in a game.
***(1/2 *)The Magnet Stall: Aaah yes... something I use all to often to mix up my mindgames and overall weird way of playing. To get an example of this, I would like to look at Uffe's youtube video (You Must Recover! Ness' PSI Magnet Recovery). The way it is being used in here is directly out of an attack. Normally it would help to first momentum cancel and make sure you are safe to return, but in this case it is okay, because you aren't going to die from Samus' Fthrow (to my knowledge). Basically what this is used for, and I will relate this to chess, is to gain a little more tempo so that you have a bit of the upper hand. You don't want to be jumping in a predictable way towards your opponent, because you will get punished. This is more used for just stalling a little bit longer and trying to lure your opponent into a bad position or have them guess wrongly at when you are coming back to the stage, thereby getting back and resuming the fight on/above land. Also, if you are expecting your opponent to use an energy projectile, you can hold it down until you absorb, take down the magnet and return safely (if you give yourself enough room).
*The Magnet Slide-off-the-edge-for-nearly-no-reason:
OK, this has little to no use, but I'll put it in anyways. Basically its like the PKFire ledge cancel, but with the magnet, and you don't cancel it; run at the ledge and use PSI Magnet a little bit away from the ledge to slide off while the magnet is up... This is good for absorbing ness' and lucas' PKT when they are too close to the ledge, but other than that, its just for mindgames and nothing else.
*****The Magnet>Ledge Grab (variation 1):
This is why I like the ledge so much. If you recall how I said something about retreating the Magnet to absorb something, well this puts the icing on the cake. After absorbing something, if you are the right distance above the ledge and off the stage, you can go right out of the magnet (not canceling it or anything) and grab the ledge. Seems of little use right?!?! WRONG!! You can use this casually for just getting on the ledge, and since I can mindgame my opponent into doing the worst option, I can easily put myself at an advantage with this at any point. Simply jump back, make sure you are at the right height above the ground, use the magnet, drop it, and grab the ledge. You can DJ into the magnet for an assured right height, but if you mess up then you leave yourself off the edge with only your pkt2 to save you, so I suggest not doing that until you get just a SH to magnet to ledge grab down. The DJ to magnet to ledge grab gives you the little extra distance if you aren't close enough to the ledge. I really hope everyone uses this, because ness has some of the best aerials to get off of the ledge and on the stage safely, as well as a good ledge attack (below 100%). The ledge is your friend unless you use it unwisely.
***The Magnet>Ledge Grab (variation 2):
This is like the slide off the ledge, but you space yourself just right so that you fall and grab the ledge. Its difficult and i find it easier if you do it when landing from a jump, but it can be useful...
*The Wind, Sweeping Opponents Off Their Feet:
This is for only a few situations... The opponent must be moving towards the ledge with an attack and they must be at the absolute edge. Snakes DACUS is a good random example for this... lets say you are off the edge and have your second jump. Snake DACUSs over to where you are and places himself on the absolute edge. If you are right at the ledge while he is still "Sliding forward," you can magnet wind him and make him fall off the ledge, possibly causing some random buffering of a move. Now this could either help or hurt you severely. If the opponent knows what you are doing, they can use an aerial and kill you really easily, since you are even closer to a blast zone; they can grab the ledge also, but that doesn't help them much, because you can rising Nair them. If they don't, they fall, and you can either FS them, dair them, or watch as they fall to their death. You can do this when you are on the stage too, but its nearly impossible to do it. SUPER situational, so just keep it in mind.
(0 *s)The Epic Gimp:
This comes once in a million games, especially in regular brawl. Your opponent misjudges the sweetspotting the ledge, and goes into their helpless falling state. You have a very small amount of time to magnet wind push them, grab the ledge, and edgehog them to their death. This is just so rare for it to even help... its almost pointless in most situations, because you could just edgehog someone. In B+ however, you have an enormous amount of wind push, where you can gimp them without even the need for the edgehog. Since I don't have B+ and have to deal with the little push that the wind has, I never use this... If you play B+, incorporate this ASAP, because it'll help more than you think.
Now since I got all the ledge options, there is only one thing that it doesn't help as much off the ledge and can't be used on the stage from the ledge sections
****The Magnet>Aerial Pseudo-Shuffle:
Okay, take the Double-Aerial shuffle that you should all know and picture that; you use one aerial and you can get one more off just before you land (SH). Now picture that with the Magnet at the beginning and the aerial at the end. Thats basically what it is with one big exception: you can't go into an aerial with just a SH. You have to either go to the full height of the Full hop or just be falling down and use it... its more difficult to explain the exact height of this, because it depends on the aerial you are planning to use, but lets make it Nair. A full hop's full height will (I'm pretty sure) allow you to go from the magnet to the nair and land with a little bit of landing lag. This you have to get a feel for, because it's too difficult to just explain. The height depends on too many factors. Instead, just use the magnet high up in the air and get a feel of when every aerial can come out before assuming you can hit with it at a lower height. This one is to difficult to just shove into your noggin and do, but you must find out how it works on your own. If you can perfect it, it's great to use because you lure your opponent into attacking you and can attack back.
PSI Magnet Wind
Since there is so much to cover or try and verify with combo-age, I'll just start with the more basic aspects of the wind...
WIND BASICS!!!
There are only a few things that really need to be mentioned about it's basics. It's complexity comes in possible combos and other uses more likely in either 2v2 or B+.
(1/2*), [but *** in B+] The Basic Wind Push: There is nearly no use at all just by itself when there is nothing... The wind must be used to counteract something that your opponent does, or else you just give yourself lag and use something that is completely unworth it. The most simple way of using it is just stand still, use PSI Magnet, and let go of B. When you do that, the wind effects cause your opponent to move slightly away from you, the distance they travel depending on how close the opponent is in relation to you. Never just use it randomly outright...
**, [but ****(1/2*) in B+] Retreating Wind Push: Okay, here is in the air and releasing the Magnet to cause your opponent to move away while you are moving away from them. This gets you a little more distance between you and your opponent than just standing still, but unless used smartly, it will just leave you open for attack. Shorter range attacks can be fooled by this, but it shouldn't be relied on, because there is still a possibility of getting hit. Doing this to marth or someone else with a sweetspot near the edge of their attack will most likely get that sweetspot if you do this, so watch out... I say the few people I would ever say it is safe to do this for are jiggz, kirby (to an extent), Meta (to an extent), sonic (to an extent), and ICs (to an extent). The reason why so few characters and so un-often is that most characters have a really good, further ranged attack, which can easily hit you. The characters I mentioned have much much less of a disjoint to their attacks and much smaller hitboxes, but all of them have an attack or two which can easily be an exception to that... except maybe jiggz.
***(1/2*), [but ***** for 2v2] Momentum Halting Wind Push: This is so useful, I'm going to create a separate section for it... Basically if you have someone being launched into the air for some distance (or no distance at all), you can immediately halt their flying with a well timed (well, maybe not SO well timed) Magnet wind push. They will stop their horizontal and vertical movement and begin falling. An example of this in action can also be seen with Shiek's UpB: sometimes a Shiek player will use their UpB and direct themselves towards where you are launched to halt your momentum and go into more combos. I'd say this is a really useful property, and a smart team of Pit duos can easily screw over any good team if they get their opponents trapped in a Wings>attack>other pit's wings>attack> repeat. I want to have a compilation of combos that can be created with Magnet wind, because, apart from Pit's wings of icarus, it has the least amount of lag AFTER the wind frames are used. Not saying that ganon's utilt can't **** anyone in a smart team, but it has more possibilities. In teams, if your partner is flying and you just happen to be using your PSI Magnet wind as they fly into you, they will halt and you will have effectively saved their life/stock for a little bit of extra damage OR to lure your opponents into killing themselves....
EDIT: Heres an example provided by xoxokev. Thank you! http://www.youtube.com/watch?v=nwH7549_Up0
CONTINUES LATER!!!!
(0*), [but *** in B+] The Epic Gimp: I think I mentioned this before, but you push someone away from the ledge and grab the ledge for an edgehog/gimp... The thing about B+ is that the wind push is SOOOOOO much better than in regular brawl, that you can probably gimp a missed ledge sweetspot without even needing to grab the ledge. ITS AWESOME!!!!!!! I wish I had B+ though... I only played it once with a friend's wii...
MORE MOMENTUM HALTING STUFF!!!
Combos and awesome stuff
Now this section really won't ever be completed... This is more of a "Call to Action" type of thing, except I wish for some feedback and input for combos in teams... with all of this, I would like some people who play teams with ness often to try and compile some great combos that will always work that revolves around the momentum halting aspects of PSI Magnet wind. To get you started on things that I mean, I'll put down some extremely theoretical combos that I came up with in my head that use the aforementioned stuff... From here on, MPMH = Magnet Push Momentum Halt, so I don't have to write it over and over again....1
Snake ftilt (both hits) > awaiting Ness' MPMH > (Repeat...)(?) > Snake Utilt (or other killing move)
Kirby dthrow > awaiting Ness' MPMH > Kirby Regrab(?)/Kirby Usmash/Kirby utilt/WHATEVER!!!
Snake Explosive (any of them) on an opponent > awaiting Ness' MPMH > Ness Nair or snake followup....
more stuff will go here.....
EDIT:
LUCAS' Dsmash > awaiting Ness' MPMH > second/third hit of LUCAS's Dsmash....
NOW FOR THE FEW NEW THINGS WITH WAVEBOUNCED PSI MAGNET!!!
Ok, first off, I'll just talk about the normal Wavebounce PSI Magnet (in the air is it's only good use). Nothing difficult (except maybe the timing). Just use PSI Magnet in such a way that you change your forward momentum to going backwards. This isn't extremely great of a thing to use, but if you start to approach your opponent and read something like a grab or short-ranged attack, you can just wavebounce a PSI Magnet in the air and be a safe distance away as opposed to being right in front of your opponent, more vulnerable. The wind effect will give a small push, but basically nothing in vbrawl. Brawl+ is great for wavebouncing a PSI Magnet, because the move makes you slide much further forward in the air, and by changing your momentum to go backward you transfer the great sliding distance from your movement backward. Also, the wind gives a bit of protection just in case someone tries to charge at you. I only truly don't recommend just a regular PSI Magnet wavebounce, because it leaves you somewhat open and doesn't accomplish much of anything (the wind normally doesn't even reach the opponent once wavebounced). The only place I even think of using this on is Smashville when you are on the moving platform, because you actually get some distance and change your movement enough to make some difference.
Since the last one isn't that great, i'll move on to some things that involve much more skill and are more for showing off...
You know how when you run off a ledge or the edge of a platform with a move like PKFlash/PKT/PSI Magnet and you slide some distance away from where you ran off? Well instead of having all the sliding forward, how about changing it so you slide backwards due to a wavebounce? You move a fairly significant distance backwards when done from running off a platform! In order to move the furthest, you have to time it so you use a wavebounced PSI Magnet the instant you get off the ledge of the platform. It's cool looking, but difficult without Bsticking. Difficult, but still do-able. You have to have fairly quick fingers... which I only rarely have.
When you do the above off of a ledge on a solid stage, you end up moving back onto the ledge that you ran off of. If you are just a little late, you end up going under the lip and could possibly harm yourself. This is much less useful as you get no distance at all and don't really place yourself in a good spot... so basically just use the one off a platform/not solid ledge.
Another extremely flashy usage of the wavebounced PSI Magnet is on the ledge. When hanging on the ledge, use the jump button as your getup method and wavebounce a PSI Magnet a somewhat short distance above the stage. This will cause you to go right back to the ledge and, if you timed/spaced it right, you will regrab the ledge as soon as you get out of PSI Magnet. I like using this so much because it looks so cool and is much less risky than using a DJ into a PSI magnet to go grab the ledge. In the long run, it doesn't help much unless someone is about to fire random energy projectile at you and you read them just right....
NOW HERE ARE THE VIDS!!!! or at least some short, not-so-well-done showings of my stuffs.
http://www.youtube.com/watch?v=SPsXBhWVVis
http://www.youtube.com/watch?v=Tenae4sNbwY
http://www.youtube.com/watch?v=nbaM8SV5DfI
http://www.youtube.com/watch?v=exd_TMedPXo
http://www.youtube.com/watch?v=9UIijQT9gsw
^No particular order.... and I may need to add stuff...
I'd like to start from the beginning with this guide and do more to add on to it, but right now I'm tired, have to do TONS of stuff for/before finals, and can only be on here a little bit due to an extremely packed schedule....
I have a replay or two on my wii which show all three of my recently discovered stuff basically to their best of usage.... the one on the ledge involves either extremely good timing, bsticking, or really fast fingers, because It's extremely difficult for me to do....(I NEED SOMEONE TO SEND THESE REPLAYS TO SO THAT THEY CAN BE UPLOADED TO YOUTUBE!)
NONE OF THIS YOU NEED TO DO!!! THESE ARE SUGGESTIONS TO ALTERATIONS IN YOUR GAMES TO EITHER IMPROVE YOUR USE OF PSI MAGNET OR EXPAND UPON IT'S USES!!! It's a help in some real matches depending on character, but nearly all of my PSIMAG tactics are destroyed by marth or other characters without absorbable projectiles...
From this:
Absorbing Projectiles
Tips and tricks to ensure that extra edge in a match.
For me, I'm mostly absorbing in the air while moving away from my opponent, but others would prefer to absorb while on the ground so that they can lag cancel the magnet when they absorb. I prefer the ground, but in cases that I am normally faced with it benefits me more to jump backwards and absorb. The key to absorbing a projectile is to ensure that you WILL absorb it; it takes a couple of frames to start up, so you have to be able to judge when the absorption starts up, and even the ending lag to ensure that if you do absorb something that you don't take the damage right back. (of course you can use PSI Magnet wind to push them back, but it's not the recommended method of avoiding an attack) Once that is done, there are a couple more tricks that it would help to have mastered: jumping above the absorbable projectile and dropping/moving into it for the absorption, guessing where/when your opponent will fire the projectile, and reacting properly once you absorbed the projectile to ensure a smooth transition back to the battle.
--- Jumping up and dropping to absorb is really easy. Simply enough, just jump back (full hop) and maybe double jump (still moving backwards) and Magnet. If you time it right, you absorb it without having to hold the special button down. You will almost always drop back to the ground safely, end your magnet's lag animations and continue without a problem. I recommend only using this type of absorption when the enemy is far away from you, just to ensure no unexpected followups that could hurt you even more.
--- Guessing where and when your opponent will use a projectile takes a little bit of knowledge into the other character, but most of the time you can see it coming (pits arrows, lucarios neutral b, samus' charge shot, pikachus thunder and neutral b, pkflash, pkt, etc.). The way that I go about such guessing is to allow my opponent to get into their "groove" of how they normally play, pick up on where they are most likely to use it and react accordingly... but sometimes because of wifi I am unable to get the absorption (I hate lag so much when using ness). This is a mind-game-y aspect, but if you keep the magnet in mind it'll give you a few extra percents back.
---
^Thanks Y1NK, for the info on percents for absorption!!! XDPSI Magnet : Absorb Stuff
Really now...Eagle has done lots of work with PSI Magnet, and I looked around and noticed we don't have a thread here for absorbable projectiles. While some of these will be "no duh", some of them even I didn't know.
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>>>>> This is the original link. MOST the statistics on damage and heal are taken from this link, credit to them: http://allisbrawl.com/forum/topic.aspx?id=4134
---
Bowser:
Fire Breath: YES ~ 1-8% dmg - 13% heal (note: this is from one button tap of fire breath, can fluctuate)
Captain Falcon:
n/a, no projectiles
Diddy Kong:
Bananas: NO
Peanuts: NO
Donkey Kong:
n/a, no projectiles
Falco:
Blaster: YES ~ 3% dmg - 5% heal
Fox:
Blaster: YES ~ 2% dmg - 5% heal
Mr. Game and Watch:
Chef: NO
Ganondorf:
n/a, no projectiles
Ice Climbers:
Blizzard: YES ~ 1-18% dmg - 2-68% heal
Ice Block: NO
Ike:
n/a, no projectiles
Jigglypuff:
n/a, no projectiles
King Dedede:
Super Dedede Jump: YES ~ 11% dmg - 8% heal (from the stars only)
Waddle Dees: NO
Waddle Doos: YES ~ 3-21% dmg - ?-39% heal
Kirby:
Final Cutter: YES ~ 6% dmg - 10% heal
Inhale: YES ~ depends on what you inhale, it will apply to any character with a NORMAL B MOVE absorbable projectile (Stars: ???)
Link:
Arrows: NO
Bombs: NO
Gale Boomerang: NO
Lucario:
Aura Sphere: YES ~ 5-26% dmg - 1-30% heal
Force Palm: YES ~ 6-12% dmg - 11-22% heal
Lucas:
PK Fire: YES ~ 8% dmg - 5% heal
PK Freeze: YES ~ 10-18% dmg - 16-38% heal
PK Thunder: YES ~ 8% dmg - 13% heal (the tail, is ???)
Luigi:
Fireballs: YES ~ 6% dmg - 10% heal
Marth:
n/a, no projectiles
Mario:
Fireballs: YES ~ 5% dmg - 8% heal
FLUDD: NO
Meta Knight:
n/a, no projectiles
Ness:
PK Fire: YES ~ 1-22% dmg - 7% heal
PK Flash: YES ~ 10-37% dmg - 15-30% heal
PK Thunder: YES ~ 10% dmg - 13% heal (the tail, is ???)
Peach:
Toad Spores: YES ~ 1-2% dmg - 5-45% heal
Vegetables: NO
Pikachu:
Thunder: YES ~ 10-17% dmg - 16% heal
Thunder Jolt: YES ~ 6% dmg - 10% heal
Pikmin and Olimar:
Pikmin: NO
Pit:
Arrows: YES ~ 5-11% dmg - 8-18% heal
Pokemon Trainer:
- Charizard: Flamethrower: YES ~ 1-22% dmg - 1-infinity% heal (note: this was done holding down the B button until Ness was knocked back too far or his PSI Magnet stopped)
- Ivysaur: Bullet Seed: NO
Razor Leaf: NO
- Squirtle: Water Gun: NO
R.O.B.:
Gyro: NO
Lasers: YES ~ 5-9% dmg - 8-25% heal
Samus:
Bombs: NO
Charge Shot: YES ~ 3-25% dmg - 5-30% heal
Missles: NO
Sheik:
Needles: NO
Snake:
C4: NO
Claymores: NO
Grenades: NO
Mortar: NO
Nikita: NO
Sonic:
n/a, no projectiles
Toon Link:
Arrows: NO
Boomerang: NO
Bombs: NO
Wario:
Bike Tires: NO
Waft: NO
Wolf:
Blaster: YES ~ 6% dmg - 10% heal
Yoshi:
Eggs: NO
Yoshi Bomb Stars: ???
Zelda:
Din's Fire: YES ~ 8-16% dmg - 13-25% heal
Zero Suit Samus:
D-Smash: YES ~ 11-15% dmg - 18-25% heal
Paralyzer: YES ~ 4-6% dmg - 6-9% heal
Suit Pieces: NO
---
There are a couple things the original guide didn't state that I'll look into later. Those are marked with "???".
I'll go more in depth later... I don't feel like doing this part right now...
I'm assuming that everyone knows about the PSI Magnet lag cancel, but if you don't, when you absorb a projectile (while you are on the ground) you are able to either jump, roll, spotdodge, or jumpcanceled usmash out of it (not entirely sure about usmash). Against characters that have an optional quick way of getting over to you and attacking, I recommend jumping out of it; when someone can only slowly approach it is better to roll away, unless at the absolute edge where it is better to jump out. when you're really close to you're opponent, I'd say either a jump-canceled usmash OR SH nair/bair, depending on where the enemy is located in relation to where you are facing. The ideal situation for absorbing is where you can perform a lag cancel.
Magnet's Quirks
Some stuff that you can do with the magnet...
Ok, since the point of this guide is to make PSI Magnet used more, I may as well tell some weird ways that I randomly incorporate it.
Ledge/Offstage MadNess:
There are millions of things that you can do surrounding the ledge. I may be serious about that here... but lets start with the simpler stuff. *'s go from 1-5, indicating my usage in a game.
***(1/2 *)The Magnet Stall: Aaah yes... something I use all to often to mix up my mindgames and overall weird way of playing. To get an example of this, I would like to look at Uffe's youtube video (You Must Recover! Ness' PSI Magnet Recovery). The way it is being used in here is directly out of an attack. Normally it would help to first momentum cancel and make sure you are safe to return, but in this case it is okay, because you aren't going to die from Samus' Fthrow (to my knowledge). Basically what this is used for, and I will relate this to chess, is to gain a little more tempo so that you have a bit of the upper hand. You don't want to be jumping in a predictable way towards your opponent, because you will get punished. This is more used for just stalling a little bit longer and trying to lure your opponent into a bad position or have them guess wrongly at when you are coming back to the stage, thereby getting back and resuming the fight on/above land. Also, if you are expecting your opponent to use an energy projectile, you can hold it down until you absorb, take down the magnet and return safely (if you give yourself enough room).
*The Magnet Slide-off-the-edge-for-nearly-no-reason:
OK, this has little to no use, but I'll put it in anyways. Basically its like the PKFire ledge cancel, but with the magnet, and you don't cancel it; run at the ledge and use PSI Magnet a little bit away from the ledge to slide off while the magnet is up... This is good for absorbing ness' and lucas' PKT when they are too close to the ledge, but other than that, its just for mindgames and nothing else.
*****The Magnet>Ledge Grab (variation 1):
This is why I like the ledge so much. If you recall how I said something about retreating the Magnet to absorb something, well this puts the icing on the cake. After absorbing something, if you are the right distance above the ledge and off the stage, you can go right out of the magnet (not canceling it or anything) and grab the ledge. Seems of little use right?!?! WRONG!! You can use this casually for just getting on the ledge, and since I can mindgame my opponent into doing the worst option, I can easily put myself at an advantage with this at any point. Simply jump back, make sure you are at the right height above the ground, use the magnet, drop it, and grab the ledge. You can DJ into the magnet for an assured right height, but if you mess up then you leave yourself off the edge with only your pkt2 to save you, so I suggest not doing that until you get just a SH to magnet to ledge grab down. The DJ to magnet to ledge grab gives you the little extra distance if you aren't close enough to the ledge. I really hope everyone uses this, because ness has some of the best aerials to get off of the ledge and on the stage safely, as well as a good ledge attack (below 100%). The ledge is your friend unless you use it unwisely.
***The Magnet>Ledge Grab (variation 2):
This is like the slide off the ledge, but you space yourself just right so that you fall and grab the ledge. Its difficult and i find it easier if you do it when landing from a jump, but it can be useful...
*The Wind, Sweeping Opponents Off Their Feet:
This is for only a few situations... The opponent must be moving towards the ledge with an attack and they must be at the absolute edge. Snakes DACUS is a good random example for this... lets say you are off the edge and have your second jump. Snake DACUSs over to where you are and places himself on the absolute edge. If you are right at the ledge while he is still "Sliding forward," you can magnet wind him and make him fall off the ledge, possibly causing some random buffering of a move. Now this could either help or hurt you severely. If the opponent knows what you are doing, they can use an aerial and kill you really easily, since you are even closer to a blast zone; they can grab the ledge also, but that doesn't help them much, because you can rising Nair them. If they don't, they fall, and you can either FS them, dair them, or watch as they fall to their death. You can do this when you are on the stage too, but its nearly impossible to do it. SUPER situational, so just keep it in mind.
(0 *s)The Epic Gimp:
This comes once in a million games, especially in regular brawl. Your opponent misjudges the sweetspotting the ledge, and goes into their helpless falling state. You have a very small amount of time to magnet wind push them, grab the ledge, and edgehog them to their death. This is just so rare for it to even help... its almost pointless in most situations, because you could just edgehog someone. In B+ however, you have an enormous amount of wind push, where you can gimp them without even the need for the edgehog. Since I don't have B+ and have to deal with the little push that the wind has, I never use this... If you play B+, incorporate this ASAP, because it'll help more than you think.
Now since I got all the ledge options, there is only one thing that it doesn't help as much off the ledge and can't be used on the stage from the ledge sections
****The Magnet>Aerial Pseudo-Shuffle:
Okay, take the Double-Aerial shuffle that you should all know and picture that; you use one aerial and you can get one more off just before you land (SH). Now picture that with the Magnet at the beginning and the aerial at the end. Thats basically what it is with one big exception: you can't go into an aerial with just a SH. You have to either go to the full height of the Full hop or just be falling down and use it... its more difficult to explain the exact height of this, because it depends on the aerial you are planning to use, but lets make it Nair. A full hop's full height will (I'm pretty sure) allow you to go from the magnet to the nair and land with a little bit of landing lag. This you have to get a feel for, because it's too difficult to just explain. The height depends on too many factors. Instead, just use the magnet high up in the air and get a feel of when every aerial can come out before assuming you can hit with it at a lower height. This one is to difficult to just shove into your noggin and do, but you must find out how it works on your own. If you can perfect it, it's great to use because you lure your opponent into attacking you and can attack back.
PSI Magnet Wind
Since there is so much to cover or try and verify with combo-age, I'll just start with the more basic aspects of the wind...
WIND BASICS!!!
There are only a few things that really need to be mentioned about it's basics. It's complexity comes in possible combos and other uses more likely in either 2v2 or B+.
(1/2*), [but *** in B+] The Basic Wind Push: There is nearly no use at all just by itself when there is nothing... The wind must be used to counteract something that your opponent does, or else you just give yourself lag and use something that is completely unworth it. The most simple way of using it is just stand still, use PSI Magnet, and let go of B. When you do that, the wind effects cause your opponent to move slightly away from you, the distance they travel depending on how close the opponent is in relation to you. Never just use it randomly outright...
**, [but ****(1/2*) in B+] Retreating Wind Push: Okay, here is in the air and releasing the Magnet to cause your opponent to move away while you are moving away from them. This gets you a little more distance between you and your opponent than just standing still, but unless used smartly, it will just leave you open for attack. Shorter range attacks can be fooled by this, but it shouldn't be relied on, because there is still a possibility of getting hit. Doing this to marth or someone else with a sweetspot near the edge of their attack will most likely get that sweetspot if you do this, so watch out... I say the few people I would ever say it is safe to do this for are jiggz, kirby (to an extent), Meta (to an extent), sonic (to an extent), and ICs (to an extent). The reason why so few characters and so un-often is that most characters have a really good, further ranged attack, which can easily hit you. The characters I mentioned have much much less of a disjoint to their attacks and much smaller hitboxes, but all of them have an attack or two which can easily be an exception to that... except maybe jiggz.
***(1/2*), [but ***** for 2v2] Momentum Halting Wind Push: This is so useful, I'm going to create a separate section for it... Basically if you have someone being launched into the air for some distance (or no distance at all), you can immediately halt their flying with a well timed (well, maybe not SO well timed) Magnet wind push. They will stop their horizontal and vertical movement and begin falling. An example of this in action can also be seen with Shiek's UpB: sometimes a Shiek player will use their UpB and direct themselves towards where you are launched to halt your momentum and go into more combos. I'd say this is a really useful property, and a smart team of Pit duos can easily screw over any good team if they get their opponents trapped in a Wings>attack>other pit's wings>attack> repeat. I want to have a compilation of combos that can be created with Magnet wind, because, apart from Pit's wings of icarus, it has the least amount of lag AFTER the wind frames are used. Not saying that ganon's utilt can't **** anyone in a smart team, but it has more possibilities. In teams, if your partner is flying and you just happen to be using your PSI Magnet wind as they fly into you, they will halt and you will have effectively saved their life/stock for a little bit of extra damage OR to lure your opponents into killing themselves....
EDIT: Heres an example provided by xoxokev. Thank you! http://www.youtube.com/watch?v=nwH7549_Up0
CONTINUES LATER!!!!
(0*), [but *** in B+] The Epic Gimp: I think I mentioned this before, but you push someone away from the ledge and grab the ledge for an edgehog/gimp... The thing about B+ is that the wind push is SOOOOOO much better than in regular brawl, that you can probably gimp a missed ledge sweetspot without even needing to grab the ledge. ITS AWESOME!!!!!!! I wish I had B+ though... I only played it once with a friend's wii...
MORE MOMENTUM HALTING STUFF!!!
Combos and awesome stuff
Now this section really won't ever be completed... This is more of a "Call to Action" type of thing, except I wish for some feedback and input for combos in teams... with all of this, I would like some people who play teams with ness often to try and compile some great combos that will always work that revolves around the momentum halting aspects of PSI Magnet wind. To get you started on things that I mean, I'll put down some extremely theoretical combos that I came up with in my head that use the aforementioned stuff... From here on, MPMH = Magnet Push Momentum Halt, so I don't have to write it over and over again....1
Snake ftilt (both hits) > awaiting Ness' MPMH > (Repeat...)(?) > Snake Utilt (or other killing move)
Kirby dthrow > awaiting Ness' MPMH > Kirby Regrab(?)/Kirby Usmash/Kirby utilt/WHATEVER!!!
Snake Explosive (any of them) on an opponent > awaiting Ness' MPMH > Ness Nair or snake followup....
more stuff will go here.....
EDIT:
LUCAS' Dsmash > awaiting Ness' MPMH > second/third hit of LUCAS's Dsmash....
NOW FOR THE FEW NEW THINGS WITH WAVEBOUNCED PSI MAGNET!!!
Ok, first off, I'll just talk about the normal Wavebounce PSI Magnet (in the air is it's only good use). Nothing difficult (except maybe the timing). Just use PSI Magnet in such a way that you change your forward momentum to going backwards. This isn't extremely great of a thing to use, but if you start to approach your opponent and read something like a grab or short-ranged attack, you can just wavebounce a PSI Magnet in the air and be a safe distance away as opposed to being right in front of your opponent, more vulnerable. The wind effect will give a small push, but basically nothing in vbrawl. Brawl+ is great for wavebouncing a PSI Magnet, because the move makes you slide much further forward in the air, and by changing your momentum to go backward you transfer the great sliding distance from your movement backward. Also, the wind gives a bit of protection just in case someone tries to charge at you. I only truly don't recommend just a regular PSI Magnet wavebounce, because it leaves you somewhat open and doesn't accomplish much of anything (the wind normally doesn't even reach the opponent once wavebounced). The only place I even think of using this on is Smashville when you are on the moving platform, because you actually get some distance and change your movement enough to make some difference.
Since the last one isn't that great, i'll move on to some things that involve much more skill and are more for showing off...
You know how when you run off a ledge or the edge of a platform with a move like PKFlash/PKT/PSI Magnet and you slide some distance away from where you ran off? Well instead of having all the sliding forward, how about changing it so you slide backwards due to a wavebounce? You move a fairly significant distance backwards when done from running off a platform! In order to move the furthest, you have to time it so you use a wavebounced PSI Magnet the instant you get off the ledge of the platform. It's cool looking, but difficult without Bsticking. Difficult, but still do-able. You have to have fairly quick fingers... which I only rarely have.
When you do the above off of a ledge on a solid stage, you end up moving back onto the ledge that you ran off of. If you are just a little late, you end up going under the lip and could possibly harm yourself. This is much less useful as you get no distance at all and don't really place yourself in a good spot... so basically just use the one off a platform/not solid ledge.
Another extremely flashy usage of the wavebounced PSI Magnet is on the ledge. When hanging on the ledge, use the jump button as your getup method and wavebounce a PSI Magnet a somewhat short distance above the stage. This will cause you to go right back to the ledge and, if you timed/spaced it right, you will regrab the ledge as soon as you get out of PSI Magnet. I like using this so much because it looks so cool and is much less risky than using a DJ into a PSI magnet to go grab the ledge. In the long run, it doesn't help much unless someone is about to fire random energy projectile at you and you read them just right....
NOW HERE ARE THE VIDS!!!! or at least some short, not-so-well-done showings of my stuffs.
http://www.youtube.com/watch?v=SPsXBhWVVis
http://www.youtube.com/watch?v=Tenae4sNbwY
http://www.youtube.com/watch?v=nbaM8SV5DfI
http://www.youtube.com/watch?v=exd_TMedPXo
http://www.youtube.com/watch?v=9UIijQT9gsw
^No particular order.... and I may need to add stuff...