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Psi-Magnet Question (Non-Newbish)

Marceux

Smash Journeyman
Joined
Mar 16, 2004
Messages
400
Location
SoCal
Hey,

I was wondering if someone could test something out for me because I frankly don't have the time because of school and the physics seem ok in theory in my head. How does the psi-magnet fair when it comes to recovering from hitstun? I know its known to cut momentum at some points. But I also know that when combined with the PKFire, you're able to preserve the recoil momentum of PKFire and go further with the Psi-magnet (elementary Lucas ATs.) So... this is possibly just hopeful speculation but could I theoretically pull out the psi-magnet and do a B-Reversal, so I'd get pulled in the direction I was tossed, similarly to how you can B-Reverse a Magnet Pull and fly back into the direction you launched the PK Fire before it? If not, whatever, but does the Magnet help with DI at the very least? Just harmless speculation.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
Oooo. I'm gonna write about this. EDIT: this made me decide to write a guide.

In short, no. PsiM would slow you down, but you can't magnet pull (WB, WR, or WL) from the knockback (I know, sad) because of the mechanics of recoil specials. You would keep going in your initial direction and the "pull" effect would not occur.

PKT would more effectively slow you down, and you can get a thunderslide like effect (if you are a bad***).

You can perform a wavezap after an airdodge... I've gotta see how that works. In theory that would provide a lot more of a cushion than a DJ.

At this point I use Nair unless I'm sure I will die unless I airdodge and DJ.
 

Levitas

the moon
Joined
Jul 20, 2007
Messages
5,734
Location
Ann Arbor, MI
You can use the magnet to reverse your momentum when you have aerial control.

I'm pretty sure it acts like all other attacks when you do this with unfriendly momentum, in which case the most important thing is how fast the attack is. Ulevo has a thread for this in the tactical section of the boards, but I can't confirm its accuracy, as I've done no testing on the subject.
 

ChaosTheoryX

Smash Lord
Joined
Jul 28, 2008
Messages
1,139
Location
Wichita, Ks
ya magnet pull can be done without the momentun from a wavebounced pk fire....if you do a psi magnet like you would a wavebounce pk fire (hold the control stick to the right and do a psi magnetto the bottem left) you will see that lucas bounces back slightly but nowhere near the amount he bounces after a wavebounced pk fire. I havent done any research into any other types of momentum and how they affect magnet pull so im interested in the answer
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
I explain everything :p

ya magnet pull can be done without the momentun from a wavebounced pk fire....if you do a psi magnet like you would a wavebounce pk fire (hold the control stick to the right and do a psi magnetto the bottem left) you will see that lucas bounces back slightly but nowhere near the amount he bounces after a wavebounced pk fire. I havent done any research into any other types of momentum and how they affect magnet pull so im interested in the answer
AHHHHHHHH! Million excessive exclamation points. I have been writing a guide to explain all of this since I did test all this crap out. :)

Here's the answer to everything posted in this thread.

1. You cannot magnet pull without preexisting recoil effect. Period. You can WB a PsiM but it isn't a ridiculous lucas cannon so they really aren't the same. Just like double jumping and then at some point pkf ≠ zapjumping.

2. Leviticus: You can magnet pull when flying into space BUT. It doesn't affect momentum not generated by Lucas. Ie. it will not affect unfriendly momentum. However, airdodge + zapjump + magnet helps due to its excessiveness.

3. If you are interested in how recoil momentum works... I explain the basics of it (very few people actually understand the "bounce" vs. "pull" effects) in great detail here http://www.smashboards.com/showthread.php?p=5201136#post5201136
 

Tyr_03

Smash Champion
Joined
Mar 4, 2008
Messages
2,805
Location
OH
I tested the doing aerials thing to help you recover. For Lucas, Fair, Nair and Bair allow you to recover horizontally the exact same as if you were to airdodge. Uair can cause you to die at lower percentages. Dair can cause you to die at lower percentages. Dair will allow you to live to higher percentages when being sent upward. You should not airdodge first when being sent upward but Dair as soon as possible.
 

Veril

Frame Savant
Joined
Jun 20, 2008
Messages
3,062
Location
Kent Lakes, New York
I tested the doing aerials thing to help you recover. For Lucas, Fair, Nair and Bair allow you to recover horizontally the exact same as if you were to airdodge. Uair can cause you to die at lower percentages. Dair can cause you to die at lower percentages. Dair will allow you to live to higher percentages when being sent upward. You should not airdodge first when being sent upward but Dair as soon as possible.
Sweet, good to know!
 
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