Here's an interesting one ...
While playing around with PSI Magnet, I noticed an odd "wind" effect. I accidentally used it in SSE to push a primid off a cliff, and figured I'd better check it out in VS.
Basically, when you deactivate Ness's PSI Magnet, there's a repelling wind effect that begins about at the point that Ness's head moves forward on deactivation. It's very brief, but it does have some interesting effects.
We tried it on a few throwing projectiles, and for some reason it works for some but not others. Generally, it seems you can repel items with a "soft throw" whereas the heavier and faster moving items have no effect. Most of the time, this will just push the things back a tiny bit so that Ness doesn't get hit. But in certain cases when the projectile is closer to his body when the magnet deactivates, it actually sends them quite far--as in far enough to hit your opponents.
The best thing to try this with is Snake's grenades. It also works with Link and Toon Link's bombs and Dedede's Waddle-Dees! For some reason, it doesn't work with Peach's turnips, however.
It also pushes back other players a little bit. It's unlikely to help much in singles, but I can see some possible uses for this in teams--for example, you could use it to increase the throwing range of Dedede's Waddle-dees. Or, when someone starts a smash attack, you can actually use this psychic wind to move them--allowing a team mate to release and unexpectedly strike an opponent. It's a pretty small movement, so nothing really amazing, but it could be useful.
Unfortunately, I can't provide a video since I don't have a recording device, but it's fairly easy to do. Have an opponent throw say, Snake's grenades at you, and time the deactivation so that Ness's head pops forward when the projectile reaches him.
Again, forgive me if this is widely known and I've just missed out.
While playing around with PSI Magnet, I noticed an odd "wind" effect. I accidentally used it in SSE to push a primid off a cliff, and figured I'd better check it out in VS.
Basically, when you deactivate Ness's PSI Magnet, there's a repelling wind effect that begins about at the point that Ness's head moves forward on deactivation. It's very brief, but it does have some interesting effects.
We tried it on a few throwing projectiles, and for some reason it works for some but not others. Generally, it seems you can repel items with a "soft throw" whereas the heavier and faster moving items have no effect. Most of the time, this will just push the things back a tiny bit so that Ness doesn't get hit. But in certain cases when the projectile is closer to his body when the magnet deactivates, it actually sends them quite far--as in far enough to hit your opponents.
The best thing to try this with is Snake's grenades. It also works with Link and Toon Link's bombs and Dedede's Waddle-Dees! For some reason, it doesn't work with Peach's turnips, however.
It also pushes back other players a little bit. It's unlikely to help much in singles, but I can see some possible uses for this in teams--for example, you could use it to increase the throwing range of Dedede's Waddle-dees. Or, when someone starts a smash attack, you can actually use this psychic wind to move them--allowing a team mate to release and unexpectedly strike an opponent. It's a pretty small movement, so nothing really amazing, but it could be useful.
Unfortunately, I can't provide a video since I don't have a recording device, but it's fairly easy to do. Have an opponent throw say, Snake's grenades at you, and time the deactivation so that Ness's head pops forward when the projectile reaches him.
Again, forgive me if this is widely known and I've just missed out.