3. Many moves in smash apply pressure without intense commitment. Think about jumping out of shine, or short hop laser or shorthop razerleaf. There are plenty of moves in the game that defy this scrutiny of “perfect game design”. If anything, the beauty of 2.5 magnet is that it applies unique pressure to overtly non-committal playstyles that forces Falco’s brainless BnB SHL rinse repeat strategies against all characters to change in this matchup. All the while, this mechanic doesn't affect too many other matchups or playstyles.
Most energy projectile users are fast, not centralized on their projectiles. You have: ZSS, Pit, Fox, Falco, Wolf, Samus, Lucario, Mario, Luigi, ROB, Zelda (let’s ignore char/bowser’s flamebreath). ZSS, Pit, Fox, Falco, Wolf, and Mario can easily punish Ness’s options and still gain advantages by baiting magnet and intelligently following up. Luigi isn’t overcentralized on his fireball play anyways. ROB, I have no idea about (but I have a feeling he won’t be out of tools to combat Ness), and Zelda’s dins fire still have a lot of utility at zoning ness out. When you analyze the REAL characters it affects, you realize that the magnet applies real pressure to these characters without completely nullifying their core gameplay.
4. I would argue the 2.5 magnet (and furthermore, a magnet buff that allows him to jump out of aerial absorb lag) makes Ness a more interesting and better character for the game.
Ness is a character with horrible range, in general unique but bad mobility. His only space control is his pkfire, which in general, means if you can patiently turtle Ness out and control space, you can create great opportunities to kill him while keeping yourself safe.
In 2.6, magnet’s role is to assist a campy Ness. A Ness who can keep a safe distance while absorbing projectile spam. The thing is…Ness can’t apply pressure from afar. You never want to be too far away from your opponent as Ness, because you have no great options from afar. We should, as a community, reward Ness for playing aggressively, since that is where his toolset shines. If Magnet was actually improved so that you could jump out of it in the air, you could see Magnet used to stuff out an opponent’s web of traps, and keep them feeling unsafe where in other matchups, they would have felt completely comfortable throwing their SHL’s and unraveling their opponent’s plans.
When Ness gets stuffed out by projectiles, he REALLY gets stuffed out, and I think a very good magnet is exactly what Ness needs to take full advantage of his short range and DJC attacks to put on pressure in certain matchups.
Kink put it very well:
Ness essentially HAS to make the opponent play the game how he wants, or he else loses the 1on1 in basic game mechanics.
Call them gimmicks if you want, but they are needed in order for a character like Ness -- that is, a character intentionally designed to not have fundamental strengths -- to do well.
Returning Magnet to it’s 2.5 strength and even further buffing it so he can jump out of aerial magnet absorb lag would be good at making Ness the aggressor, all while not terribly affecting any of his matchups. Think about how many people actually complained about magnet invalidating their projectile game in 2.5: I don’t think I ever saw a complaint once. If anything, visiting and buffing magnets absorption options could set a very good standard for the game. It helps promote a “game of matchups” that makes characters with safe projectile approaches cerebrally adapt to new playstyles, rather than instinctually bait out every opponents’ approaches in a safe and stale way.
The only other arguments I saw in the topic were the following.
B. Ness’s Absorb should be subjected to the same rules as the Spacies
Malart- Seeing as the magnet is just another form of shine, that they share this trait with falco, wolf, and fox, who can't jump out of a reflected projectile.
My Response: Shine and Magnet are not attached to the same type of characters, and they aren’t the same thing.
A Vehicle was kind enough to provide a simple comparison between absorb and shine:
Absorb
Pros:
-Lowers Percent
-Negates Damage
-Cancellable by frame 11 in case nothing is absorbed
Cons:
-Has a lag to it
-Only useful against some missiles
-No harm is done to the opponent
Shine
Pros:
-Negates Damage
-Bounces back damage and knockback
-Works on any projectile
-Cancellable at any given moment
-Has no lag
Cons:
-Once hit, stuck in stun (true for everyone except for falco)
I don’t think shine and magnet are the same, because shine ends your opponents pressure back at them, requiring them to take the time to avoid it or eat it. Ness’s magnet ensures no such safety. But beyond that, look at the characters these attributes are attached to. Falco, Fox, Wolf, all thrive in approaching. All of them, in their mobility and fastfalling have no problems applying pressure on an opponent using projectiles. Hell, they don’t even NEED their reflective properties to apply considerable pressure and navigate a maze of projectiles. If they could jump out of shine reflect, it might even be bad for the game because there are already too few instances of locking the spacies down.
But Ness would actually thrive as a character if magnet was tailored around him rather than built on arbitrary precedents established by characters that are nothing like him.
C: This is how the magnet was employed in Melee and as far as we know, this is how it was always intended to be in PM.
My only argument here is, nothing is sacred from Melee. We can and will (and maybe even have) designed a better game. Also, this game has inherited tech from Brawl and Ness being able to cancel magnet into options was available there.