they dont have to be hard to escape just not so easy that they are escaped like every time....also i edited my last post...basically saying that a DI capacity increase to some degree less than originally planned might work out good
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This has actually been something I have been concerned about for a long time. Using fair and retreating magnets, its a nightmare to get through.Hey guys, I think Ryko and I discovered a potential problem. A Ness that has really good timing with psi magnet can camp really hard with it. People who are slow and/or have bad range have an extremely hard time getting around it.
Characters with fairly disjointed movesets fair fine through it, but no projectiles or disjointed moves can be shut down fairly well with fair mixed magnet. I've been saying this for a fair amount of time lolHave we actually seen magnet camping in action or is this all just theorycraft?
FINALLY.We may have to get rid of the psi magnet buff.
Samus too.Ness is sitting in psi magnet, you're any character but link, yoshi, toon link, meta, or snake. You've effectively lost every viable approach or magnet stopping option available to you.
Not yet, at workYeah removing the wind buff would make me a sadass panda.
I say we decrease the time Ness can exit out of his Psi magnet.
Hey Shanus did you post the new fair PAC?
You approach, you get pushed, you dash to cancel it and then commit to a move. Ness, by this point, can move again and obviously isnt getting hit by whatever you decide to throw and is either fairing you for trying to make up for the distance you just canceled or moving away and setting up tent again. Wut.If you can cancel wind push from magnet by doing a dash or pivot, then why is it a problem? Couldn't you just approach with fox trots and dash dances?
Just don't forget how horrible it was in the air.Changing PSI Magnet huh?
I have an idea...7/10 Magnet (JC able, no wind, fast startup)
also shanus where is that fair? im probably gonna have smash company today and i'd like to use the your fair
EDIT: I'm not sure I'm for changing psi magnet really....is it really THAT good?
Shielding seems to be an answer that I saw in that kr3w video but really that would be a matter of just not jumping the gun. Person runs up to you, if you see an attack you let go and they dont hit you, if they shield just wait for the shield drop and let go.I think this is the current psi magnet frame data.
Start up: 7
Absorbs: 8
Hits: 29 (wind effect)
Ends: 44
That means that there's 15 frames after the wind effect initially hits. I believe the wind effect lasts through all 15 frames though.
Ryko: I think we'll test it out some more cuz I may have an idea that just nullifies it (run up and shield).
Also wind effects are counterable.