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PK THUNDER |
PSI MAGNET |
Let the power take control. When this little guy puts his mind to it, he really concentrates so hard that he is left vulnerable, so make sure when you use this attack that you are clear other wise you might find yourself in a bit of trouble. In SSB this attack does 3% damage. In SSBM this attack does 8% damage. If you hit yourself with it, Ness becomes a living projectile that deals 25% damage in both Smash Brothers games and this technique is also Ness' recovery maneuver. |
PSI Magnet is one of Ness' unique advantages to the game that many people refer to as "cheap":) PSI Magnet absorbs energy(non-physical) attacks such as Samus' Charge Shot and Fox's Blaster and converts the attack into health, decreasing Ness' damage percent. Here's a tip: Use PSI Magnet on the arwings in Corneria. Each double shot from them replenishes 50% of Ness' health. |
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PK FIRE |
PK fire is short range but is and only moderatley powerful, but it works as a great projectile-stopper. It traps the opponent in a pilar of flames that hits the opponent 5 times. In SSB, each hit does 5% damage for a total of 25%. In SSBM, each hit deals 3% damage for a total of 15%. Although less powerful, the SSBM PK Fire has a much faster self-recovery. This attack was changed from B to Smash+B in SSBM. |
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PK FLASH |
PK Flash is Ness's most powerful attack along with his PK Thunder Self-projectile attack. PK Flash is unique to SSBM and replaces PK Fire as the B special. PK Flash, although slow and hard to pull off, when fully charged will do heavy damage and send your opponent flying. |
NESS |
music: Sound Stone, Earthbound |
Here is a list of every absorbable attack using PSI Magnet: Fireball(both), Thunder Jolt(both), Thunder(both/partial), Blaster(both), PK Flash, PK Fire, PK Thunder, Ice Shot, Blizzard, Final Cutter(partial), Charge Shot, Din's Fire, Shadow Ball, Chef, Megavitamins. This list does not include pokemon attacks, such as Charizard, or level hazards, such as Arwings. |