Ness using PSI Magnet.
|Effect||Ness creates a barrier of psychic energy that absorbs energy-based projectiles to heal him.|
When performed, Ness holds out his arm out and then generates a blue psychic energy field around himself, which can be held out for as long as the special input is held. All energy-based projectiles, such as Mario's Fireball or Mega Man's Mega Buster, are absorbed by this field on contact. When a projectile is absorbed, some of Ness's damage is reduced, with more powerful projectiles healing more damage. However, physical projectiles, such Link's Bow or Black Mage's Meteor, will not be absorbed and instead attack Ness normally. When the special input is released, Ness unleashes a small gust of wind that pushes opponents back.
PSI Magnet appears in all three EarthBound games. However, Ness could not use it himself in EarthBound; instead, PSI Magnet is learned by his friends and party members, Paula and Poo. The move involves the user absorbing an enemy's Psychic Points (PP) and adding it to their own PP: PSI Magnet drains 2-8 PP in EarthBound. As PP are not a mechanic in the SSF2, PSI Magnet heals a small amount of damage instead: this could be a reference to the healing technique Lifeup which, unlike PSI Magnet, is available to Ness in EarthBound.
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|Ness' special moves|
|Neutral special move||PK Flash|
|Side special move||PK Fire|
|Up special move||PK Thunder|
|Down special move||PSI Magnet|
|Final Smash||PK Starstorm|