Marvel vs Capcom 3/Systems/Assist Actions: Snap Backs: Difference between revisions

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{{StrategyCorner |
{{StrategyCorner |
DOUBLE SNAP BACKS
COMING SOON: Double Snap Backs in Marvel Vs. Capcom 3
}}
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Revision as of 03:15, 15 February 2011

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Summary

To perform a Snap Back, perform a QCF motion with either of the two Assist Buttons. If you use the Assist 1 Button and strike the opponent with your Snap Back, you will bring in their Assist Character 1. If you use the Assist 2 Button and strike the opponent with your Snap Back, you will bring in their Assist Character 2. Snap Backs cost one Level of Hyper Meter to perform.

The Uses of Snap Backs

Landing a Snap Back will tag out your opponent's Point Character to bring in the Assist Character of your choice (depending on the button you used). Snap Backs are considered Special Moves so that you can easily combo into them from Normal Attacks. Once you've snapped out the opponent's Point Character, their new character will jump into the fray with the same behavior as if the Point Character was K.O.'ed.

Snap Backs are particularly useful for two reasons: 1) If the particular match up you are playing is bad, say you are a rushdown character and are having a troublesome time getting in on a keepaway character, Snap Backs allow you to try and bring in someone you have an easier time fighting. 2) Snap Backs do mimic K.O.'ing a character, so when the Assist Character jumps into the battle, they lose all their Red Health! So if you've beat up an Assist Character very badly so they have 90% Red Health and your opponent is smart enough to not call them out anymore to let them heal, snap that character in when you land a combo and watch all 90% of their Red Health go away!

When one of your opponent's characters is already K.O.'ed, then it doesn't matter which button you use to perform the Snap Back: either one will bring in the remaining character. If your opponent has no characters left at all, Snap Backs will just cause Soft Knock-Downs on your opponent and typically your Snap Back animation lasts long enough so you cannot land any combos on the opponent before they hit the ground and roll.

Strategy Corner

COMING SOON: Double Snap Backs in Marvel Vs. Capcom 3