SNAP DECISION

<choose> <option>A new generation of umbrella fighting games has arrived!</option> <option>Heroes and villains alike gather for the fight of their lives!</option> <option>The latest incarnation of that all-time classic genre!</option> <option>This one's for all the marbles, baby!</option> <option>Everyone's making alliances and preparing for battle!</option> <option>It's anyone's game! Which team will rise to the top?</option> <option>Fight with everything you've got, and become #1!</option> <option>Only three fighters will walk away with the grand prize!</option> <option>It's time to reinvent the game once again!</option> <option>The atmosphere is electric, and the battle is heated!</option> <option>The time has come! The bell has rung!</option> <option>The new age of heroes is already here!</option> <option>Can you feel it? That excitement? That tension?</option> </choose> 
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SNAP DECISION is a 3-versus-3 umbrella fighting game, developed by the same team as the Incarnations series but sporting a wholly different look, feel, and gameplay style. It was announced on July 8th 2024 for PC, PlayStation 4, PlayStation 5, and Nintendo Switch.
==Gameplay==
SNAP DECISION is a team-based fighting game heavily inspired by Ultimate Marvel vs. Capcom 3. Two players each control a team of three different characters, and are tasked with defeating their opponent's team using all the tools at their disposal. Gameplay is fast-paced and hectic, with heavy emphasis placed on movement and screen-control. Each player has three characters at their disposal, but only one of these characters will lead the fight at a given time. This character is called the "point character."
SNAP DECISION is a six-button fighting game. There are three basic attack buttons - Light (L), Medium (M), and Heavy (H) - as well as a special Launcher button (S) that's used to initiate air combos, smash airborne enemies into the ground, or perform a Grab (6S / 4S). The last two buttons are Assist buttons that can be used to call for an assist, tag in allies, or perform a Snapback.
Each character in the team of three has their own health bar. When a character takes damage, some of their lost health will be preserved as "red health," which can be restored. Non-point characters will convert their red health back into normal health while they're resting off-stage. Certain moves, such as Sora's Potion Assist, can also restore red health.
All three characters in a team share a Super Meter, which can store up to five charges. Charges in the Super Meter can be spent to perform Super Moves, Active Tags out of blockstun, and Snapbacks.
===Magic Series Combos===
Each character in SNAP DECISION has access to "Magic Series" combos - on hit, they can cancel Light attacks into Medium, Heavy, or Launcher attacks; Medium attacks into Heavy or Launcher attacks; and Heavy attacks into Launcher attacks. Some characters have additional rules (some can cancel their standing normals into crouching normals of the same weight, while others have attacks that follow unique rules in terms of what they can cancel into), but this single basic rule is true across all of them.
===Pushblock===
While blocking, you can hit any attack to perform a Pushblock that sends the opponent further back. Pushblocking doesn't cost any resources, any mixing it in with regular blocking is a vital part of surviving blockstrings. It even works when blocking projectiles!
===Assists===
By tapping either of the two Assist buttons, the player can call in their non-point character to perform an Assist - one of three predefined attacks, chosen on the character select screen. The non-point character will use the attack, then leave and enter a brief cooldown period during which they can't use their Assist.
Characters that are called in as Assists can still be hit by enemy attacks to damage them. If your timing's really bad, they can even start a combo on your point character and your Assist at the same time... or even on all three characters at once. Protect your Assists, and they'll protect you!
If you want to instead switch characters, press and hold the Assist button for the character you want to swap in; the chosen character will divekick onto the field, and your previous point character will hop away. This is called a "hard tag." It can only be done when the chosen character's Assist isn't on cooldown, and will put the other Assists on cooldown.
===Active Tag===
An Active Tag is a verson of tagging that causes the incoming character to immediately perform their Assist upon switching in. This alternate method of switching characters can either be faster or slower, depending on the Assist chosen. To perform an Active Tag, just input a quarter-circle back (214) and then press the Assist button for the character you want to tag in.
Certain Assist attacks will gain new properties when used via Active Tag, or regain properties that are absent on the Assist version of the move; for example, Shovel Knight's Tow Anchor Assist will regain its startup invincibility when used via Active Tag, which lets it be used as a reversal.
Like a hard tag, Active Tag can only be done when the incoming character's Assist isn't on cooldown, and using it will put all your Assists on cooldown. Normally, it doesn't cost any Super Meter to use; but it can also be used while in blockstun, and doing so costs one bar of Super Meter.
===Snapbacks===
A Snapback is a melee attack that launches the enemy's point character out of the fight if it hits, and forces in a different character of your choosing. To perform a Snapback, just input a quarter-circle forward (236) and then press the Assist button for the character you want to force your opponent to switch to.
Snapbacks cost a single bar of Super Meter to use. They also have a bit of invincibility on startup and can be used while in blockstun just like Active Tags, making them a universal reversal option.
===Super Tag Chains ("DHCs")===
When your point character uses a Super, you can use a Super Tag Chain (called "DHC" for short, purely out of tradition) spend additional meter to call in an ally and have them perform their Super at the same time! You can use Super Tag Chain up to twice to have all three characters on your team use Supers at once.
A Super Tag Chain costs additional Super Meter, equal to the cost of the Super being used, and is performed by inputting the motion of the Super you want to use, followed by the Assist button for the character you want to tag in. (For example, to DHC Venom Snake in and have him perform Rocket Punch, input 236+Assist.)
Each time you Super Tag Chain, you're effectively tagging in the incoming ally; once the chain is done, the fighter who was DHC'd in most recently will remain on the field while the rest leave. This means that Super Tag Chain is often the safest and most reliable way to tag an ally in... even if it is always the most expensive way too.
Lv3 Supers - Super Moves with a base cost of 3 bars or more, like Guardian's Hoverbus Bomber - cannot be DHC'd out of under any circumstances. Once you've used one, you cannot perform any more DHCs in the current chain, even if you still have an ally you'd otherwise be able to DHC in. (Super Moves that have a base cost of 1 but allow for spending additional meter to power up the move, such as Sora's Strike Raid, are an exception. These "Lv1+" Supers can be DHC'd out of, no matter how much meter you spend on them, since their base cost is always 1.)
==Fighting Game Terminology==
This page makes heavy use of vernacular and shorthand common in competitive fighting game discussion! This includes numpad notation and basic team-building terminology. This section serves to quickly explain this terminology, to make the reading experience smoother.
===How to read attack inputs===
All the inputs for this game, whether they're normals or special moves or even supers, are written in numpad notation - a shorthand for writing motion inputs that was originally adopted by the communities of anime-fighters like Guilty Gear and BlazBlue.
In numpad notation, motion inputs are written as a short string of numbers. Each number corresponds to a direction on a computer keyboard's numpad. For example, 236 is a quarter-circle forwards - 2 is down, 3 is down-forward, and 6 is forward - and 623 is a Shoryuken input. If your keyboard has a numpad, you can use it as a reference when reading numpad notation. If you're instead using a phone, you can use the provided image.
There's more to numpad notation than just numbers, though. Here's some additional features of the shorthand that might be helpful to know when reading this page:
* When a move can only be used in midair, its input will be prefaced with "j." for "jumping". For example, a quarter-circle forwards move that can only be used in midair would be j.236.
* Some moves in this game, like Dr. Coyle's ARMS Punch, use a "charge input" - first you hold one direction for a certain minimum amount of time, then quickly tap another direction and hit your attack button. Other moves, like Venom Snake's Stun Arm, require you to hold a button down to passively charge the attack up. In either case, regardless of whether you're holding a button or a directional input, the held input is encased in square brackets. Holding back, then tapping forwards, would be [4]6. Holding down, then tapping upwards, would be [2]8.
* While extremely rare, sometimes there will be moves that only come out when the attack button is released - this is called "Negative Edge." These inputs are represented by square brackets too, but the brackets are flipped to represent releasing the button instead of holding it. Releasing the Heavy button would be ]H[.
===Team-building terminology===
In 3v3 fighting games like Marvel vs. Capcom or Dragon Ball FighterZ, players who wish to build an effective team often look at two factors. The first is obvious synergies between two characters, while the second is the more generalized role that a character fills in a team. Each role can be thought of as a position in a sports team; each one has responsibilities and strategic requirements specific to that position. There are three roles:
* Point characters are the frontliners of a team, and usually serve as the centerpoint of the whole team's gameplan. These are characters whose movesets often have glaring weaknesses, but are able to function extremely well when they have access to Assists that can shore up said weaknesses.
** In Ultimate Marvel vs. Capcom 3, Phoenix Wright is an example of a Point; as a weaker character with a very specific win condition, he benefits greatly from having screen-controlling Assists that let him wall the opponent out while he collects his Evidence.
** In Dragon Ball FighterZ, Cell is an example of a Point; with a couple Assists to help him extend his combos, he can go on an absolute rampage, and his own Assists aren't really good enough to warrant putting him in any spot on your team other than the first.
** In SNAP DECISION, Dr. Coyle is an example of a Point; her screen control is uniquely spectacular, but she tends to be vulnerable on whiff, so supplementing her zoning with area-of-effect Assists can protect her while she pulls her ARMS back to herself, making her zoning even more difficult to contest.
* Middle characters, sometimes also called "Mid|The word didn't mean anything negative when the term was first introduced. characters," act both as supports to the Point character and as the back-up option if the Point goes down. They want an Assist that can properly enable the Point's gameplan, and also benefit from supers that can be used in DHCs to extend combos. But they also want good synergies with the third Assist, and the ability to hold up their own gameplan if it they have to.Some teams will run a Middle who doesn't have particularly strong neutral tools but boasts incredibly high-damage combos, who can be tagged in after the Point starts a combo in order to wreak havoc on the opponent.
** In Ultimate Marvel vs. Capcom 3, Dr. Doom is an example of the former kind of Middle; he has some of the best Assists in the game, letting him provide something regardless of what team he's placed in, and his high-damage Lv1 supers can be extremely effective in DHCs. His sheer utility makes him the most played character in the game.
** In Ultimate Marvel vs. Capcom 3, Ryu is an example of the latter kind of Middle; in a game mostly dominated by fantastic aerial mobility, Ryu tends to struggle heavily in neutral due to his lack of strong movement tools and his short attack range... but when he gets an opportunity to start a combo, Ryu is capable of dealing a lot of damage, even with only a limited amount of meter to work with.
** In SNAP DECISION, Caesar Zeppeli is an example of the former kind of Middle; two of his three Assists can supplement any character's neutral effectively, much like Dr. Doom before him, and his "Bubble Barrier" Lv2 Super is an extremely powerful combo-extension tool when enough meter is available to DHC into it.
** In SNAP DECISION, Detective Lionel Fusco is an example of the latter kind of Middle; he can force an opening despite his lack of mobility, thanks to having both special and super counterattack stances... but, he can also just have a Point character do all the work for him, then tag in and get his high-damage combos anyway.
* Anchor characters are the last line of defense, and their exact function on a team can sometimes very. In some teams, Anchors are characters who specialize in mounting a comeback when the odds are stacked against them; they should have great uses for all the meter they picked up during the fight, as well as a gameplan that they can run effectively without any Assists to help them.In other teams, Anchors are characters who are never meant to be on the frontlines at any point; they don't have any comeback potential at all, but provide such an extraordinarily strong Assist that it's worthwhile to bring them into the fight at the very back of your team. Either way, Anchors usually want good Assists, as that'll be their main contribution for most of the fight.
** In Ultimate Marvel vs. Capcom 3, Haggar is an example of the latter kind of Anchor; though he's at his strongest as a Point due to his heavy reliance on Assists, it's not uncommon to see people place Haggar at the very back of their teams so that his allies can make use of his "Double Lariat" - one of the only Assists in the game with invulnerability frames.
** In Dragon Ball FighterZ, Tien is an example of the former kind of Anchor; his high-damage supers are a perfect way to cash out all the meter acquired throughout the match, taking away enormous chunks of the opponent's health with each hit. The supers may cost health to use, but that health cost is greatly mitigated when he's the last man standing.
** In SNAP DECISION, Nero is an example of the former kind of Anchor; his incredibly fast rushdown is largely self-reliant, and rarely needs an Assist's help to back it up. Excess meter gives him consistent access to his "Devil Trigger" and its two associated supers, which are very high-damage combo enders.
** In SNAP DECISION, Iron=Tager is an example of the latter kind of Anchor; much like Haggar, Tager is generally ineffective when he doesn't have Assists to shore up his poor neutral and help him approach. But many of his Assists have strong guardpoint, letting him serve as a giant "wall" for the point character when he's placed at the back of the team.
==Fighters==
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
	Ankh ▶ Snowballing Summoner View Moveset Ankh is a level-up character: he and his ally Kamen Rider OOO start off underpowered, but if he's able to build up his Medal collection, they can become strong enough to overwhelm anyone who would stand in their way. This alone guarantees Ankh a place as the Point of every team he's in. Having Assists helps him extend combos, which in turn gives him more opportunities to collect Medals in each interaction. Having Assists also helps him in neutral, and can serve as a stopgap until he gets his full kit online. The fact that Ankh's own Assists are among the worst in the game just seals the deal.
	Caesar Zeppeli ▶ Projectile Zoner View Moveset Caesar is a zoner who controls enemy approach options especially well with his gliding Bubble Cutters and his beam-like Bubble Launcher, and can do so even better with an Assist that can cover whatever angle he isn't currently covering. His own Assists give great utility, letting him provide either of his strong projectiles or the ability to make any regular Grab untechable. All of this, coupled with fantastic Supers for DHCing with and the ability to buff an incoming ally once he's K.O.'d, means that Caesar is generally at his most comfortable as a Middle, albeit with enough utility that he could fill the other two roles if needed.
	Detective Lionel Fusco ▶ Counterattack Boxer View Moveset Detective Fusco is a close-quarters brawler with limited mobility in the air, but he's at his most comfortable playing defensively anyway; when he succeeds in reading an enemy using his counter stances or his gunshot counterpokes, his hard-hitting melee attacks provide big rewards. Of course, against cleverer opponents, it's usually just easier to land a hit with a character who doesn't have to think as much in neutral, and then tag Fusco in to reap the rewards anyway. The Detective is generally used as a Middle for that reason, as well as for his fantastic DHCs - both offensively with Covering Fire or The Devil's Share, and defensively with his Friends In Odd Places counterattack. He can do well in other positions if your is up to snuff, though.
	Dr. Coyle ▶ ARMS Zoner View Moveset Dr. Coyle specializes in keeping the opponent at arms' length... which, given the length of her ARMS, is about fullscreen. However, her focus on charge-input attacks with big hurtboxes and lengthy recovery means that she's often highly reliant on Assists to shore up holes in her defenses. Her own Assists include a high-reaching anti-air and a poke that all but nullifies enemy projectiles, but they tend to suffer from the same high recovery time, requiring thoughtful use for when to throw them out. Dr. Coyle is usually at her best when run as a Middle, but since she can use Assists as a substitute for meter, she can also make for a good Point character.
	Emil ▶ Magical Rushdown View Moveset Emil is a powerful aerial fighter with a simple jack-of-all-trades toolkit. His beam special's unique input prevents him from overusing it in neutral, but the ability to fire it in one of eight different directions gives it a strong presence, and he can use his Rolling Down The Hill divekicks in tandem with his airdash for close-range mixups. Emil's versatility comes at the cost of having very low health, and though he can try to defend himself using his meterless reversals or barrier super, it only takes a couple hits to knock him out of the fight. Despite this, he's usually run as an Anchor - both due to the sheer damage he can output with meter, and for his strong neutral-controlling Assists and DHCs.
	The Guardian ▶ Gunslinging Rushdown View Moveset The Guardian is a meter-hungry all-range character; its myriad projectiles give it a strong presence even at a distance, but it can move across the screen surprisingly fast for such a big guy, and its mobility and strong melee tools lend themselves well to long combos with high hit counts. It pairs particularly well with allies who lack OTG options, especially since Typhoon Minigun and Meteo Bubble are both very consistent DHC options. Its Assists are a little niche, but fill their niches well, giving the Guardian a consistent position in any . This fighter sees most use as an Anchor, where it has more than enough meter to fuel its Bastion forcefield.
	Iron=Tager ▶ Magnetic Grappler View Moveset Tager is a grappler, and comes with the two customary weaknesses of a grappler; he's a big target and he's got poor mobility. But he also comes with the customary strength; once he gets into close-quarters, his damage is beastly, especially when he can condition the enemy into blocking so that he can land one of his command grabs. So it's no surprise that he's generally best as a Point, with some good beam or lockdown Assists to back him up. But, surprisingly, there's good reason to run Tager as an Anchor too; the guardpoint properties on any of his three Assists can be used to block hits for the point character. He won't be able to cover much ground on his lonesome, but his bodyguarding can make it very difficult to deal any damage to them in the first place.
	Miss Chain ▶ Blazing Vanguard View Moveset Miss Chain is a charge-input zoner with a rushdown twist, making her a bit more accessible to aggressive players. Her command-dash, Pursuit, makes her chainsaw's giant hitboxes a consistent threat regardless of her range or position, and even lets her skip her charge times... though she needs to spend a bit of health each time she uses it. As far as support goes, her biggest contribution is her ability to protect her team's red health using her unique Burnnn! state, which can give some extra longevity to her allies. This mechanic makes her a shoe-in for the Point position where she can take the lead and protect her allies. Miss Chain can also operate well as a Middle, if her team's Point is better at building meter than she is or has a more concrete win condition.
	Mob (Shigeo Kageyama) ▶ Glass-Cannon Zoner View Moveset Mob is undeniably a very weak character; his normals are stubby when he doesn't have Telekinetic Orbit active, his health is low, and his damage output is held back severely by a lack of reliable combo-ender supers. However, his win conditions are both dominant and numerous, and he lives or dies by his ability to fulfill one of them. One option is landing his unblockable Self-Defense Rush!! super on an incoming character, then wiping them out with a touch-of-death combo; this route uses Mob as a Middle. Another unleashes the awesome power of ???%, which first requires a full 5 bars of meter and two K.O.'d allies - thus reserving it for when Mob's the Anchor. The best Mob teams tend to be adaptable, however, and can theoretically fulfill either one once they have enough meter and a perfect opportunity.
	Nero ▶ Speed-Demon Rushdown View Moveset Nero is a no-holds-barred rushdown character who puts extra emphasis on resource management. Whenever he isn't going on a rampage with his high-speed slash attacks, Nero wants to threaten the enemy from a distance with Blue Rose shots and Charge Shot while safely stocking up EX charges. His Assists are mostly tools for either combo extension or building up his own resources, with Hard Way being a particularly nice option to pair with characters that lack an OTG of their own. Devil Trigger's sky-high potential for lategame comebacks makes Nero a powerful Anchor, but having enough meter for Buster: Exploder and an Assist to help him pick the combo back up afterwards lets him get away with impossibly stylish extensions, which can also make him a extremely potent Middle.
	Saffron ▶ Spell Card Rushdown View Moveset Saffron theoretically has attacks for any situation... the only problem is, whether or not she has access to them at any given time is determined by both luck and her ability to manage her Spells. Playing as Saffron requires a much stronger ability to improvise, but the reward is dominant neutral and incredibly high solo damage. Saffron's Assists aren't exceptional - she's usually picked for her DHC potential instead - but they at least keep her safe in the backlines while providing projectile-based support to the point fighter. Saffron sees most of her play as a Middle, or occasionally an Anchor when played by people who really know the character.
	Shovel Knight ▶ Utility Zoner View Moveset Shovel Knight may seem like a shoto on the surface, but his smallish body and bevy of unorthodox projectiles lend themselves best to zoning. Between Flare Wand, Throwing Anchor, Chaos Orb, and Alchemy Coin, he can cover innumerable angles and make neutral extremely unpredictable for his opponent. His most unique tool is Mobile Gear, which can completely redefine how he uses certain Assists at the cost of pushing his allies directly into the enemies' fists. This can make him an attractive Point in certain teams. The fantastic DHC utility of War Horn in combos and Treasure Trove in blockstrings, as well as his own strong Assists, can also make him work well as a Middle.
	Sora ▶ Jack-of-all-Trades View Moveset Sora is a beginner-friendly character with enough raw utility to fit cleanly into lots of teams. He has the classic shoto moveset - fireball, anti-projectile advancing tool, uppercut - with the added gimmick of having a "Magic Series" for his Special Moves, letting him often get away with longer combos more easily than other characters. Most of his Assists are solid but unexceptional for the most part, although Aerial Sweep makes for a particularly good Active Tag since it's a reversal. Sora may be outshone by more specialized characters, but if you don't have any other plans for your team, he can usually work nicely regardless of whether you're running him as a Point, Anchor, or Middle.
	The Soul Partner ▶ Shot-Caller Rushdown View Moveset The Soul Partner is a combo fiend, equipped with tools that let them poke holes in the enemy's defenses with easy crossups and then make the most out of any opening they get. Many of their special moves have rekka-style followup attacks that can add on some extra damage, enable different combo routes, or just mess with the opponent's head. They see most play as an Anchor, where their highly reliable solo damage and tricksy movement can secure comebacks, and the high support value of their Assists and Supers (especially their χ-Jack install) can carry the team throughout the early portion of the fight. They can also work as a Point on .
	Cursed Knight, Sucsarius ▶ Lunatic Grappler View Moveset Sucsarius is a behemoth who preys off any opening he can find, seeking to score a knockdown with his command grabs so he can OTG with Unworthy Challenger. True to his name as the Cursed Knight, many of his attacks inflict debuffs, such as Cursed Fangs's incidental poison damage or his Fallen Star super's powerful slowdown effect, which lets him heavily skew neutral in his favor after landing it. Like most grapplers, he's at his best in the Point position where he can make up for his big hurtbox with support from Assists in neutral, but he can do his job just as well as a Middle - either using his own Assists, or by using a whiffed Fallen Star DHC as a fast way to switch in and pick up where his ally left off.
	Venom Snake ▶ Infiltration Grappler View Moveset Venom Snake is a master of conditioning his opponent. Though he's a grappler, he's at his most comfortable in the midrange where he can threaten to approach in an instant with his Sprint stance, then grab them using CQC and start a combo. If the opponent tries to jump too much in neutral, he can dissuade that with thrown Magazines or his Thunder Strike super. If they try to push buttons instead of blocking, he can hit them with Tranquilizer Dart or Stun Arm instead to start a combo anyway. It's a fairly solid gameplan for a grappler, but it could always benefit from a lockdown or anti-air Assist. Between this and his own decent DHCs and defensive Assists, Snake sees most use as a Middle, or occasionally a Point.
===Example Synergies===
 	 	 	
Point	Middle	Anchor	Synergies
 	 	 	An example of a zoning team that uses Tager as an Anchor; the guardpoint on his Assists can protect Coyle or Caesar from any opponents that get too close to them. The exact Assist he uses doesn't matter too much; though Spark Bolt (Horizontal) is a less reliable defensive tool than Sledgehammer Combo, having access to a fast-moving projectile with overwhelming priority can supplement the team's zoning. Otherwise, Dr. Coyle's gameplan is as usual - throw out ARMS Punches, and use Caesar's Bubble Cutter to anti-air as needed. This combination can also work well with Tager and Coyle's positions switched! Parabola Punch can defend him against projectiles while he's approaching, and its weaknesses as a slow Assist are mitigated by Tager's large size and his fantastic anti-air grab Atomic Collider, letting him easily wall out anyone who tries to get past him and hit Coyle.
 	 	 	Shovel Knight's Mobile Gear is one of the few ways to get Ankh's Hawk's Ambush Assist right up into the enemy's face from midscreen, which makes the Assist noticeably easier to route into combos. This allows Ankh to be run as a Middle or even an Anchor while still snowballing at a steady pace. If Ankh gets pulled into the fight early by a Snapback, and you aren't confident in your ability to run your offense with him when he's underleveled, Tow Anchor makes for a fantastic Active Tag due to its invulnerability. Otherwise, Nero's Hard Way can fulfill the role of an OTG until Ankh unlocks Peafowl's Plume, letting him land Hawk's Ambush at least twice per combo regardless of his current Medal count.
 	 	 	As a rule, Venom Snake tends to pair very well with beam Assists - forcing the enemy to block on the ground with Sound Of Their Voices covers his approach as he Sprints or even just dashes in, letting him run his strike/throw mixups. Emil in particular can support Snake better than usual, thanks to his My Sacrifice barrier super. Spawning a barrier for Venom Snake using DHCs can keep him safe from ranged attacks and makes Tranquilizer Dart extremely dangerous, which can scare the opponent into the air or towards Snake. Sora's easy-to-perform long combos can build meter consistently enough to fuel this DHC-focused gameplan, and his whopping four Lv1 Supers let him start a Super Tag Chain in basically any situation. Additionally, using Potion while hiding inside of the barrier can keep everyone topped up while also reinforcing the opponent's desire to approach.
 	 	 	While Dr. Coyle's neutral isn't quite so indomitable when she doesn't have an ally covering the angles she can't, Mob can still support her pretty well, with Telekinetic Hold letting Coyle start a combo off of almost any unblocked hit regardless of screen position. The Guardian is one of the best characters to pair with Mob; Solar Panel can passively generate meter to make Mob's high-cost supers much more of a threat even early on. And if Mob gets pulled in with a Snapback and K.O.'d early, then the Guardian can still work as a "back-up Anchor" and put all the stockpiled meter to good use with Bastion. If you want to lean more heavily into a 300% team rather than a ???% team, run Sulfator Shotgun as the Guardian's Assist instead, and swap it and Mob's positions in the team. Sulfator is a strong lockdown Assist with great range and duration that can all but guarantee that Self-Defense Rush!! will hit, and Coyle's Hedlok super can quickly DHC Mob in if he isn't already the point character. This version of the team will be hurting for meter a bit more, but with proper execution and a little bit of thriftiness it can go from a single stray hit on the enemy's Point all the way to the victory screen.
 	 	 	Fusco's biggest weakness as a Point is his difficulty in converting off of his long-range counterpokes - he can move deceptively fast across the ground, but not quickly enough to convert a fullscreen Service Weapon hit into a combo. Having access to a combo-extending beam Assist like Caesar's Bubble Launcher, or an Assist that knocks the opponent towards Fusco like Saffron's Step Reverse, can help to mitigate these issues and buy him enough time to rush into melee and start a close-range combo. Both Caesar and Saffron also happen to lend this team a fantastic amount of flexibility with how it uses DHCs: Whirl can combo into The Devil's Share for a high-damage cashout at the cost of only two bars; going from Covering Fire to Bubble Launcher Overdrive's Bubble Barrier followup gives the team freedom to set up whatever advantageous situations they like; and Ragnarok, of course, can be used at the end of basically any Super Tag Chain to sneak in some extra damage.
==Stages==
 
 
 
 
 The Distortion World
 
 
 
 
 
 Dream Zanarkand
 
 
 
 
 
 Game Changer
 
 
 
 
 
 Myst Island
 
 
 
 
 
 The Peach Pit Stadium
 
 
 
 
 
 The Sandlot
 
 
 
 
 
 Tokyo
 
 
 
 
 
 Vandelay Campus
 
 
 
 
 
 Zim's House
 
==Music==
Players can create a Playlist of songs that plays during matches and menuing. You can set specific Playlists for specific menus or gamemodes in the game's Options menu. The following is a list of all the game's music, in "a" chronological order;
 	 	
 	Track Name 	Media of Origin / Artist
▶	Krillin / Trunks Battle 	Dragon Ball Z: Supersonic Warriors
▶	Piccolo / Vegeta Battle 	Dragon Ball Z: Supersonic Warriors
▶	Eternal Rivals 	Dragon Ball Xenoverse
▶	Space 	Dragon Ball Xenoverse
▶	Normal Trainer Battle 	Pokémon Colosseum
▶	Deep Inside Of... 	Sonic Adventure 2
▶	Supporting Me 	Sonic Adventure 2
▶	Ska Cha Cha (Blazy Mix) 	Sonic Rush
▶	Bomber Barbara 	Sonic Rush
▶	Espresso with Bayonetta 	Sonic: After The Sequel
▶	Ascent to Madness 	Sonic: After The Sequel
▶	Sinister Sundown 	Kingdom Hearts II
▶	The 13th Reflection 	Kingdom Hearts II Final Mix
▶	Break Out Of... 	Persona 4 Arena Ultimax
▶	Pull the Trigger 	Persona Q2: New Cinema Labyrinth
▶	It's Going Down Now 	Persona 3 Reload
▶	Battle: B2 	Shin Megami Tensei IV
▶	Battle: A2 	Shin Megami Tensei IV
▶	Paved With Good Intentions 	Skullgirls 2nd Encore
▶	The Lives We Left Behind 	Skullgirls 2nd Encore
▶	All That Remains 	Skullgirls 2nd Encore
▶	Great Days 	JoJo's Bizarre Adventure: Diamond is Unbreakable
▶	STONE OCEAN 	JoJo's Bizarre Adventure: Stone Ocean
▶	MUST DIE 	BlazBlue: Central Fiction
▶	Theme of Vergil 	Ultimate Marvel vs. Capcom 3
▶	1 	Mob Psycho 100
▶	Kingpin Fight 	Spider-Man: Into the Spider-Verse
▶	Force Addiction 	Yakuza 0
▶	t u s k 	Yakuza 0
▶	Receive You ~ Tech Trance Arrange ~	Yakuza 0
▶	Shall Never Surrender 	Devil May Cry 4
▶	Devil Trigger 	Devil May Cry V
▶	Bury The Light 	Devil May Cry V Special Edition
▶	Sleeptime Computing 	Hypnospace Outlaw
▶	Against The Wall 	Hypnospace Outlaw
▶	War 	ULTRAKILL
▶	Place of Void -Battle- 	Chrono Ark
▶	Hope For Existence 	Chrono Ark
▶	Blood Drain -Again- 	Under Night In-Birth II Sys:Celes
▶	Alone Infection 	Guilty Gear Strive
▶	Necessary Discrepancy 	Guilty Gear Strive
▶	Mirror of the World 	Guilty Gear Strive
▶	Symphony 	Guilty Gear Strive
▶	Leshy's Theme 	Inscryption
▶	The Scrybe of Magicks 	Inscryption
▶	Moonsiders 1st 	TEKKEN 7
▶	Coral Crown 	Hades II
▶	Disposal Unit 	Warhammer 40,000: Darktide
▶	Glass Ocean 	Neon White
▶	House of Cards 	Neon White
▶	ODDTAXI 	ODDTAXI
▶	Action-ZERO 	Kamen Rider Den-O
▶	Time judged all ~ 8 years later ~ 	Kamen Rider OOO
▶	Reverse/Re:birth 	Kamen Rider OOO
▶	COSMIC MIND 	Kamen Rider Fourze
▶	I Got This 	Hi-Fi RUSH
▶	Heatwave (VÄRRT Mix) 	Hi-Fi RUSH
▶	The Death That I Deservioli 	Pizza Tower
▶	Distasteful Anchovi [JC RE-EDIT] 	Pizza Tower
▶	Contact With You 	Armored Core 6: Fires of Rubicon
▶	Steel Haze (Where Truths Meet) 	Armored Core 6: Fires of Rubicon
▶	Same Old Story (Instrumental) 	Cassette Beasts
▶	Falling to my Death 	Lunacid
▶	Lucid 	Lunacid
▶	Digital Spells 	Roboquest
▶	The Witch From Mercury 	Mobile Suit Gundam: The Witch From Mercury
▶	Time to Train 	Nickelodeon All-Star Brawl 2
▶	Irken Armada Invasion 	Nickelodeon All-Star Brawl 2
▶	Clockwork's Lair 	Nickelodeon All-Star Brawl 2
▶	Alter Garden -Off Vocal- 	The Caligula Effect 2
▶	Designed desires -Off Vocal- 	The Caligula Effect 2
▶	Miss Conductor -Off Vocal- 	The Caligula Effect 2
==Trivia==
* Many aspects of SNAP DECISION were chosen explicitly to contradict Incarnations re:Umbral Endeavor, the creator's previous umbrella.
** The roster deliberately consists mostly of characters who weren't playable in re:Umbral Endeavor, both to highlight the unique advantages of the new format and to better differentiate the two games. The few characters they have in common, such as Dr. Coyle, exist because those characters are "just too fun to make movesets for, regardless of what sort of game they're in."
** SNAP DECISION's aesthetic, especially its use of bright colors, was deliberately chosen to contrast re:Umbral Endeavor's use of subdued sepia tones.
* The text hidden in the logo says "A new generation of umbrella fighting games has arrived! Warriors from far and wide are making alliances and getting ready for the fight of their lives! Heroes and villains alike are prepared to show the world what they're made of! Only three of these contestants can walk away with the grand prize! Which team will seize victory?"
** This hidden text, along with the randomized "hype-builder" line underneath the logo, are directly inspired by the announcer dialogue that plays in the background of Capcom vs. SNK 2: Mark of the Millennium 2001's character select screen.
==Credits==
===Fighters===
 Ankh and Kamen Rider OOO are from Kamen Rider OOO.
 Caesar Zeppeli is from JoJo's Bizarre Adventure: Battle Tendency.
 Detective Lionel Fusco is from Person of Interest.
 Dr. Coyle is from ARMS.
 Emil is from the NieR series.
 The Guardian is from Roboquest.
 Iron=Tager is from the BlazBlue series.
 Miss Chain is from Chrono Ark.
 Mob is from Mob Psycho 100.
 Nero is from the Devil May Cry series. His moveset in this game is based on his appearance in Devil May Cry 5.
 Saffron is from the One Step From Eden series.
 Shovel Knight is from the Shovel Knight series.
 Sora is from the Kingdom Hearts series. His moveset in this game is based on his appearance in Kingdom Hearts II.
 The Soul Partner is from The Caligula Effect 2.
 Sucsarius is from Lunacid.
 Venom Snake is from the Metal Gear series. His moveset in this game is based on his appearance in Metal Gear Solid V: The Phantom Pain.
===Stages===
 The Distortion World is from the Pokémon series.
 Dream Zanarkand is from Final Fantasy X.
 Game Changer is from Game Changer.
 Myst Island is from Myst.
 The Peach Pit Stadium is from Left 4 Dead 2.
 The Sandlot is from the Kingdom Hearts series.
 Tokyo is based on its appearance in Shin Megami Tensei IV.
 Vandelay Campus is from Hi-Fi RUSH.
 Zim's House is from Invader Zim.
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Category:Fighting Games
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