Necro's Snake Fang in 3rd Strike: The Combo That *Reduces* Damage?

Why does Necro's Snake Fang combo in SF3 sometimes do LESS damage? Unpack this weird mechanic & learn the optimal strategy for Necro players.

The primary goal of any fighting game combo is straightforward: link two or more hits consecutively to maximize damage against your opponent. But what happens when a combo, paradoxically, leads to less damage? It sounds counterintuitive, but when it comes to Necro in Street Fighter 3: Third Strike, peculiar mechanics are often part of the package. This unusual situation is a prime example, revolving around his signature move: the Snake Fang.

The Curious Case of Necro's Snake Fang "Combo"

Consider a common scenario: Necro is cornered. He uses Snake Fang to grab his opponent, reverse the situation, and potentially add more damage with a follow-up. The game might even register this as a "2-hit combo."

However, the numbers tell a different story. Let's break it down:

  • Snake Fang (depending on the button) deals approximately 20, 22, or 23 points of damage.
  • Necro's Elbow Cannon deals 20 points of damage.

If Necro lands an HK Snake Fang (23 damage) followed by an Elbow Cannon (20 damage), one would expect a total raw damage of 43 points. Factoring in 3rd Strike's damage scaling, this combo should still deal a respectable amount, perhaps around 37 points against a character like Ken.

The reality? The combo might only inflict a meager 18 damage. Instead of the damage from both moves accumulating, the Snake Fang contributes zero damage to this "combo." To add insult to injury, because the game considers it a combo, damage scaling still applies, reducing the Elbow Cannon's damage below its raw value.


Why Does This Damage Reduction Happen?

The core of this issue lies in when Snake Fang's damage is actually registered. The damage from Snake Fang is only counted when the opponent hits the ground after the throw, not when Necro initially grabs them, nor when they hit the wall (if applicable).

This timing is crucial. If Necro connects another attack before the opponent hits the ground from the Snake Fang, the game's combo counter and damage calculation get confused. The game acknowledges a combo has occurred because the moves linked, but it effectively "forgets" to add the Snake Fang's damage because its trigger condition (ground impact) hasn't been met yet. Simultaneously, it applies damage scaling to the subsequent move.

Optimal Strategy: Letting Snake Fang Shine

Given this mechanic, the best course of action after landing a Snake Fang is often to simply let your opponent fall to the ground. This ensures you get the full, unscaled damage from the Snake Fang itself. The brief window while they're falling can be used to perform a taunt (building stun or meter, depending on the taunt) or to dash in for better positioning.

Attempting to follow up Snake Fang with moves like Electric Snake becomes highly inefficient. Due to the immediate damage scaling, Electric Snake's damage output will be significantly nerfed, making the raw Snake Fang damage far more valuable.

Interestingly, a somewhat similar situation occurs with Hugo's Ultra Throw, where damage is counted when the opponent hits the wall. The key difference is that Hugo can consistently combo after the wall impact, whereas Necro's optimal follow-up after Snake Fang (before ground impact) is often nothing at all if maximizing damage from the grab itself is the goal.

A Penalty or an Oversight?

Why does Necro "suffer" this strange penalty? Would allowing a standard combo conversion after Snake Fang, with both moves dealing appropriate scaled damage, suddenly make him a top-tier character? Likely not.

One might argue that Snake Fang's primary purpose is to reposition the opponent, often into the corner, where Necro can then apply his oppressive offense. But if that's the sole purpose, why allow the possibility of a follow-up attack at all, especially one that penalizes the player?

It's a puzzling design choice. The community sentiment often leans towards this being an oversight by Capcom. Here's why:

  1. Standard Combo Mechanics: In 3rd Strike (and most fighting games), the first hit of a combo (the starter) typically deals its full, raw damage. Subsequent hits are then scaled.
  2. Sequential Damage Counting: For all characters, each hit of a combo and its corresponding damage are usually counted in sequence. It's generally impossible to connect a new attack before the damage from the previous one is registered.

Necro's Snake Fang, when used as a combo starter, defies this logic. Because its damage is delayed until ground impact, the system allows a follow-up hit before the initial damage is counted, leading to the aforementioned confusion and damage loss.

Conversely, if Snake Fang is used mid-combo (e.g., after a different move that launches or stuns), and the opponent hits the ground from it, everything functions as expected. The game correctly counts the damage from all moves, including the Snake Fang, with appropriate scaling.

Practical Takeaways and Final Thoughts

So, what's the best approach when you land a Snake Fang?

  • If the follow-up move WILL K.O. the opponent: Go for it! Securing the round is always paramount.
  • Otherwise: Let them hit the ground and take the full Snake Fang damage. Use the opportunity to taunt or reposition.

Some players might attempt a quick Elbow Cannon into a Jab for a reset attempt, accepting the scaled (and Snake Fang-less) damage for a mix-up. However, be wary of certain follow-ups that offer minimal reward for the risk and lost damage (avoiding the "don't even think about doing this" scenario from the original video, which often involves disadvantageous or low-damage options).

Ultimately, it's highly plausible that Capcom overlooked this specific interaction with Necro's Snake Fang. While it adds another layer of quirkiness to an already unique character, it can be frustrating for players trying to optimize his damage output.

What are your thoughts? Do you believe this is an intentional design choice by Capcom, or a peculiar bug they never addressed? Share your opinions in the comments below!