Capcom Fighting Collection 2

Capcom Fighting Collection 2

Not enough ratings
CvS2 Groove System
By IvanLeTerrible
Confused about all them groove options in Capcom vs SNK 2? No worries, ive got you covered. In this guide i will explain what each groove does and help you pick the best one for you.
2
   
Award
Favorite
Favorited
Unfavorite
About the groove system
Grooves in this game dictate how some particular aspects of your character team work. Things like super meter usage, having access to a run or dash, having access to a dodge or parry move; among many other things.

Grooves are also a trip down memory lane, cuz they usually reference old game series from both Capcom and SNK.

The Grooves and their features are:

C-Groove


The basic groove from the Street Fighter Alpha series.
Recommended for beginners

  • Super gauge is divided in 3 bars
  • lvl 2 supers can be cancelled into a special move or another super
  • super bar fills up by hitting the opponent, getting hit or whiffing moves
  • allows air block
  • has a dash, not run
  • has an "alpha counter" of sorts
  • has KOF rolling
  • has delayed wake up

A-Groove


The custom combo groove from the Alpha series, like V-ism in Alpha 3.
Recommended for pro-players only

  • Super gauge is divided into two bars
  • press strong punch + strong kick to activate custom combo
  • can use lvl 1 supers
  • has a dash, not run
  • alpha counter
  • rolling and fall breakers

P-Groove


Its basically the super meter from Super Street Fighter II Turbo. In Alpha 3 it would be x-ism.

  • has only one super gauge, but equivalent to a lvl 3 super
  • Can cancel a special move into super
  • has the parry mechanic from street fighter 3
  • has dash
  • short hops from KOF
  • has tactical recoveries

S-Groove


Its the groove from the first KOF games like kof 94 and 95

  • has one super meter that needs to be charged by pressing Heavy punch + heavy kick
  • When low on health, you can use supers indefinitely
  • having a full meter + low health gives you a lvl 3 super
  • has a guard cancel (alpha counter)
  • has a side step instead of dodge
  • has run instead of dash
  • has short hops
  • has tactical recovery

N-Groove


This is the standard kof groove, which started with the Advanced mode in kof 98

  • 3 stocks of meter that will fill gradually
  • can burn 1 meter to enter Max mode like kof 98
  • can use lvl 3 supers with Max mode active plus one more meter
  • can guard cancel into roll
  • has run
  • has short hops
  • has guard cancel
  • has kof rolls
  • fall breakers

K-Groove


The Samurai Showdown groove, a.k.a. Rage Meter
Perfect for fighting game scrubs, like you and me

  • has only one meter (rage meter) that fills up as you take damage, block or just guard
  • the super is always a lvl 3 super
  • When the character is in rage mode, they gain a small bonus to damage and health
  • has Just Defend mechanic from Garou
  • has run
  • has short hop
  • has fall breakers

Conclusion

  1. If youre a beginer in fighting games or just dont want to think too much, pick C-Groove. Its the standard groove in most Capcom fighting games and a solid option all around
  2. If youre a scrub that wants to win online matches with little effort, pick K-Groove for the damage boost
  3. If youre an even bigger scrub that likes to troll people online, pick S-Groove and start spamming supers once your health bar goes red
  4. If youre a tryhard scrub that thinks youre a pro-player, pick A-groove and try to pull all those crazy custom combos online, dropping them because of lag and getting destroyed on the process lolz

Thats all, folks
And dont forget to...

MESSATSU 天
5 Comments
IvanLeTerrible  [author] 24 Jun @ 1:55pm 
@HyperPancakeBoi thanks, bruh
HyperPancakeBoi 24 Jun @ 1:49pm 
Very good guide!
Laykan 21 May @ 6:50am 
:heartg: :heartg: :heartg:
AnarxusT 20 May @ 10:35pm 
Beautiful
:lovegrenade::lovegrenade::lovegrenade: