Learn about Capcom vs. SNK 2 Grooves like C-Groove, A-Groove, and P-Groove. Understand their unique features and mechanics for better gameplay.
C-Groove
This Groove functions like a typical Street Fighter gauge, storing up to 3 stocks of Super Meter. You can use these stocks for Level 1, Level 2, or Level 3 Supers (LP/LK for Level 1, MP/MK for Level 2, SP/SK for Level 3). It's recommended for beginners but remains viable for advanced play. Features include Roll (dodge attacks by rolling towards your opponent using LP + LK), Dash (hop forward slightly by tapping forward twice), Air Guard, Tactical Recovery, and Counter Attack (attack while blocking using MP + MK and forward).
A-Groove
Similar to V-Ism in Street Fighter Alpha, A-Groove is advanced but powerful, especially for combo-heavy characters. It's the only Groove that allows Custom Combos (SP + SK simultaneously), the ultimate combo system, though any hit ends the combo. Supers performed during a Custom Combo are Level 1. Super Meter fills at a moderate rate. Features include Dash, Counter Attack, Roll, and Safe Fall.
P-Groove
This highly advanced Groove is similar to the Parry system in Street Fighter III. It features Parrying, where you block an attack without taking damage and can counterattack immediately by pressing forward (or down for low attacks) as the attack connects. P-Groove has the slowest Super Meter charge rate. Best used with offensive characters. Features include Dash, Small Jump, and Tactical Recovery.
S-Groove
Designed for rapid switching between offense and defense, S-Groove has the fastest to second-fastest Super Meter charge rate. Hold SP + SK simultaneously to charge the meter. You can only perform Level 1 Super Specials, but when your life is flashing red, you get unlimited Level 1 Supers without charging. It's the only way to perform Level 3 Super Specials, requiring a full Special Meter. Best for characters who can spam specials. Features include Dodge (dodge an attack while stationary using LP + LK), Run (run across the screen by tapping forward twice then holding forward), Small Jump, Counter Attack, and Tactical Recovery.
N-Groove
This Groove is beginner-friendly yet advanced, similar to King of Fighters '98. It offers fewer special abilities but allows you to temporarily increase offensive power by pressing SP + SK simultaneously with at least 1 bar. Stocking up to 3 Specials and charging allows a Level 3 Super Special. The meter fills based on damage dealt and taken. Best for characters who can abuse its abilities or for speedy characters. Features include Run, Roll, Small Jump, Counter Movement, Counter Attack, and Safe Fall.
K-Groove
Similar to the Samurai Shodown system, K-Groove charges your Super Meter when you get hit. When full, it slowly depletes, and your character turns red, increasing attack power and allowing Level 3 Super Specials. Ending a match while flashing red resets your gauge to 0. It has the fastest to second-fastest Super Meter charge rate. Includes Just Defended, which works like Parry but by pressing back on the directional pad, potentially regaining a small amount of life and slightly raising your Super Meter. Best for characters with great poking or fast characters. Features include Run, Small Jump, and Safe Fall.
EX-Groove
This is your customized Groove made in Groove Edit mode and is banned in tournaments.
The Sub-Systems explained:
- Dash: Hop forward slightly by tapping forward twice. Covers ground and confuses opponents, can avoid crouching attacks. Vulnerable during dashes and cannot use Run.
- Run: Run across the screen by tapping forward twice then holding forward. Covers ground faster, can be canceled into attacks or rolls, and stopped at any time. Cannot use Dash.
- Roll: Dodge attacks by rolling towards your opponent (LP + LK). Invulnerable during some frames. Avoids attacks, covers ground, leads to Roll Canceling, and can move to the other side of opponents. Vulnerable to Throws and cannot use Dodge.
- Dodge: Dodge an attack while remaining stationary (LP + LK). Invincible throughout the animation. Avoids attacks, can confuse opponents. Left wide-open if an opponent is next to you and cannot use Roll.
- Counter Attack: While blocking, attack the opponent (MP + MK and forward while blocking). Uses Guard Meter and will NEVER KO an opponent. Pushes away pressuring opponents. Cannot use Counter Movement.
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