Grooves

The Groove System is a gameplay mechanic unique to the SNK vs. Capcom series.

Overview
The Groove System is an evolution of ISMs, a mechanic from the Street Fighter Alpha series, as well as Advance Mode & Extra Mode from The King of Fighters '97. In those games, it allows the player to choose between different sets of fighting mechanics for any character that affect the way the Super Gauge functions. The Groove System in both Capcom vs. SNK and Capcom vs. SNK 2 functions similarly to both ISMs and Modes, but with an added twist.

The Groove System mimic other Capcom and SNK games. These dictate both the character's Super Gauge system, and special techniques (such as dashes, running, and guard cancels) called "Sub-Systems". In Capcom vs. SNK, there were two Grooves, but its sequel changed it to have six in total, along with custom grooves that can be programmed in home versions of the game. Each player designates prior to the match which groove his or her team will use. Each groove represents a system derived from a different game.

Capcom Groove


Based off the Street Fighter Alpha series, you gain power as you perform sure-killing techniques. As you amass energy at certain points of the bar. The gauge has up to 3 Levels, and once you have at least one Level stored, you can execute a Super Combo. Use the Light Button for Level 1; the Heavy button for Level 2; and both buttons for a Level 3 Super Combo. When your character wins or loses, the stored power is carried over to the next member (if applicable) between matches.

SNK Groove


Based off The King of Fighters' Advance Mode, your power gauge increases whenever you get hit. In addition, you can charge power by pushing down both Heavy Punch and Heavy Kick utill you fill up the bar, leaving you open to attack. Once the bar maxes out, it gradually depletes. At this time, you can ONLY perform a Level 1 Super Combo. Once your character's Health Gauge flashes red, you can perform Level 1 Super Combos infinitely. If you have a MAX Power Gauge and your Health Gauge flashes red, your character can then execute Level 3 Super Combos. Stored power cannot be carried over on succeeding members between matches.

C-Groove


Utilizes a system akin to the one seen throughout the Street Fighter Alpha series, represented by the A-ISM in the third entry. Its main feature is a Super gauge divided in three levels, which fills up as the fight goes on, allowing for the use of Super Moves/SDMs. The power of the button used on such moves, as well as affecting the damage inflicted, also determines how much of the gauge will be depleted (one, two or all three levels). It is also the only groove which allows aerial blocking. Other gameplay features: Dash, Guard Cancel Counterattacks (Alpha Counters in its native game), Rolling Dodge and Tactical Recoveries.

A-Groove


Similar to the V-ISM from Street Fighter Alpha 3, it disables Super Moves/SDMs in favor of Custom Combos, which are combos in which any hits can be strung together into one another. These can be only performed by pressing both Hard Attack buttons when the gauge is full, at which point it will start depleting. Other gameplay features: Dash, Guard Cancel Counterattacks, Rolling Dodge and Fall Breakers.

P-Groove


It uses the classic Super gauge style from Super Street Fighter II Turbo, also utilized in Street Fighter Alpha 3's X-ISM. Consists of a single gauge which fills up as the user deals or takes damage and, when it is full, enables the use of a Super Move/SDM. It also allows for parrying, i.e. repelling an attack to get in position for a counterattack, like in the Street Fighter III series. Other gameplay features: Dash, Short Jump and Tactical Recoveries.

S-Groove


Has a mechanic similar to The King of Fighters '94 and 95 (as well as the Extra mode of 97 and '98), with a power gauge that the player must fill up by having his/her character focus their chi. Low health (the traditional flashing red gauge) allows for infinite Level 1 Supers/SDMs, while Level 3 Supers/SDMs can only be executed in low health and with the power gauge at MAX. True to form, it is the only groove with a sidestep dodge mechanic. Other gameplay features: Run, Short Jump, Guard Cancel Counterattacks and Tactical Recoveries.

N-Groove


Similar to the mechanic adopted from The King of Fighters '96 onward: stocks are gained as the power gauge is filled, and with them one may use them up to either use a Super Move/SDM, gain attack and defense buffs for a limited amount of time (also powering up Supers/SDMs) or Guard Cancel into an evasive movement (each of which consumes one stock). Other gameplay features: Run, Short Jump, Guard Cancel Counterattacks, Rolling Dodge and Fall Breakers.

K-Groove


Adopts a system similar to the Samurai Shodown series, with a POW bar, which fills up as the character takes damage. Once it fills up (signified by the 怒/Ikari/Rage icon on fire), the character will flash red and the gauge will start depleting; however, his/her moves become stronger, and he/she will also be able to perform Level 3 Supers/SDMs until the gauge returns to zero and the character is restored to his/her normal color. This groove also borrows the Just Defend mechanic from Garou: Mark of the Wolves. Other gameplay features: Run, Short Jump and Fall Breakers.

Trivia

 * Mechanically, the Groove System has been inspired in future Fighting Games, such as Melty Blood's Moon System, as well as Marvel vs. Capcom: Infinite's Infinity Stone System.