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/Zero series, you gain power as you perform normal attacks and Special Moves. 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 ' Extra Mode, your power gauge increases whenever you get hit. In addition, you can charge power by pushing down both Heavy Punch and Heavy Kick until 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/Zero series, represented by the A/Z-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. 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), which also corresponds to which button strength used (light for Level 1, medium for Level 2 and heavy for Level 3).

This is also the only Groove which allows aerial blocking. Other gameplay features: Dash, Guard Cancel Counterattacks (Alpha/Zero Counters in its native game), Rolling and Tactical Recoveries.

Unlike Fall Breakers that are a quick getup just upon hitting the ground, Tactical Recoveries are instead delayed getups in order to throw off an attacker's possible okizeme/wakeup offense. Dashing on the other hand, is similar to the hop-based dash from KOF 's Extra Modes while also being more reminiscent of the more-grounded-based step dash of most other Capcom fighters (slides forward a preset distance and cannot be extended nor braked).

Rolling unlike in the KOF series across all Grooves however, only goes forward and has no backwards variation of any sort.

Also unlike the Capcom games, Level 2 Supers have a unique trait in that they are cancel-able on-hit into any special, allowing them to act as combo extenders. Level 3-only Supers also exist within this Groove and other similar ones that allow the use of them.

A-Groove


Similar to the V-ISM from Street Fighter Alpha/Zero 3, it grants the ability to use the Custom/Variable Combo state, which briefly power-up the character for the duration to allow any hits be strung together into one another (indicated with afterimages trailing the user). These can be only performed by pressing both Heavy Attack buttons when the gauge is full, at which point it will start depleting. Activation of the Custom Combo has notable invincibility frames though a rather fast startup flash in comparison to actual supers.

Other gameplay features: Dash, Guard Cancel Counterattacks, Rolling and Fall Breakers. Fall Breakers function akin to the recovery rolls from the KOF series, only the input requires all 3 punch buttons instead of both the light punch and light kick button in tandem.

Unlike with V-ISM, this Groove allows access to Level 1 Supers for 50% meter cost, or even during a Custom Combo as a tacked-on finisher which exits the state (V-ISM originally did not allow for any access to any supers). The Custom Combo like with any supers, also does not add to the victim's stun rating for any blows landed during it, as well as bypassing the charge time requirement for any charge motion characters' moves for its duration. However, the user also instantly exits the CC state upon taking damage, as well as unlike with V-ISM being only able to use a CC at 100% and not at any partial amount like 50%.

P-Groove


It uses the classic Super gauge style from Super Street Fighter II Turbo, also utilized in Street Fighter Alpha/Zero 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 Level 3 Super.

It also allows for parrying straight from the Street Fighter III series, done by pressing against the direction of an incoming attack in unison to instant-block-through it, setting the defender up for an easy counterattack (as well as building extra meter from a successful parry and negating any chip damage). Parrying also negates any pushback on block, can be done in rapid-timed succession and halts aerial momentum with a slight bounce if done in midair.

Other gameplay features: Dash, Short Jump and Tactical Recoveries.

It should be noted that unlike in KOF, short jumps across all Grooves cannot have a hyper hop variation, but are still useful for altering jump arcs to bait or discourage reckless anti-airs.

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 user must fill up by having their character focus their energy via a charging animation. Low health (the traditional flashing red gauge) allows for infinite Level 1 Supers/Desperation Moves, while Level 3 Supers AKA Super DMs can only be executed both with 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.

The sidestep/spot dodge like in KOF, can also allow for a followup attack afterwards, but unlike the original, characters can attack with 2 different attacks; one that knocks down, and the other that is special/super-cancel-able. However, inputting the attack during the dodge unlike in KOF must be done at correct timing, and not too early or too late.

N-Groove


Similar to the Advanced Mode adopted from The King of Fighters '97 onward: stocks are gained as the power gauge is filled, and with them one may use them up to either use a Level 1 Super Move, or to trigger with a 1-stock-cost MAX Mode AKA POWER UP Mode to gain attack and defense buffs for a limited amount of time (also powering up Supers to their Level 3 versions which instantly ends POWER UP Mode).

This is also the only Groove to feature the Counter Movement, which is essentially the Guard Cancel Evasion from KOF that costs 1 stock (cancel into a roll while defending). Other gameplay features: Run, Short Jump, Guard Cancel Counterattacks, Roll and Fall Breakers.

Unlike in KOF, MAX Mode/POWER UP Mode here prevents any meter build-up whatsoever for its duration, meaning an extra stock must be already built-up in order to use a Level 3 Super in the first place. Furthermore, it's possible in neutral to quickly buffer straight into a Level 3 Super through activating MAX/POWER UP Mode, especially for an effective punish. Also unlike in KOF, total stock amount cannot increase per team member left on the user's team as it can only remain at 3 stocks max.

K-Groove


Adopts a system similar to the Samurai Shodown series, with a POW/Rage Gauge, which only fills up as the character takes damage or blocks attacks with higher tiered attacks filling up more than lighter ones (the user upon taking damage from a Level 3 Super will have their Rage Gauge full instantly).

Once it fills up (signified by the 怒/Ikari/Rage/Anger icon on fire), the character will flash red (entering Rage Mode) and the gauge will start depleting with Rage Mode's duration unable to be extended. However, their damage output is notably increased (more than the potency of MAX/POWER UP Mode from N-Groove) and are able to exhaust the gauge completely through the access of Level 3 Supers; the gauge once it empties has the character return to their normal color (but getting KO'd while in Rage also empties the gauge fully).

This Groove also borrows the Just Defend mechanic from Garou: Mark of the Wolves. Other gameplay features: Run, Short Jump and Fall Breakers.

Just Defends also help with filling the gauge with a notable bonus while also like in Garou, heals the user/defender by a small amount. While similar to parrying, Just Defend is merely done by tapping away from the attacker like with normal blocking instead of forward (characters also do not have a unique guarding animation unlike with parrying or JD's in Garou). Just Defending also negates any pushback on block, can be done in rapid-timed succession and halts aerial momentum with a slight bounce if done in midair.

Trivia

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