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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.

List of Grooves in Capcom vs. SNK: Millennium Fight 2000[]

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 Special Move. Use the Light Button for Level 1; the Heavy button for Level 2; and both buttons for a Level 3 Super Special Move. 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 Special Move. Once your character's Health Gauge flashes red, you can perform Level 1 Super Special Moves infinitely akin to Desperation Moves. If you have a MAX Power Gauge and your Health Gauge flashes red, your character can then execute Level 3 Super Special Moves (Level 2 versions are not accessible). Stored power cannot be carried over on succeeding members between matches and a gradually-depleting bar if a round ends instantly ends the maxed out state.

List of Grooves in Capcom vs. SNK 2: Mark of the Millennium 2001[]

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. Aside from merely landing attacks on hit or block as well as blocking attacks or taking damage, the meter like in the Capcom games can also fill up by whiffing attacks, including mostly medium and heavy normals (not just whiffing special moves like in most other games such as in the KOF games).

The power of the button used for supers, 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.

For its value, C-Groove meter length is easy to manage with basic-efficient play rewarding the user with meter fill and access to Level 2 Supers and their cancels, with some characters able to go into a Level 2-to-Level 1 for likely more damage than a Level 3. On top of air blocking also existing, C-Groove is a very balanced-and-fundamental meter style that has meter efficiency and defensive options.

For all of its strengths with barely any glaring weaknesses however, it is still a very fundamental and basic groove/meter style that unlike the others, lacks any kind of major gimmick that stands out with the other grooves, on top of the lack of a run-type dash for players that prefer such a mobility option (and/or lack of Fall Breakers). How it is used is based solely on the fundamentals of the user, which can be either good or bad depending on the skill of the C-Groove user in question.

A-Groove[]

Similar to the V-ISM from Street Fighter Alpha/Zero 3, it grants the ability to use the Custom/Variable Combo state activated with Heavy Punch + Heavy Kick, which briefly power-up the character for the duration to allow any hits be continuously chain-cancelled into each other on hit or whiff (indicated with afterimages trailing the user), and once activated which at that point the meter will start depleting as a timer for the said state. Activation of the Custom/Variable 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/Variable Combo as a tacked-on finisher which exits the state (V-ISM originally did not allow for any access to any supers). The Custom/Variable 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/VC state upon taking damage (incurs a 50% meter loss penalty for their current amount of meter in the timer), as well as unlike with V-ISM being only able to use a CC at 100% and not at any partial amount like 50%. Any active CC/VC Mode will also instantly end if a round ends through KO or time over.

With the use of CC/VC state over the extra benefits that V-ISM, damage potential and/or offensive chaining potential with CC/VC mode is quite high, be it for blockstrings into guard crushes, threat of activation to convert off of almost anything or to form a wall of projectiles. Even then however, the heavy-over-reliance on CC/VC being a threat to one's opposition causes A-Groove users to suffer if they lack any meter, especially if not at 100% for maximum-duration CC/VC's.

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 (blocking in Japanese) 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. However, P-Groove also has THE lowest guard gauge multiplier for its users, causing those defending without usage of parries to be guard crushed with near-ease.

On top of having only a single tier meter leading to terrible meter efficiency (only one super move use before the meter needs to be filled again), and with a huge dependency on solid parrying skill (as a parry has a short frame window for immediate reaction even for the user), not much else is a benefit to those that use P-Groove as it is considered one of the weakest meter styles in the game with barely anything else to round out its offensive or defensive capabilities.

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 (done with Heavy Punch + Heavy Kick) which charges more the longer the charge input is held down (releasing a charge is also instantaneous). Fully charging it disables manual charging for a bit while in MAX Mode (which drains the meter on its own and lasts 16.6 seconds). MAX Mode increases damage output by 15% while also allowing access to a Level 1 Super or a Guard Cancel Counterattack.

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. MAX Mode if a user wins or loses the round, instantly ends and will revert their meter back to 0 for the next round.

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. Also unlike in KOF with Extra Mode, Fall Breakers are not accessible in this mode.

Despite the benefits of spot dodging and being at low health/desperation mode for unlimited Level 1 Supers, S-Groove is hampered by the fact that spot dodges are not end-all-be-all to be abused (along with Roll Cancelling rendering such dodges as obsolete), as well as the lower HP multiplier that comes with it turning S-Groove users into glass cannons (for access to desperation mode).

The decision to manually charge your meter also can sacrifice wakeup pressure if one scores a knockdown, on top of needing to mind the duration of MAX Mode and being forced to choose between a super or Guard Cancel as meter efficiency is not as solid (can only gain meter in S-Groove by blocking, taking damage or charging).

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 a flat 20% attack damage buff 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 older games and more akin to KOF 2002, MAX Mode/POWER UP Mode here prevents any meter unit 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 similar to KOF '97, total stock amount cannot increase per team member left on the user's team as it can only remain at 3 stocks max.

N-Groove is rather a mid-tier groove that has no major weaknesses, but lacks in other areas vs. other higher-tiered Grooves. Even then, it comes with the largest amount of sub-systems which give a solid range of options on top of strong meter efficiency for comebacks and on-demand pressure from MAX/POWER UP Mode. Yet despite this, shared similar mechanics between other Grooves tend to do things better than N-Groove (such as Rage Mode from K-Groove having a higher damage boost than N-Groove's POWER UP Mode, A-Groove's CC/VC having invul frames, etc).

It can also be especially overshadowed by C-Groove having better meter efficiency as N-Groove for a single stock has the most amount of units required to reach vs. any other meter style (even longer than P-Groove's single tier/stock gauge). However, accessing a Level 3 Super still only requires 2 stocks max and the units are is less than C-Groove's max meter range needed for Level 3's (which is 3 stocks).

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 as a timer with Rage Mode's duration unable to be extended. However, damage output under Rage Mode is notably increased with normal attacks and throws having a 35% damage increase and specials with a 30% increase (more than the potency of MAX/POWER UP Mode from N-Groove), on top of a defensive modifier buff of 12.5%.

Users of K-Groove in Rage Mode are also able exhaust the gauge completely through the access of Level 3 Supers (no Level 1 or 2 versions available) akin to P-Groove; the gauge once it empties has the character return to their normal color (but having the round end, including having the K-Groove user get KO'ed while in Rage also empties the gauge fully and thus it cannot carry between rounds this way).

This Groove also borrows the Just Defend mechanic from Samurai Shodown, but moreso styled in the exact fashion from Garou: Mark of the Wolves. Other gameplay features: Run, Short Jump and Fall Breakers.

Just Defends also help with filling the Rage Gauge with a notable bonus (without needing to take damage) while also like in Garou, heals the user/defender's HP 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. However, JD's cannot be done during a short hop, nor from a regular jump that has an attack already performed during it.

K-Groove is among one of the best Grooves solely for having a healthy feedback loop from proper Just Defending (not that many gauge units needed for a full gauge), along with the damage buff from Rage Mode being a massive presence (making any incorrect defensive guesses or Level 3 punishers HURT A LOT). However, it not only has a low overall guard gauge multiplier (not as low as P-Groove's), but lack of Roll Cancels or any other defensive options all together cause extra reliance on good JD usage (which even then are more potent than parries from P-Groove for the overall benefits alone, but JD's do not offer as much frame advantage as parries).

Even then, lack of immediate access to metered options can make comebacks difficult on demand despite the huge damage reward, as the Rage Gauge like in Samurai Shodown only fills up from taking damage or blocking (or also JD'ing in K-Groove's case).

Guide[]

Sub-Systems Grooves
Dash
X
X
X
Run
X
X
X
Roll
X
X
X
Air Guard
X
X
X
X
X
Counter Attack
X
X
Tactical Recovery
X
X
X
Safe Fall
X
X
X
Small Jump
X
X
Dodge
X
X
X
X
X
Counter Movement
X
X
X
X
X

Trivia[]