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'''Groove Subsystems''' are major components of the [[Capcom_vs_SNK_2/Grooves|Groove system]] in CvS2, rounding out the feature set of each of the six grooves. Most subsystem components are present in multiple grooves, making them less exclusive than unique features of the grooves but not as universal as the [[Capcom_vs_SNK_2/System|basic system functions]] of the game (movement, life meters, etc.) which are present with all grooves. | |||
This page shows the technical information for each of the Groove Subsystems. Refer to the individual groove pages (linked below) for strategy considerations, as their usage may differ based on groove. | |||
=== Dash === | == Dash == | ||
'''As seen in:''' [[Capcom_vs_SNK_2/C-Groove|C-Groove]], [[Capcom_vs_SNK_2/A-Groove|A-Groove]], and [[Capcom_vs_SNK_2/P-Groove|P-Groove]] | |||
'''Command:''' {{Motion|6}}{{Motion|6}}, rapidly | |||
=== Backdash === | |||
=== Dash Data Chart === | |||
The table below shows the distance and height, in pixels, of all (non-boss) character dashes and backdashes. Characters that can corpse hop with their dash (14 pixels of height or more) are '''bolded•''' with one dot. Characters that can hop over ground fireballs with their dash (22.5 pixels or more) are '''bolded••''' with two dots. The table columns are sortable, with the initial sort separating the Capcom and SNK characters and displaying them by the default roster order. | |||
{| class="wikitable sortable" | |||
|+ CvS2 Dash and Backdash Data | |||
|- | |||
! Character !! Dash Horiz Dist !! Dash Vert Height !! Backdash Horiz Dist !! Backdash Vert Height | |||
|- | |||
| Ryu || 97 || 0 || 65 || 0 | |||
|- | |||
| Ken || 97 || 0 || 65 || 0 | |||
|- | |||
| '''Guile •''' || 101 || 14 || 85 || 14 | |||
|- | |||
| '''Zangief ••''' || 66 || 22.5 || 65 || 22.5 | |||
|- | |||
| '''Dhalsim ••''' || 69 || 22.5 || 58 || 22.5 | |||
|- | |||
| '''E.Honda •''' || 85 || 19.6 || 85 || 19.6 | |||
|- | |||
| '''Blanka ••''' || 113 || 22.5 || 113 || 22.5 | |||
|- | |||
| '''Balrog (Bxr) ••''' || 113 || 22.5 || 113 || 22.5 | |||
|- | |||
| '''Vega (Clw) ••''' || 112 || 22.5 || 113 || 22.5 | |||
|- | |||
| Sagat || 64 || 0 || 85 || 0 | |||
|- | |||
| '''M.Bison (Dic) ••''' || 102 || 23.9 || 89 || 0 | |||
|- | |||
| Sakura || 88 || 11.3 || 88 || 11.3 | |||
|- | |||
| '''Cammy ••''' || 113 || 22.5 || 104 || 0 | |||
|- | |||
| '''Morrigan ••''' || 118 || 22.5 || 117 || 22.5 | |||
|- | |||
| '''Dan •''' || 102 || 15.8 || 98 || 37.4 | |||
|- | |||
| '''Eagle ••''' || 113 || 22.5 || 132 || 18 | |||
|- | |||
| '''Maki ••''' || 113 || 22.5 || 113 || 22.5 | |||
|- | |||
| Kyosuke || 97 || 0 || 65 || 0 | |||
|- | |||
| '''Yun ••''' || 113 || 22.5 || 102 || 0 | |||
|- | |||
| Rolento || 99 || 0 || 100 || 0 | |||
|- | |||
| Akuma || 80 || 0 || 81 || 0 | |||
|- | |||
| Kyo || 101 || 11.7 || 118 || 11.7 | |||
|- | |||
| Iori || 102 || 0 || 119 || 22.5 | |||
|- | |||
| '''Terry •''' || 102 || 15 || 95 || 15 | |||
|- | |||
| Ryo || 88 || 11.3 || 88 || 22.5 | |||
|- | |||
| Mai || 101 || 9.6 || 102 || 22.5 | |||
|- | |||
| '''Kim ••''' || 88 || 22.5 || 98 || 22.5 | |||
|- | |||
| Geese || 65 || 0 || 72 || 0 | |||
|- | |||
| Yamazaki || 71 || 0 || 72 || 0 | |||
|- | |||
| '''Raiden ••''' || 96 || 22.5 || 96 || 22.5 | |||
|- | |||
| Rugal || 65 || 0 || 85 || 11.3 | |||
|- | |||
| '''Vice ••''' || 113 || 22.5 || 113 || 22.5 | |||
|- | |||
| '''Benimaru ••''' || 113 || 22.5 || 113 || 22.5 | |||
|- | |||
| '''Yuri ••''' || 113 || 22.5 || 113 || 22.5 | |||
|- | |||
| '''King ••''' || 88 || 22.5 || 96 || 22.5 | |||
|- | |||
| '''Nakoruru ••''' || 113 || 22.5 || 113 || 22.5 | |||
|- | |||
| Joe || 97 || 0 || 64 || 0 | |||
|- | |||
| '''Todo ••''' || 112 || 22.5 || 69 || 22.5 | |||
|- | |||
| '''Athena ••''' || 112 || 22.5 || 113 || 22.5 | |||
|- | |||
| '''Rock •''' || 102 || 18 || 102 || 18 | |||
|- | |||
| Haohmaru || 96 || 0 || 64 || 0 | |||
|- | |||
| Hibiki || 81 || 0 || 88 || 22.5 | |||
|- | |||
| '''Chang •''' || 57 || 16.9 || 40 || 16.9 | |||
|} | |||
== Run == | |||
. | . | ||
=== Run === | === Run Speed Chart === | ||
The table below shows how many pixels forward per frame a character runs. Basically, the higher the number, the faster the go and the more distance they cover in the same period of time as slower running characters. The table columns are sortable, with the initial sort separating the Capcom and SNK characters and displaying them by the default roster order. | |||
{| class="wikitable sortable" | |||
|+ CvS2 Run Speed Data | |||
|- | |||
! Character !! Run Speed | |||
|- | |||
| Ryu || 8.2 | |||
|- | |||
| Ken || 8.5 | |||
|- | |||
| Chun Li || 9.0 | |||
|- | |||
| Guile || 8.0 | |||
|- | |||
| Zangief || 5.6 | |||
|- | |||
| Dhalsim || 6.4 | |||
|- | |||
| E.Honda || 6.9 | |||
|- | |||
| Blanka || 7.2 | |||
|- | |||
| Balrog || 8.8 | |||
|- | |||
| Vega || 10.1 | |||
|- | |||
| Sagat || 7.2 | |||
|- | |||
| M.Bison || 9.2 | |||
|- | |||
| Sakura || 8.0 | |||
|- | |||
| Cammy || 9.8 | |||
|- | |||
| Morrigan || 8.0 | |||
|- | |||
| Dan || 8.0 | |||
|- | |||
| Eagle || 8.2 | |||
|- | |||
| Maki || 9.0 | |||
|- | |||
| Kyosuke || 8.5 | |||
|- | |||
| Yun || 9.0 | |||
|- | |||
| Rolento || 9.0 | |||
|- | |||
| Akuma || 8.5 | |||
|- | |||
| Kyo || 8.2 | |||
|- | |||
| Iori || 7.4 | |||
|- | |||
| Terry || 8.8 | |||
|- | |||
| Ryo || 7.4 | |||
|- | |||
| Mai || 9.6 | |||
|- | |||
| Kim || 8.5 | |||
|- | |||
| Geese || 7.2 | |||
|- | |||
| Yamazaki || 7.2 | |||
|- | |||
| Raiden || 5.6 | |||
|- | |||
| Rugal || 8.5 | |||
|- | |||
| Vice || 8.0 | |||
|- | |||
| Benimaru || 8.8 | |||
|- | |||
| Yuri || 8.5 | |||
|- | |||
| King || 8.0 | |||
|- | |||
| Nakoruru || 9.2 | |||
|- | |||
| Joe || 8.0 | |||
|- | |||
| Todo || 7.4 | |||
|- | |||
| Athena || 8.5 | |||
|- | |||
| Rock || 8.5 | |||
|- | |||
| Haohmaru || 7.4 | |||
|- | |||
| Hibiki || 7.2 | |||
|- | |||
| Chang || 5.6 | |||
|} | |||
== Rolling == | |||
. | . | ||
=== | === Roll Data Chart === | ||
The table below shows roll data for all (non-boss) characters in CvS2. The columns show: | |||
* Character Name | |||
* Distance of Character Roll, in pixels | |||
* Number of Fully Invulnerable frames in the Roll (this is universally 27 frames) | |||
* Number of Upper Body Only Invulnerable frames, if any | |||
* Number of completely vulnerable Recovery frames of the Roll | |||
* The Total number of frames of the roll from start to finish. This is the "true" speed of the roll in terms of game frames. | |||
* The "Apparent Speed" of the roll. This helps differentiate visually "fast" and "slow" rolls as a factor of distance covered over equal frame time. | |||
The table columns are sortable, with the initial sort separating the Capcom and SNK characters and displaying them by the default roster order. | |||
. | {| class="wikitable sortable" | ||
|+ CvS2 Roll Data | |||
|- | |||
! Character !! Roll Distance (Px) !! Full Invul (Fr) !! Upper Invul (Fr) !! Recovery (Fr) !! Total Frames !! Apparent Speed | |||
|- | |||
| Ryu || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Ken || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Chun-Li || 132 || 27 || 2 || 4 || 33 || 4.00 | |||
|- | |||
| Guile || 167 || 27 || 4 || 4 || 35 || 4.77 | |||
|- | |||
| Zangief || 120 || 27 || 4 || 4 || 35 || 3.43 | |||
|- | |||
| Dhalsim || 135 || 27 || 4 || 4 || 35 || 3.86 | |||
|- | |||
| E.Honda || 116 || 27 || 4 || 3 || 34 || 3.41 | |||
|- | |||
| Blanka || 135 || 27 || 4 || 4 || 35 || 3.86 | |||
|- | |||
| Balrog (Bxr) || 112 || 27 || 0 || 3 || 30 || 3.73 | |||
|- | |||
| Vega (Clw) || 102 || 27 || 2 || 4 || 33 || 3.09 | |||
|- | |||
| Sagat || 112 || 27 || 0 || 3 || 30 || 3.73 | |||
|- | |||
| M.Bison (Dic) || 116 || 27 || 1 || 3 || 31 || 3.74 | |||
|- | |||
| Sakura || 112 || 27 || 0 || 4 || 31 || 3.61 | |||
|- | |||
| Cammy || 112 || 27 || 8 || 4 || 39 || 2.87 | |||
|- | |||
| Morrigan || 135 || 27 || 4 || 5 || 36 || 3.75 | |||
|- | |||
| Dan || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Eagle || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Maki || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Kyosuke || 117 || 27 || 2 || 3 || 32 || 3.66 | |||
|- | |||
| Yun || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Rolento || 118 || 27 || 0 || 5 || 32 || 3.69 | |||
|- | |||
| Akuma || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Kyo || 136 || 27 || 4 || 4 || 35 || 3.89 | |||
|- | |||
| Iori || 132 || 27 || 0 || 2 || 29 || 4.55 | |||
|- | |||
| Terry || 112 || 27 || 0 || 4 || 31 || 3.61 | |||
|- | |||
| Ryo || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Mai || 113 || 27 || 0 || 4 || 31 || 3.65 | |||
|- | |||
| Kim || 98 || 27 || 0 || 2 || 29 || 3.38 | |||
|- | |||
| Geese || 135 || 27 || 4 || 4 || 35 || 3.86 | |||
|- | |||
| Yamazaki || 113 || 27 || 0 || 3 || 30 || 3.77 | |||
|- | |||
| Raiden || 116 || 27 || 3 || 5 || 35 || 3.31 | |||
|- | |||
| Rugal || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Vice || 84 || 27 || 0 || 4 || 31 || 2.71 | |||
|- | |||
| Benimaru || 113 || 27 || 0 || 3 || 30 || 3.77 | |||
|- | |||
| Yuri || 112 || 27 || 0 || 3 || 30 || 3.73 | |||
|- | |||
| King || 102 || 27 || 0 || 2 || 29 || 3.52 | |||
|- | |||
| Joe || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Nakoruru || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Todo || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Athena || 102 || 27 || 0 || 2 || 29 || 3.52 | |||
|- | |||
| Rock || 112 || 27 || 7 || 4 || 38 || 2.95 | |||
|- | |||
| Haohmaru || 120 || 27 || 2 || 4 || 33 || 3.64 | |||
|- | |||
| Hibiki || 120 || 27 || 6 || 4 || 37 || 3.24 | |||
|- | |||
| Chang || 120 || 27 || 13 || 3 || 43 || 2.79 | |||
|} | |||
== Dodge == | |||
. | . | ||
== Counter Attack == | |||
. | . | ||
== Counter Movement == | |||
. | . | ||
== Air Guard == | |||
. | . | ||
== Small Jump == | |||
. | . | ||
== Tactical Recovery == | |||
. | . | ||
== Safe Fall == | |||
. | . |
Revision as of 03:13, 16 March 2022
Groove Subsystems are major components of the Groove system in CvS2, rounding out the feature set of each of the six grooves. Most subsystem components are present in multiple grooves, making them less exclusive than unique features of the grooves but not as universal as the basic system functions of the game (movement, life meters, etc.) which are present with all grooves.
This page shows the technical information for each of the Groove Subsystems. Refer to the individual groove pages (linked below) for strategy considerations, as their usage may differ based on groove.
Dash
As seen in: C-Groove, A-Groove, and P-Groove
Backdash
Dash Data Chart
The table below shows the distance and height, in pixels, of all (non-boss) character dashes and backdashes. Characters that can corpse hop with their dash (14 pixels of height or more) are bolded• with one dot. Characters that can hop over ground fireballs with their dash (22.5 pixels or more) are bolded•• with two dots. The table columns are sortable, with the initial sort separating the Capcom and SNK characters and displaying them by the default roster order.
Character | Dash Horiz Dist | Dash Vert Height | Backdash Horiz Dist | Backdash Vert Height |
---|---|---|---|---|
Ryu | 97 | 0 | 65 | 0 |
Ken | 97 | 0 | 65 | 0 |
Guile • | 101 | 14 | 85 | 14 |
Zangief •• | 66 | 22.5 | 65 | 22.5 |
Dhalsim •• | 69 | 22.5 | 58 | 22.5 |
E.Honda • | 85 | 19.6 | 85 | 19.6 |
Blanka •• | 113 | 22.5 | 113 | 22.5 |
Balrog (Bxr) •• | 113 | 22.5 | 113 | 22.5 |
Vega (Clw) •• | 112 | 22.5 | 113 | 22.5 |
Sagat | 64 | 0 | 85 | 0 |
M.Bison (Dic) •• | 102 | 23.9 | 89 | 0 |
Sakura | 88 | 11.3 | 88 | 11.3 |
Cammy •• | 113 | 22.5 | 104 | 0 |
Morrigan •• | 118 | 22.5 | 117 | 22.5 |
Dan • | 102 | 15.8 | 98 | 37.4 |
Eagle •• | 113 | 22.5 | 132 | 18 |
Maki •• | 113 | 22.5 | 113 | 22.5 |
Kyosuke | 97 | 0 | 65 | 0 |
Yun •• | 113 | 22.5 | 102 | 0 |
Rolento | 99 | 0 | 100 | 0 |
Akuma | 80 | 0 | 81 | 0 |
Kyo | 101 | 11.7 | 118 | 11.7 |
Iori | 102 | 0 | 119 | 22.5 |
Terry • | 102 | 15 | 95 | 15 |
Ryo | 88 | 11.3 | 88 | 22.5 |
Mai | 101 | 9.6 | 102 | 22.5 |
Kim •• | 88 | 22.5 | 98 | 22.5 |
Geese | 65 | 0 | 72 | 0 |
Yamazaki | 71 | 0 | 72 | 0 |
Raiden •• | 96 | 22.5 | 96 | 22.5 |
Rugal | 65 | 0 | 85 | 11.3 |
Vice •• | 113 | 22.5 | 113 | 22.5 |
Benimaru •• | 113 | 22.5 | 113 | 22.5 |
Yuri •• | 113 | 22.5 | 113 | 22.5 |
King •• | 88 | 22.5 | 96 | 22.5 |
Nakoruru •• | 113 | 22.5 | 113 | 22.5 |
Joe | 97 | 0 | 64 | 0 |
Todo •• | 112 | 22.5 | 69 | 22.5 |
Athena •• | 112 | 22.5 | 113 | 22.5 |
Rock • | 102 | 18 | 102 | 18 |
Haohmaru | 96 | 0 | 64 | 0 |
Hibiki | 81 | 0 | 88 | 22.5 |
Chang • | 57 | 16.9 | 40 | 16.9 |
Run
.
Run Speed Chart
The table below shows how many pixels forward per frame a character runs. Basically, the higher the number, the faster the go and the more distance they cover in the same period of time as slower running characters. The table columns are sortable, with the initial sort separating the Capcom and SNK characters and displaying them by the default roster order.
Character | Run Speed |
---|---|
Ryu | 8.2 |
Ken | 8.5 |
Chun Li | 9.0 |
Guile | 8.0 |
Zangief | 5.6 |
Dhalsim | 6.4 |
E.Honda | 6.9 |
Blanka | 7.2 |
Balrog | 8.8 |
Vega | 10.1 |
Sagat | 7.2 |
M.Bison | 9.2 |
Sakura | 8.0 |
Cammy | 9.8 |
Morrigan | 8.0 |
Dan | 8.0 |
Eagle | 8.2 |
Maki | 9.0 |
Kyosuke | 8.5 |
Yun | 9.0 |
Rolento | 9.0 |
Akuma | 8.5 |
Kyo | 8.2 |
Iori | 7.4 |
Terry | 8.8 |
Ryo | 7.4 |
Mai | 9.6 |
Kim | 8.5 |
Geese | 7.2 |
Yamazaki | 7.2 |
Raiden | 5.6 |
Rugal | 8.5 |
Vice | 8.0 |
Benimaru | 8.8 |
Yuri | 8.5 |
King | 8.0 |
Nakoruru | 9.2 |
Joe | 8.0 |
Todo | 7.4 |
Athena | 8.5 |
Rock | 8.5 |
Haohmaru | 7.4 |
Hibiki | 7.2 |
Chang | 5.6 |
Rolling
.
Roll Data Chart
The table below shows roll data for all (non-boss) characters in CvS2. The columns show:
- Character Name
- Distance of Character Roll, in pixels
- Number of Fully Invulnerable frames in the Roll (this is universally 27 frames)
- Number of Upper Body Only Invulnerable frames, if any
- Number of completely vulnerable Recovery frames of the Roll
- The Total number of frames of the roll from start to finish. This is the "true" speed of the roll in terms of game frames.
- The "Apparent Speed" of the roll. This helps differentiate visually "fast" and "slow" rolls as a factor of distance covered over equal frame time.
The table columns are sortable, with the initial sort separating the Capcom and SNK characters and displaying them by the default roster order.
Character | Roll Distance (Px) | Full Invul (Fr) | Upper Invul (Fr) | Recovery (Fr) | Total Frames | Apparent Speed |
---|---|---|---|---|---|---|
Ryu | 120 | 27 | 2 | 4 | 33 | 3.64 |
Ken | 120 | 27 | 2 | 4 | 33 | 3.64 |
Chun-Li | 132 | 27 | 2 | 4 | 33 | 4.00 |
Guile | 167 | 27 | 4 | 4 | 35 | 4.77 |
Zangief | 120 | 27 | 4 | 4 | 35 | 3.43 |
Dhalsim | 135 | 27 | 4 | 4 | 35 | 3.86 |
E.Honda | 116 | 27 | 4 | 3 | 34 | 3.41 |
Blanka | 135 | 27 | 4 | 4 | 35 | 3.86 |
Balrog (Bxr) | 112 | 27 | 0 | 3 | 30 | 3.73 |
Vega (Clw) | 102 | 27 | 2 | 4 | 33 | 3.09 |
Sagat | 112 | 27 | 0 | 3 | 30 | 3.73 |
M.Bison (Dic) | 116 | 27 | 1 | 3 | 31 | 3.74 |
Sakura | 112 | 27 | 0 | 4 | 31 | 3.61 |
Cammy | 112 | 27 | 8 | 4 | 39 | 2.87 |
Morrigan | 135 | 27 | 4 | 5 | 36 | 3.75 |
Dan | 120 | 27 | 2 | 4 | 33 | 3.64 |
Eagle | 120 | 27 | 2 | 4 | 33 | 3.64 |
Maki | 120 | 27 | 2 | 4 | 33 | 3.64 |
Kyosuke | 117 | 27 | 2 | 3 | 32 | 3.66 |
Yun | 120 | 27 | 2 | 4 | 33 | 3.64 |
Rolento | 118 | 27 | 0 | 5 | 32 | 3.69 |
Akuma | 120 | 27 | 2 | 4 | 33 | 3.64 |
Kyo | 136 | 27 | 4 | 4 | 35 | 3.89 |
Iori | 132 | 27 | 0 | 2 | 29 | 4.55 |
Terry | 112 | 27 | 0 | 4 | 31 | 3.61 |
Ryo | 120 | 27 | 2 | 4 | 33 | 3.64 |
Mai | 113 | 27 | 0 | 4 | 31 | 3.65 |
Kim | 98 | 27 | 0 | 2 | 29 | 3.38 |
Geese | 135 | 27 | 4 | 4 | 35 | 3.86 |
Yamazaki | 113 | 27 | 0 | 3 | 30 | 3.77 |
Raiden | 116 | 27 | 3 | 5 | 35 | 3.31 |
Rugal | 120 | 27 | 2 | 4 | 33 | 3.64 |
Vice | 84 | 27 | 0 | 4 | 31 | 2.71 |
Benimaru | 113 | 27 | 0 | 3 | 30 | 3.77 |
Yuri | 112 | 27 | 0 | 3 | 30 | 3.73 |
King | 102 | 27 | 0 | 2 | 29 | 3.52 |
Joe | 120 | 27 | 2 | 4 | 33 | 3.64 |
Nakoruru | 120 | 27 | 2 | 4 | 33 | 3.64 |
Todo | 120 | 27 | 2 | 4 | 33 | 3.64 |
Athena | 102 | 27 | 0 | 2 | 29 | 3.52 |
Rock | 112 | 27 | 7 | 4 | 38 | 2.95 |
Haohmaru | 120 | 27 | 2 | 4 | 33 | 3.64 |
Hibiki | 120 | 27 | 6 | 4 | 37 | 3.24 |
Chang | 120 | 27 | 13 | 3 | 43 | 2.79 |
Dodge
.
Counter Attack
.
Counter Movement
.
Air Guard
.
Small Jump
.
Tactical Recovery
.
Safe Fall
.