Capcom vs SNK 2/Groove Subsystems: Difference between revisions

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* To execute a roll, press Light Punch and Light Kick simultaneously.
* To execute a roll, press Light Punch and Light Kick simultaneously.
** This must be done in neutral. There is no way to cancel into a normal roll from any action (but see [[#Counter Movement|Counter Movement]])
** This must be done in neutral. There is no way to cancel into a normal roll from any action (but see [[#Counter Movement|Counter Movement]]).
* Rolls are immediately full-body invulnerable from the first frame and lasts for exactly 27 frames, during which time any physical attacks will miss.
* Rolls are immediately full-body invulnerable from the first frame. Universally, this state lasts for exactly 27 frames during which time any physical attacks will miss.
* Rolls have a recovery phase where a character is (sometimes) partially and (always) completely vulnerable to attack.
* Rolls have a recovery phase where a character is (sometimes) partially and (always) completely vulnerable to attack.
** Immediately after the full invulnerably phase, some characters will have upper-body invulnerability only. High attacks will still whiff during this phase, but sweeps and other low attacks can hit.
** Immediately after the full invulnerably phase, some characters have a few frames of upper-body invulnerability only. High attacks will still whiff during this phase, but sweeps and other low attacks can hit.
** At the end of all rolls is a fully vulnerable recovery phase.  
** For all characters, at the end of a roll there is a phase of fully vulnerable recovery which lasts a few frames.  
** The [[#Roll Data Chart|Roll Data Chart]] below lists which characters have which recoveries and their durations.
** The length of these two phases vary by character. The [[#Roll Data Chart|Roll Data Chart]] below lists which characters have which recoveries and their durations.
* Every frame of a roll is vulnerable to throws, including recovery time. When thrown out of a roll, you cannot tech out of it.
* Every frame of a roll is vulnerable to throws, including recovery time. When thrown out of a roll, you cannot tech out of it.
* Rolls will pass through opponents regardless of their state (standing, crouching, down). When this happens, the player will turn around to face the opponent after recovering from the roll.
* Rolls will pass through opponents regardless of their state (standing, crouching, down). When this happens, the player will turn around to face the opponent after recovering from the roll.
** Exception: When an opponent has their back to the corner, a roll will not cross through them. They will stay on the same side they started on.
** Exception: When an opponent has their back to the corner, a roll will not cross through them. They will stay on the same side they started on.
*** Exception to the Exception: If Player 1 falls into the corner in such a way where the [[Capcom_vs_SNK_2/Glossary|2P Crossup Glitch]] occurs, a roll by Player 2 into the corner will pass through and cross up upon recovery.
*** Exception to the Exception: If Player 1 falls into the corner in such a way where the [[Capcom_vs_SNK_2/Glossary|2P Crossup Glitch]] occurs, a roll by Player 2 into the corner will pass through and cross up upon recovery.
* Once started, you are committed to the roll until it ends, you are hit out of it, or you are thrown out of it.
* Once started, you are committed to the roll until it ends, you are thrown out of it, or you are hit out of its recovery frames.
** Exception: It's a big one! See below.
** Exception: It's a big one! See below.


=== Roll Cancelling ===
=== Roll Cancelling ===


If the game detects a roll input, but then detects the completion of a special move input within 3 frames, it will assume the player flubbed a bit in trying to execute the special move and will cancel the roll animation to perform the special move instead. The roll animation stops but its invulnerability does not, leading to invulnerable special moves, a.k.a. ''roll cancelling'', CvS2's most famous bug. It can only be done in grooves with a roll, so it is noted in this section for ease of discovery.
If the game detects a roll input, but then detects the completion of a special move input within 3 frames, it will assume the player flubbed trying to execute the special move and will cancel the roll animation to perform the special move instead. The roll animation stops but its invulnerability does not, leading to invulnerable special moves, a.k.a. ''roll cancelling'', CvS2's most famous bug. It can only be done in grooves with a roll, so it is noted in this section for ease of discovery.


For more information, including how to do it, see [[Capcom_vs_SNK_2/Roll_Cancelling|Roll Cancelling]].
See [[Capcom_vs_SNK_2/Roll_Cancelling|Roll Cancelling]] for more information.


=== Roll Data Chart ===
=== Roll Data Chart ===

Revision as of 01:03, 31 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 individual groove or character pages for strategy considerations, as their use can vary.

Dash

As seen in: C-Groove, A-Groove, and P-Groove

Command: F.pngF.png, rapidly

A dash is a rapid forward movement over a fixed distance. Although the speed, horizontal travel, and hop height of dashes vary by character, they all share the same properties:

  • Execute a forward dash by tapping forward twice.
  • Once started, you are committed to the dash until it ends, you are hit out of it, or you are thrown out of it.
    • You cannot jump out of, cut short, or cancel the dash with an attack.
    • You can tech throws attempts made on you during the dash.
  • Once the dash ends, you can immediately begin to attack or throw the opponent.
  • Although some characters dash by sliding flat against the ground, all dashes are considered airborne, but with the following properties:
    • If hit out of the dash with a normal attack, you will air flip out of it. In this situation, normal air flip out properties apply, allowing you to land safely and immediately block.
    • If hit with a sweep, you will be knocked down as if you were not dashing.
    • If hit with an attack that juggles, such as a fireball super, all hits will connect as normal.
    • Characters that dash along the ground can be thrown out of a dash, but can tech out of it.
  • Dashes do not pass through or crossover standing, crouching, or airborne opponents.
    • Dashes can pass under an airborne opponent as long as the character pushboxes do not collide.
    • However, some characters hop high enough into the air during a dash that they can cross to the other side of downed opponents (aka the "Corpse Hop" or "Dead Body Hop") or even dash over ground fireballs. See the Dash Data Chart below for more details on which characters have this ability.

Backdash

As seen in: All Grooves

Command: B.pngB.png, rapidly

A backdash is the reverse of dash, a rapid backwards movement over a fixed distance. Unlike the forward dash, the backdash is a universal system mechanic present in all grooves, even the ones that use forward runs. It is listed here due to its obvious connection to forward dashes, and the sake of listing backdash data with regular dash data in the Dash Data Chart below.

All the properties of the forward dash listed above also apply to the 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.

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

As seen in: S-Groove, N-Groove, and K-Groove

Command: F.pngF.png rapidly, holding F.png

A run is a sustained forward sprint along the ground. The run speed of the characters are different, but (with one exception) they all share the same properties:

  • Execute a forward run by tapping forward twice, holding forward on the second tap.
    • The run lasts for as long as you hold forward and approach the opponent, even if you bump up into them.
    • CvS2 does not have a system backward run, only a standard backdash available in all grooves. See Dash/Backdash (above), or Maki's Saka Hayagake backwards command run.
    • If the opponent jumps or rolls past you, your run will automatically stop once you switch sides.
  • Runs have a startup time of 4 frames.
  • You can attack (any normal, special, or super), roll, or activate meter at any point after the run starts, including immediately after startup.
    • Any attack or meter activation will immediately stop the run in place. There is no forward momentum carried into actions performed in this manner.
  • You cannot throw while running.
    • You can be thrown, and can tech out of a throw, while running.
  • A jump during a run will always be a Superjump (even if attempting to execute a Small Jump).
  • At the end of a run, there are 14 frames of recovery (skidding) before you come to a full stop.
    • This skidding animation is considered part of the run, and can be cancelled with any the above-listed actions you can perform during a run.
    • You must wait for the skidding animation to finish before you can attempt a throw, however.

Exception: Morrigan has a unique run that flies her forward and into the air at an angled trajectory. During this action she is considered airborne for the purposes of many of her special moves. See her character page for more information.

Run Speed Chart

The table below shows how many pixels forward per frame a character runs. The higher the number, the faster they run 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.

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

As seen in: C-Groove, A-Groove, and N-Groove

Command: Lp.png+Lk.png

A roll is an invulnerable evasive action that allows a character to move forward through attacks and/or for positioning purposes, though at the cost of some vulnerability during recovery.

They universally have the following properties:

  • To execute a roll, press Light Punch and Light Kick simultaneously.
    • This must be done in neutral. There is no way to cancel into a normal roll from any action (but see Counter Movement).
  • Rolls are immediately full-body invulnerable from the first frame. Universally, this state lasts for exactly 27 frames during which time any physical attacks will miss.
  • Rolls have a recovery phase where a character is (sometimes) partially and (always) completely vulnerable to attack.
    • Immediately after the full invulnerably phase, some characters have a few frames of upper-body invulnerability only. High attacks will still whiff during this phase, but sweeps and other low attacks can hit.
    • For all characters, at the end of a roll there is a phase of fully vulnerable recovery which lasts a few frames.
    • The length of these two phases vary by character. The Roll Data Chart below lists which characters have which recoveries and their durations.
  • Every frame of a roll is vulnerable to throws, including recovery time. When thrown out of a roll, you cannot tech out of it.
  • Rolls will pass through opponents regardless of their state (standing, crouching, down). When this happens, the player will turn around to face the opponent after recovering from the roll.
    • Exception: When an opponent has their back to the corner, a roll will not cross through them. They will stay on the same side they started on.
      • Exception to the Exception: If Player 1 falls into the corner in such a way where the 2P Crossup Glitch occurs, a roll by Player 2 into the corner will pass through and cross up upon recovery.
  • Once started, you are committed to the roll until it ends, you are thrown out of it, or you are hit out of its recovery frames.
    • Exception: It's a big one! See below.

Roll Cancelling

If the game detects a roll input, but then detects the completion of a special move input within 3 frames, it will assume the player flubbed trying to execute the special move and will cancel the roll animation to perform the special move instead. The roll animation stops but its invulnerability does not, leading to invulnerable special moves, a.k.a. roll cancelling, CvS2's most famous bug. It can only be done in grooves with a roll, so it is noted in this section for ease of discovery.

See Roll Cancelling for more information.

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.

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

Dodges are 35 frames long, represented by: [18/13/4]

 All 35 frames are invincible, and the middle 13 frames can be cancelled into
 a dodge move.

Counter Attack

.

Counter Movement

.

Air Guard

.

Small Jump

Low jumps have the same start up time as regular jumps (6 frames in a low
 jump groove) but have 8 frames of recovery when a move is performed in the
 air. The recovery can be cancelled at any time after the first 2 frames with
 a special move or a super.

Tactical Recovery

Tactical Recovery (delayed get ups) add 15 frames to your rising animation.

Safe Fall

Safe Falls (tech rolls) are all 28 frames long, the first 17 of which are fully invincible.





CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori