Capcom vs SNK 2/K-Groove: Difference between revisions

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== Groove Data ==
== Groove Data ==


'''Main Features:''' Just Defends and the Rage Meter
{| class="wikitable"
 
|+ K-Groove Data
'''Meter Type:''' Rage Gauge System
|-
 
! Main Features
'''Meter Length:''' 72 units
| colspan="2" align="center"| Just Defending, and Significant Damage and<br>Defensive Bonuses in Rage State
 
|-
'''Guard Bar Length:''' 43 units (90% of normal)
! Groove System
 
| colspan="2" | Just Defending & Rage Gauge System
'''Rage State Duration:''' 180 time units (18 seconds)
|-
 
! Meter Length
'''Meter Bonuses:'''
| colspan="2" | 72 Units
* During Rage State:
|-
** Normal Attacks and Normal Throws: +35% Damage
! Rage State Duration
** Special Attacks and Command Throws: +30% Damage
| 180 Time Units
** Super Attacks: +10% Damage
| (18 seconds)
** Defensive Bonus: -12.5% Damage from Opponent Attacks
|-
* During a Just Defend:
! Guard Bar Length
** +6 units of meter (if not already Raged)
| 43 Units
** 100 units of health (as Ratio 2)
| 90% of Normal
|-
! Meter Bonuses
| colspan="2" | In Rage State:
* Normal Attacks and Throws: +35% Damage
* Special Attacks: +30% Damage
* Super Combos: +10% Damage
* Defensive Bonus: -12.5% Damage from Opponent Attacks<br>
During a Just Defend:
* +6 units (+8.3%) of meter, if not in Rage State
* 100 units of health (as Ratio 2)
|}


=== Groove Subsystems ===
=== Groove Subsystems ===

Revision as of 02:54, 13 June 2022

Cvs2 K-Groove Label.png
CVS2 KGrooveBar.png



K-Groove is one of the six grooves in Capcom vs. SNK 2.

Groove Data

K-Groove Data
Main Features Just Defending, and Significant Damage and
Defensive Bonuses in Rage State
Groove System Just Defending & Rage Gauge System
Meter Length 72 Units
Rage State Duration 180 Time Units (18 seconds)
Guard Bar Length 43 Units 90% of Normal
Meter Bonuses In Rage State:
  • Normal Attacks and Throws: +35% Damage
  • Special Attacks: +30% Damage
  • Super Combos: +10% Damage
  • Defensive Bonus: -12.5% Damage from Opponent Attacks

During a Just Defend:

  • +6 units (+8.3%) of meter, if not in Rage State
  • 100 units of health (as Ratio 2)

Groove Subsystems

  • Run
  • Small Jump
  • Safe Fall

See Groove Subsystems for complete technical data on specific subsystems.

Meter System

Meter is gained and used by one character at a time. If a character wins a round, any gained meter carries over to the next round. If the character loses a round, all meter is lost and the new character will start the next round with zero meter. If a round ends while a character is raged, win or lose, the rage state ends and the meter resets to zero to start the next round.

Unique Groove Abilities

The Rage Gauge

Just Defend

JD Frame Advantage Formula

I've been meaning to get exact JD frame numbers (they're not in the book) for quite some time. After a bit of experimentation in training mode, here's what I found:

  • vs Light Normals: 10 frames guard stun
  • vs. Medium Normals: 14-16 frames guard stun
  • vs. Heavy Normals: 18-20 frames guard stun
  • vs. Special Moves: 19-21 frames guard stun

These varying numbers for modified JD guard stun tell me that one of two things is possible: the first one being that some of the frame numbers in the official CvS2 guide book might me off by a frame or two. While that's very possible, I'll give the book the benefit of the doubt and assume the other possible reason for varying numbers is true.

Much like different fierces have different amounts of guard stun, the same applies for JDs; there is no set amount of JD stun for a set of moves. This makes it a huge pain to tell what the resulting frame advantage/disadvantage is with a JDed move, since there is no basic formula to follow. However, here's a simple formula for getting a rough estimate on the the resulting frame advantage/disadvantage.

Frame Advantage/Disadvantage = JD stun - (active frames + recovery frames)

Let's take Sagat's low fierce as an example:

Sagat's low fierce is 7/8/14 +2F. Plug the relevant numbers into the formula and:

Frame Advantage/Disadvantage =

  • =18~20F - (8F + 14F)
  • = 18~20F - 22F
  • = -4~-2F

So, Sagat's low fierce (normally a +2F move) gets a disadvantage somewhere between -4F and -2F when JDed. With some testing, you'll find that it's actually exactly -3F, but since JD stun is slightly different for every move we can use the formula for a good estimate.

Here's a more extreme example of JD effects:

Benimaru's qcf+roundhouse is 12/4/29 +5. Plug the relevant numbers into the formula and you'll end up with:

Frame Advantage/Disadvantage =

  • -19~21F - (4F + 29F)
  • = -19~21F - 33F
  • = -14~12F

Ouch. From +5 all the way down to -14ish. JDing really hurts the moves that are safe or give advantage due to putting a ton of block/hitstun on the opponent.

Oh, and to avoid confusion, frame advantage/disadvantage should always be in relation to the attacker. Even though it makes sense, avoid saying the defender has a +5 frame advantage... just say the attacker has a -5 frame disadvantage instead to avoid confusion.

Groove Strategy

K-Groove is a top-tier groove in CvS2.

Strengths

Weaknesses

Character Considerations

Groove Comparisons and Matchups

The info in this section is for direct comparisons between grooves and generic groove vs groove matchups, which may apply differently to specific characters. For more detail on how a character plays in and plays against the different grooves, refer to their character info page.

Cvs2 C-Groove Label.png


Cvs2 A-Groove Label.png


Cvs2 P-Groove Label.png


Cvs2 S-Groove Label.png


Cvs2 N-Groove Label.png


Cvs2 K-Groove Label.png


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