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== Groove Strategy == | == Groove Strategy == | ||
<br> | |||
K-Groove is a top-tier groove in CvS2. It has both offensive and defensive mechanics that make it the perfect groove for almost every character in the game. Though there are defensive mechanics present in K-Groove, you almost always are playing offense on the opponent, and it's easy to force the opponent's hand due to the threat of a level 3 super. | |||
K-Groove is a | <br> | ||
=== Strengths === | |||
'''Just Defend''' - As mentioned above, Just Defend is the best way of getting meter in K-Groove. If you manage to JD multiple attacks at once, you can easily get rage. What makes a great K-Groove player is the ability to JD almost anything. It forces the opponent to attack sparingly, knowing that they are basically giving the K-Groover free meter. Not only that, but since JD makes attacks more unsafe, you can pick up punishes from them just like parries. | |||
'''Damage''' - K-Groove's Rage mechanic grants an unreal 35% attack bonus. This means that individual pokes and throws will do noticeably much more damage than before. This forces the opponent to lame and turtle. This can be annoying but you can easily corner them. Once you have the opponent cornered and have rage, it's over for them. The damage potency of K is simply too strong. It has the highest threat in the game outside of A-Groove customs. | |||
'''Team Flexibility''' - Because meter isn't shared between characters in K-Groove, your team can be a lot more freeform. You don't need to do a point > mid > anchor format, really all you need is the anchor. A team of, say, K-Kim/Honda/Sagat can work, you can have 2 characters of your choosing, and a good anchor. That leads into the next point. | |||
'''Everyone is Good in K''' - I'm exaggerating, there are a few characters who are better in other grooves than they are in K, but almost everyone in the entire game is worth picking in K. They all have access to the really good mechanics of JD and Rage. Outside of the bottom tier dumpster fires, you can construct a team of misfits and they could do some real work in K with the right player. | |||
<br> | |||
=== Weaknesses === | === Weaknesses === | ||
'''No Defensive Subsystems Without JD''' - Outside of JD, K-Groove has no defensive subsystems to escape pressure. No GC, no roll, no GCR, and irregular access to meter means that you're heavily relying on JD and character-specific options to get out of some bad situations. Even then, this is a pretty minor weakness if you can actually JD well. | |||
'''No Roll''' - Another "weakness" of K is that is has no roll. Obviously having no roll sucks, but unlike P, K actually has the firepower to back up not having a roll. Still, not having a roll, and more importantly, not having RCs is still a blow. | |||
Overall K-Groove has very small weaknesses compared to other grooves, it really doesn't have any if I'm being honest outside of the defense. The pros FAR outweigh the cons here. | |||
<br> | |||
=== Character Considerations === | === Character Considerations === | ||
As stated above, a large majority of the cast is either close to their best or at their best in K. I would list the entire roster here if I wanted to, but instead I'll list characters that are very good picks for any K-Groove tean. | |||
- Sagat <br> | |||
- Blanka <br> | |||
- Cammy <br> | |||
- Geese <br> | |||
- Hibiki <br> | |||
- Rock <br> | |||
- Mai <br> | |||
- Kyo <br> | |||
- Morrigan <br> | |||
- Nakoruru <br> | |||
- Sakura <br> | |||
- Shotos <br> | |||
- Chun-Li <br> | |||
- Raiden <br> | |||
- Dictator <br> | |||
- Iori <br> | |||
Even for characters I didn't list, they can still be thrown on a team no problem. These characters are just the upper echelon of good K-Groove characters if you wanna make a stacked squad. | |||
<br> | |||
=== Groove Comparisons and Matchups === | === Groove Comparisons and Matchups === | ||
Revision as of 17:35, 7 July 2023
K-Groove is one of the six grooves in Capcom vs. SNK 2.
Groove Data
Main Features | Just Defending, and Significant Damage and Defensive Bonuses in Rage State | |
---|---|---|
Groove System | Just Defending & Rage Gauge System | |
Groove Subsystems |
| |
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:
During a Just Defend:
|
See Groove Subsystems for complete technical data on specific subsystems.
Meter System
The meter in K-Groove is a single bar. Unlike in most other grooves, there is no way to gain meter through offensive actions. Even successfully blocking attacks grants no meter. Instead, there are only two ways to get meter in K-Groove:
- Take damage from the opponent; the bigger the damage, the more meter received from it
- Just Defend opponent attacks; one Just Defend grants a flat 6 units (8.3%) of meter
When the meter is filled, the player automatically enters the Rage state: The "RAGE" symbol lights up and pulses, the player character turns red, and the meter bar turns into a timer that lasts 18 seconds. In the Rage state, the player is granted massive offensive and defensive bonuses, as detailed in the Groove Data chart above.
While in Rage, there is no way to add meter or extend the length of Rage once it has activated. Getting hit by an opponent or Just Defending will not gain meter (but health will still be added for a Just Defend).
In the Rage state, the player has access to a Level 3 super. When using the super, any remaining meter will empty and Rage state will come to an end, enabling the player to fill it up again.
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.
An important note, when Just Defending you do not lose stored charge. If you JD 7 hits in a row, you will still have charge retained assuming you had the charged stored prior to the first JD.
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. It has both offensive and defensive mechanics that make it the perfect groove for almost every character in the game. Though there are defensive mechanics present in K-Groove, you almost always are playing offense on the opponent, and it's easy to force the opponent's hand due to the threat of a level 3 super.
Strengths
Just Defend - As mentioned above, Just Defend is the best way of getting meter in K-Groove. If you manage to JD multiple attacks at once, you can easily get rage. What makes a great K-Groove player is the ability to JD almost anything. It forces the opponent to attack sparingly, knowing that they are basically giving the K-Groover free meter. Not only that, but since JD makes attacks more unsafe, you can pick up punishes from them just like parries.
Damage - K-Groove's Rage mechanic grants an unreal 35% attack bonus. This means that individual pokes and throws will do noticeably much more damage than before. This forces the opponent to lame and turtle. This can be annoying but you can easily corner them. Once you have the opponent cornered and have rage, it's over for them. The damage potency of K is simply too strong. It has the highest threat in the game outside of A-Groove customs.
Team Flexibility - Because meter isn't shared between characters in K-Groove, your team can be a lot more freeform. You don't need to do a point > mid > anchor format, really all you need is the anchor. A team of, say, K-Kim/Honda/Sagat can work, you can have 2 characters of your choosing, and a good anchor. That leads into the next point.
Everyone is Good in K - I'm exaggerating, there are a few characters who are better in other grooves than they are in K, but almost everyone in the entire game is worth picking in K. They all have access to the really good mechanics of JD and Rage. Outside of the bottom tier dumpster fires, you can construct a team of misfits and they could do some real work in K with the right player.
Weaknesses
No Defensive Subsystems Without JD - Outside of JD, K-Groove has no defensive subsystems to escape pressure. No GC, no roll, no GCR, and irregular access to meter means that you're heavily relying on JD and character-specific options to get out of some bad situations. Even then, this is a pretty minor weakness if you can actually JD well.
No Roll - Another "weakness" of K is that is has no roll. Obviously having no roll sucks, but unlike P, K actually has the firepower to back up not having a roll. Still, not having a roll, and more importantly, not having RCs is still a blow.
Overall K-Groove has very small weaknesses compared to other grooves, it really doesn't have any if I'm being honest outside of the defense. The pros FAR outweigh the cons here.
Character Considerations
As stated above, a large majority of the cast is either close to their best or at their best in K. I would list the entire roster here if I wanted to, but instead I'll list characters that are very good picks for any K-Groove tean.
- Sagat
- Blanka
- Cammy
- Geese
- Hibiki
- Rock
- Mai
- Kyo
- Morrigan
- Nakoruru
- Sakura
- Shotos
- Chun-Li
- Raiden
- Dictator
- Iori
Even for characters I didn't list, they can still be thrown on a team no problem. These characters are just the upper echelon of good K-Groove characters if you wanna make a stacked squad.
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.