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

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[[File:Cvs2 K-Groove Label.png|frameless|left]][[File:CVS2 KGrooveBar.png|frameless|right]]
K  GROOVE                   
----
---------------------------
<br>
------------
<br>
OVERVIEW
'''K-Groove''' is one of the six grooves in Capcom vs. SNK 2. It features a "Rage" system that gains meter as you take damage and grants massive offensive and defense bonuses when filled; and Just Defends, which greatly reduce guard recovery times and grants a small amount of health restoration. The major components of K-Groove, Rage and Just Defend, are inspired by the game systems of ''Samurai Shodown'' and ''Garou: Mark of the Wolves'', respectively.
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Meter Style:
K-Groove is a consensus A+ grade groove in CvS2, sharing the top tier with [[Capcom_vs_SNK_2/A-Groove|A-Groove]] and its high-damage, round controlling Custom Combo system.
*Level 3 Only Rage Meter
Groove Systems:
*Just Defend
Groove Sub-Systems:
*Run
*Small Jump
*Safe Fall
Possible Levels of Supers:
*Level 3
Games of Origin:
*Samurai Shodown Series
*Fatal Fury: Mark of the Wolves


Meter Length:    72 units
== Groove Data ==
Guard Bar Length: 43 units
Damage Bonuses: Full Bar
*Normal attacks : 135%
*Special attacks : 130%
*Super attacks : 110%
Full Meter Duration: 180 units on the timer (1080/60 secs)
(random note:) Just Defending gives you 6 units of meter and 100 units of life.


Strengths: Scare Factor, multiple level 3's.
{| class="wikitable"
|+ K-Groove Data
|-
! Main Features
| colspan="2" | Significant Offensive and Defensive Bonuses in Rage State, Just Defends
|-
! Groove System
| colspan="2" | Just Defending & Rage Gauge System
|-
! Groove Subsystems
| colspan="2" | <ul><li>Run
<li>Small Jump
<li>Safe Fall</ul>
|-
! Meter Length
| colspan="2" | 72 Units
|-
! Rage State Duration
| 180 Time Units
| (18 seconds)
|-
! Guard Bar Length
| 43 Units
| 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>
From a Just Defend:
* +6 units (+8.3%) of meter (if not in Rage State)
* +100 units of health (as Ratio 2)
|}


Weaknesses: Defensive options, chip damage
See [[Capcom_vs_SNK_2/Groove_Subsystems|Groove Subsystems]] for complete technical data on specific subsystems.


Play if you enjoy: Rush down while glowing red. YOLO supers.
=== Meter System ===


Characters well suited for K groove: Sagat, Cammy, Blanka, Geese, Kyo, Hibiki, Rock, Mai, Nakoruru, Ryo, Balrog
The meter in K-Groove is a single bar with the "怒" Kanji character (literally, "angry") at the end. 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:


SUMMARY
* 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
K-Groove's entire system is a hybrid of two different SNK games: Fatal Fury: Mark of the Wolves (from which Just Defense was taken) and Samurai Shodown (from which the Rage Meter was taken).  Basically, this is the SNK-version of the P-Groove.  Essentially, the two Grooves are virtually identical: both only have Small Jump to aid in their attacks and both have an all-purpose, manual defense system.  In P-Groove, it's the Parry.  In K-Groove, it's the Just Defense.  The only thing that REALLY separates P-Groove and K-Groove is the way the Meter works in K-Groove.  Otherwise, it's very similar.


K-Groove is definitely one of the more difficult Grooves to use.
When the meter is filled, the player automatically enters the Rage state: The "怒" 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.
And because it's Super Meter is based on you taking damage, it's almost suited better for high Ratio characters.  In fact, some may argue that K-Groove is the best Groove for Ratio 4 characters in a way, allowing you to gain multiple Level 3's in rapid succession thanks to the K-Groove's Meter System.
However, unlike P-Groove, K-Groove is not based on Just Defending and Counter Attacking.  K-Groove is definitely a very limited offensive Groove, thanks to the lack of Sub-Systems.  However, Just Defense and the Rage Meter easily combine to form a formidable Groove. K-Groove can almost be considered the "comeback" Groove, allowing you to spend a round getting beat up, and then instantly making a comeback by landing your Super while you're "Raged".  Because you can build Meter in large chunks at a time and do huge amounts of damage with your Super Combos, all at the same time gaining life back from Just Defends, K-Groove can be a very difficult Groove to deal with.


----------------
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 or slow the timer. Health will still be recovered off a Just Defend, however.
METER SYSTEM
----------------
K-Groove, by far, has the most unique Meter System.  It isn't based on building it up through actions like the other Grooves. No, in K-Groove, there are only two ways to build up your Meter: take damage and Just Defend.  Otherwise, your Meter will never fill up in any other way.  Having your Meter fill up is what is known as becoming "Raged".  The Meter is supposed to measure your anger, as it did in the Samurai Shodown engine. That's why every time you get hit, it builds up.


Once your Meter builds up, you are allowed to perform only a Level 3 Super Combo. That is all you are allowed with your Super Meter in K-Groove because the K-Groove is just one, long Meter with no tiers.  So when it fills up, that means you are Raged and your character will turn VERY Red.  Not only are you allowed to perform a Level 3 Super Combo at this point, you gain two other benefits: you take less damage and you dish out MORE damage!  When Raged, you take 12.5% less damage from enemy attacks, and you also dish out 35% MORE DAMAGE.  AND you do more Guard Damage as well!  This is a huge benefit of K-Groove. Becoming Raged practically raises your character another Ratio!
In the Rage state, the player has access to a Level 3 super. K-Groove does not have access to any other super level at any other time. When using the super, any remaining meter will empty and Rage state will come to an end, allowing the player to fill it up again.


However, there is a limit. Once the Rage Meter is full, a Time Bar appears above the Meter. It slowly drains, but once it drains, you lose all of your benefits and can also no longer do a Level 3 Super Combo.  You are going to have to build the Meter all over again. So if you have no Meter and your character is about to be defeated, the only way to build more Super Meter without losing all of your energy is to Just Defend!  Also, if you perform a Super Combo, the Time Bar and your Super Meter will both completely drain to empty. And unlike the Samurai Shodown series, even if the Super whiffs, the Meter drains completely.
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.


In K-Groove, whatever Meter you have is retained if you win the Round.  If you have 75% of your Rage Meter filled up, you'll have 75% of your Rage Meter filled up at the start of the next Round.  However, if you are currently Raged and the Time Bar is present, if you defeat your opponent, your Meter will start out completely empty the next Round (so an anti-K-Groove strategy could be to Taunt to fill up the enemy's Meter before your character is defeated).  Also, if you are defeated, your character starts the next Round with an empty Super Meter no matter what.
== Unique Groove Abilities ==


=== Rage ===
The Rage system in K-Groove is a unique mechanic that fills the meter bar (or '''Rage Gauge''') primarily by taking damage from the opponent; when completely filled, the character enters the '''Rage State''' which grants massive offensive and defensive bonuses, as well as access to a supercharged Level 3 super. (The Rage mechanic was inspired by the ''Samurai Shodown'' series.)


---------------
When you get hit, the meter you build is proportional to the damage of the attack. If hit by a heavy attack, more meter is gained compared to being hit by a light attack. Multi-hit normal and super attacks will build significant amounts of meter, and getting hit by a Level 3 super or full custom combo basically guarantees the meter will fill completely to activate the Rage State.
JUST DEFEND
---------------
Just Defend is a pretty accurate name.  Basically, if you perform a Just Defend, it means that you "just defended" an attack. That's because to perform a Just Defend, you have to Block at the last second.  So if you are about to be struck by an attack, simply don't press Back or Defensive Crouch to Block until the very last second, right before the move strikes you.  That will cause you to perform a Just Defend.  You character will then flash a bit, indicating success.


Performing a Just Defend has five major benefits:
Rage meter can also be gained with a successful Just Defend (see below).


#You earn some Super Meter.
When Rage activates, the player character pulsates blood red and the meter turns into a timer that slowly drains. While in the Rage state:
#You regain a very small amount of life back.
* A Level 3 super becomes available, which if landed does an additional 10% damage,
#You will not get pushed back at all as you would normally would in Block Stun.
* Normal attacks and throws do an additional 35% damage,
#Your Block Stun is shorter than normal.
* Special attacks do an additional 30% damage, and
#You will not take Block Damage.
* All opponent attacks do 12.5% less damage.


So performing a Just Defend has many benefits.  Although the Benefits are not as direct as a Parry (which frees you up for instant retaliation), the various smaller benefits can make it VERY worth while.  Although you still do have Block Stun, the Block Stun is still noticeably shorter to allow you to actually Just Defend and retaliate against certain slower attacks.  Also, you will gain Super Meter, and in K-Groove, having a Full Meter is a HUGE benefit.  You will maintain your ground and not get pushed back any distance at all, so you can take advantage of an enemy's delay if you, for example, Parry a Fireball up close.  And on top of all these benefits, you will even gain a little amount of health back.  It may not be a lot of health, but it's easily enough to discourage an enemy from throwing Fireballs from a screen away if you keep Just Defending them all.
The Rage State ends when:
* The meter timer empties naturally,
* A Level 3 super is performed, or
* The round ends via win, loss, or time over.


Again, to perform a Just Defend, just hit Back or Defensive Crouch right before a move connects against you.  Now, unlike P-Groove, Just Defending is a little more cut and dry.  Whatever you can Block by holding Back, you Just Defend by pressing Back.  Whatever you can Block by holding Defensive Crouch, you Just Defend by hitting Defensive Crouch. If you can Block a move with either direction, you can Just Defend it with either direction.  It's all very simple.
An important consideration of the Rage System is that the meter (which can be best thought of as an "anger" or "revenge" meter) is tied to a character individually, as opposed to most of the other meter systems in CvS2 which are shared by all team members. If a character wins a round with 99% of the meter filled, it will carry over to the next round allowing the character to potentially trigger Rage very quickly and/or get an "extra" Rage activation during the round. However, if a character loses a round with partial meter; or wins a round in the Rage State, the meter is reset to begin the next round.


And of course, BECAUSE you are hitting Back or Defensive Crouch to perform a Just Defend, Just Defend is a FAR less risky technique than Parrying.  If you Just Defend too early, for example, you'll most likely end up Blocking the attack you tried to Just Defend and not take any damage. In P-Groove, Parrying too early will cause you to eat the attack.  However, you CAN still Just Defend too late, and thus eat the attack. So you're usually better off trying to Just Defend early rather than late.
=== Just Defend ===
The Just Defend is a defensive parry technique that if performed successfully eliminates pushback, negates guard damage, reduces blockstun, gains Rage meter, and grants a small health recovery. (Though Just Defends are also present in the ''Samurai Shodown'' games, their implementation in CvS2 is "officially" inspired by ''Garou: Mark of the Wolves.'')


Keep in mind that you can only Just Defend Attacks. If you try to Just Defend Zangief's Spinning Pile Driver for example, you'll fail and get Thrown. There is nothing to Just Defend!
A Just Defend is performed by executing the correct guard direction in the 6 frames before an opponent's attack connects. Just Defends can also be performed in the air, but cannot be performed during Small Jumps and cannot be performed during a regular jump or superjump after an attack has already been used.


You can Just Defend during Jumps as well.  Thus, even though you cannot Air Guard in K-Groove, you still have some form of defense during a Jump!  You can even Just Defend moves that cannot be Air Guarded!!  Just hit Back or Defensive Crouch in the air right before you are hit by a move and you'll Just Defend the attack and not get harmed.  However, in order to Just Defend in the air, you cannot have done any other move during your Jump beforehand.  So you can't Jump Kick on your way up and then Just Defend on your way down.  
To correctly Just Defend, input:
* {{Motion|1}} for low or mid attacks, and
* {{Motion|4}} for mid and high/overhead attacks, or while in the air.


However, when you Just Defend a move in the air, you character will get bounced fairly high up into the air, and slightly backwards, regardless of which direction you are Jumping. Once you bounce backwards, you are free to move almost right away, and you can do whatever you want: a Jump Attack, an Air Special Move, or even another Just Defend.  But, if you bounce back after a Just Defend and perform some attack like a Jumping Roundhouse (HK) the instant you bounce up, on your way down, you can no longer do a Just Defend or any other attack. After a Just Defend in the air, just like a normal Jump, you are allowed only one action.
(In effect, this makes Just Defend the opposite of the traditional Capcom/[[Capcom_vs_SNK_2/P-Groove|P-Groove]] parry, which requires movement in the (non-guarding) down or forward directions within about the same time frame. However, unlike the Parry, doing a Just Defend too early will generally result in the attack merely being blocked, and is therefore a much safer than a Parry which if done too early will result in eating an attack. Also unlike the Parry, Just Defends do not grant as great a frame advantage.)


When you push Back or Down/Back, any move that makes contact with you within 6 frames gets Just Defended. If the joystick is moved away from Down or Down/Back during those 6 frames, the Just Defend input is lost. Thus, unlike Parrying, holding the joystick in the position is better than returning to Neutral.
A successful Just Defend will produce a blue flash and "chirp" sound effect, in addition to nullifying guard damage, adding 6 units (8.3%) of Rage meter, and recovering 100 units of health (as Ratio 2). The meter and health gained is the same regardless of the strength or type of attack being Just Defended. As the only other way to do so in K-Groove is to take damage, Just Defends provide a more preferential alternative to gaining meter. The length of the Rage gauge is the equivalent of 12 Just Defends, which if performed would also recover 1200 health along the way.


In order to perform multiple Just Defends in a row, the joystick needs to be put back to Neutral within 6 frames of the previous Just Defend in order to be able to perform another Just Defend. When the attacks come really quickly, the best way to Just Defend all the hits is to quickly wiggle the joystick between Neutral and Back or Down/Back.
Just Defends also alter the positioning and frame advantage states of opponent attacks. A JD will negate any pushback effects an attack may have created, keeping the defender in place. (This may or may not be beneficial, depending on the attack and player positioning.) It also reduces the amount of blockstun the defender takes, sometimes significantly. (See the Just Defend Frame Advantage Formula below for more information.)


You can't Just Defend in the middle of a Run.  This can be important in gameplay.  Majestros brought this up to me, and I paraphrase his words here: I think this is pretty important because with the other Run grooves, if you see someone Running at you, you have to consider whether they're going to attack or whether they're going to Roll.  But if the enemy is in K-Groove, you can pretty much perform a Wake-Up no matter what they do if they're in range since K-Groove can't Roll and K-Groove can't Just Defend in the middle of Running.
If performing a Just Defend in the air, the defender will "bounce" back and up slightly. It is possible to perform additional Just Defends consecutively as long the defender has not used an air attack. However, if attempting to Just Defend multi-hit attacks from the air, the timings to do so may change depending on how the JD bounce repositions you relative to the opponent's projectile or attack direction.


If you Block the first attack in a series of hits that Combo, you can no longer Just Defend any of the later hits. Basically, once you are put into Block Stun, you aren't allowed to perform a Just Defend.  Thus, if you have the intention of Just Defending a series of attacks, you'll have to start by Just Defending the first hit all the way until the last hit.
==== Just Defend Frame Advantage Formula ====
''This section is taken from Buktooth's famous [https://gamefaqs.gamespot.com/ps2/516510-capcom-vs-snk-2-mark-of-the-millennium-2001/faqs/24355|CvS2 Systems FAQ]. The information from it will be reformatted for this wiki at a later time.''


And yes, that means you can Just Defend multiple attacks in a row.  So when you perform a Just Defend, you can continue to Just Defend every attack that comes your way by repeatedly hitting Back or Defensive Crouch against every hit.  This is possible DESPITE the fact that performing a Just Defend puts you into a type of Block Stun. During a normal Block Stun, you cannot perform a Just Defend, but after one Just Defend, you CAN do another Just Defend during THAT Block Stun.
JD is not only an easy way of getting rage, but like a parry, you can make the attack unsafe. The blockstun that JD gives you is actually universal and not proportional to the attack's stun. There is a guard stun frame value for lights, mediums, heavies and specials. Here are the frames of guard stun for each JD'd attack:


Other that that exception, a Just Defend's Block Stun behaves like a normal Block Stun. In other words, if you Just Defend the first attack in a Combo of attacks, you can NO LONGER get hit. So if you fail to time a second or third or later Just Defend correctly, you'll just end up Blocking the rest of the attacks rather than getting hit by them.  So unlike Parrying, you are relatively safe after you Just Defend the first attack.
* 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


Just Defending multiple attacks while in the air is a lot trickier than Just Defending multiple Attacks on the ground.  Because you bounce high up, it's much harder to time proper Just Defends in the air. For example, if you Just Defend Sagat's Fierce (HP) Tiger Uppercut, each Just Defend will occur with a small "delay" in between them, because you get bounced up so high.  Sagat has to "catch up to you" after every Just Defend so don't expect 5 quick Just Defends in a row.
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.


And another problem with Just Defending in the air: because you have no Air Guard, failing a Just Defend in the air after Just Defending one attack means you get HIT. When you fail a second Just Defend on the ground, you will end up Blocking the rest of the hits.  
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.


But in the air, if you fail a second Just Defend, you will eat whatever other moves are coming.
Frame Advantage/Disadvantage = JD stun - (active frames + recovery frames)


Do note that because you ARE still in a form of Block Stun during a Just Defend that you CANNOT be Thrown.  If Zangief does a Crouch Jab (LP) and you Just Defend it and Zangief Buffers that into a Screw Pile Driver, the Screw Pile Driver will miss, leaving him vulnerable.  This is contrary to Parrying, where if you Parried the Crouch Jab (LP), you will get Thrown by Zangief's Screw Pile Driver.
Let's take Sagat's cr.HP as an example:


Now, even though Just Defending still leaves you in Block Stun, you CAN still recover in time to Counter attack the opponent if they do a move with a long enough delay. This is because your Block Stun IS shorter than a normal Block Stun and that the enemy's attack doesn't push you anywhere, leaving you at a distance where it's MUCH easier to take advantage of the enemy's delay.
Sagat's cr.HP is 7/8/14 +2F. Plug the relevant numbers into the formula and:
Interestingly enough, since you never get pushed away, continually Just Defending a series of non-stop attacks will essentially make you "stuck" where you are, Just Defending forever.


For example, if Ryu walks up to you and starts to fire off Crouch Shorts (LK) forever, all of which Combo, and you Just Defend each and everyone of them, you'll never get pushed away!  So Ryu can sit there and Crouch Short (LK) forever while you Just Defend forever!  Thus, you may be FORCED to Block, just so you will get pushed back and can move again!!  Of course, no one will ever do that because if you did Just Defend forever like that, you'd get all your energy back eventually.
Frame Advantage =
*=18~20F - (8F + 14F)
*= 18~20F - 22F
*= -4F ~ -2F


With Just Defend, most moves do NOT produce any sort of "Just Defend Freeze". When you Parry, the game freezes for a second with what I call a "Parry Freeze.With Just Defend, there really isn't much of a pause.  So to Parry multiple hits from, say, a Super, you'll need to perform Just Defends one after another VERY, VERY, VERY quickly.  So if Chun Li does her Hoyokusen (the Thousand Burst Kick-like Super), you will literally need to Just Defend every hit in real time.  This is not easy AT ALL, but if you do manage to Just Defend the first hit, you'll, at worst, Block the rest of the hits. This makes Just Defending multi-hit attacks MUCH more difficult than Parrying multi-hit attacks.  But since you will Block if you fail, it's still much safer than Parrying.
So, Sagat's cr.HP (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.


For some reason, Just Defending Super Fireballs actually DOES cause a slight "Just Defend" Freeze.  Thus, Just Defending an entire Super Fireball is about the same timing as Parrying a Fireball Super. Why this is, I have no clue, but just keep it in mind if you do plan on Just Defending an entire Projectile Super.
Here's a more extreme example of JD effects:


A small side note: you cannot perform a Just Defend during a Small Jump. You are only allowed to Just Defend if you perform a regular Jump or a High Jump.  Also, because of the combination of the slight delay at the beginning of a Small Jump and the fact that you cannot Just Defend during a Small Jump, the period of right when you start Jumping up to the point where you JUST barely left the ground, you cannot Just Defend anything.  What makes it even worse is that if you are hit during that delay right before you Jump, you DO stay grounded.  Most people won't be trying to Just Defend right when they Jump, of course, so this isn't really much of a big deal.  But I figured I'd rather be thorough than not thorough, and so I mentioned it anyhow.
Benimaru's QCF+HK is 12/4/29 +5. Plug the relevant numbers into the formula and you'll end up with:


A little section will be added here, for your benefit, dealing with learning how to properly Just Defend a Level 3 Super, or any other Super that generally hits "quickly" (note: this section is exactly the same information provided in the Parry section for P-Groove. If you've read that section, you can take everything written there and apply it to Just Defend as well, and can skip reading this section). There are some Supers that, after activation, if you are not Blocking BEFORE the Chi Gathering sequence that occurs before every Super, you cannot Block in time and you will eat the Super.  For example, if you are standing near Guile and NOT holding Back on the Controller and he performs his Sonic hurricane, you cannot Block in time.  Even if you Hold Back or Defensive Crouch after the Chi Gathering starts and before the Super actually happens, it will do  you no good: you're gonna get hit by the Super.
Frame Advantage =
*-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.


This goes for Just Defending, too.  If the enemy performs a Super that close up to you, and you hadn't tried to Just Defend yet, you are not going to be able to Just Defend.  In fact, most likely, you are eating the Super.  Thus, in order to Just Defend a Super, you have to KNOW the enemy is going to do the Super in advance!!!  In other words, you have to tap Back or Defensive Crouch on the controller BEFORE the enemy activates the Super.  So if you are really close the Guile when he does the Sonic Hurricane, you have to tap Back before the Chi Gathering sequence.  Then, you can let go of the controller, and the INSTANT the Super starts up after the Chi Gathering sequence, you'll automatically Just Defend the first hit.  But just be prepared to Block or Just Defend the rest of the Super.
Other examples of moves that are very minus if JD'd:


Of course, this IS distance related. If you are RIGHT next to Blanka and he does the Level 3 Direct Lightning (the electric ball Super), you have to have tapped Back before the screen turned dark for the Chi Gather. However, if you are a screen away, this isn't necessary. Just wait until the Super gets next to you and Just Defend as you would normally.
- Eagle st.HP / cr.HK <br>
- Hibiki Distance Slash <br>
- Claw cr.MP <br>
- Geese cr.HK <br>
- Haohmaru st.HP <br>
- Rugal cr.HP / cr.HK<br>


Also, another thing, even though joystick motions don't register when the Chi is Gathering at the beginning of a Super, this doesn't mean you can hold Back on the controller when you are coming out of the Chi Gather to Just Defend a move. If you are JUST far away enough so that you can tap Back the INSTANT the Super starts up and still squeeze in a Just Defend, keep in mind you DO have to TAP Back. If you hold Back during the Chi Gather, it will NOT register as a tap after the Super starts up, so you won't Just Defend the Super and just end up eating it.
When JDing heavy attacks that are close, attempt a punish. The opponent should be minus enough to where they are unable to block anything.
<br><br>
==== K-Groove Character Tier Lists ====
Here are some K-Groove tierlists made from reputable players. These are not universally accepted but it is a good indicator of who is good and who is not in K-Groove.


One last weird thing that was brought to my attention by Jason Cole of Northern California: Performing a Just Defend "freezes" the "charge state" of your character.  For example, let's say you are Crouching with Guile and are charged up for a Somersault Kick, and the enemy Jumps at you and kicks at you.  You then let go of the joystick, immediately hit Back and Just Defend their attack.  Then, the enemy lands, and before you recover from your Just Defend delay, the enemy throws out five Standing Jabs in a row, all of which you Just Defend while standing and Just Defending by pressing Back 5 times in a row.
'''SilentScope88'''


After the enemy stops Jabbing, you can hold Up and press any Kick button right at the end of your last Just Defend delay and you will come out with a Somersault Kick!  So even though you've let go of Crouch to do MULTIPLE Standing Just Defends, your charge isn't instantly lost during the Just Defend.  Thus, the Razor Kick can still come out.
[[File:CVS2_K-Groove_SilentScope_TierList.jpg|480px]]
<br><br>
'''D44 Bas'''


So basically, while you are in any Just Defend delay, time does not pass as far as Charge time is concerned.  Because you are always given a small window before your Charge time disappears (which is why you can do things like Stand Fierce (HP) into a Somersault Kick with Guile), you can actually stand to Just Defend an attack and then still Razor Kick.  It's a very weird trick, but could be useful for Charge characters to come out with Special Moves or even Supers after Just Defending a move.
[[File:CVS2_K-Groove_D44_TierList.png|480px]]
<br><br>
== Groove Strategy ==


-James Chen, July 2002
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 MODIFIED FRAME ADVANTAGE FORMULA
--------------------------------------------
(added 12/20/03)


Yes, it's a mouthful. I'm not known for making up good names for anything. I'll change the name when I think of a better one.
'''Damage, Damage, Damage''' -  K-Groove's Rage mechanic grants unreal attack bonuses that add up—''fast''. Getting 30%~35% on pokes and bread and butter combos will do noticeably more damage, especially if you can land lots of them while Raged. Your opponent will have to respect this, typically forcing them to turtle up when under pressure; that's when you take advantage of the 30% damage boost on throws and get your damage in anyway.


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:
And if they try to get too cute blocking and avoiding throws? That's when you wallop 'em with a 110% damage Level 3 super.


Fierce/Roundhouse JDs: 18-20 frames guard stun
The damage potency of K-Groove is simply too strong. The Rage State is the biggest threat in CvS2 outside of a full A-Groove meter and a Custom Combo activation. That the Rage Gauge is so short for the amount of potential damage bottled up in it is borderline unfair.
Strong/Forward JDs:    14-16 frames guard stun
Jab/Short JDs:        10 frames guard stun
Special Move JDs:      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:
'''Just Defend: The Better Parry''' - A big reason why [[Capcom_vs_SNK_2/P-Groove|P-Groove]] is so weak in CvS2 is because K-Groove is so, so strong. K-Groove is, ironically, the ideal Parrying groove in CvS2... except with Just Defends. (Which are technically a kind of Parry!) And with them you gain so many more advantages, all while still retaining many of the benefits of the standard Parry.


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:
While you can't always be Raged, you always have the Just Defend at your disposal. Using it can ''really'' mess up your opponents' gameplans against you. Because it eliminates pushback and reduces blockstun, a JD can turn "safe" pokes, big plus buttons, blockstrings, and special moves into unsafe ones. This allows you to counter back with a free attack string or throw, or at the very least neutralize their offensive salvo, potentially forcing them to limit or change what they can throw at you, even when you aren't in Rage.


--------------
'''A Healthy Rage Feedback Loop''' - Each Just Defend gains a bit of Rage Meter for "free," in that you don't need to take a boot to the face for it. If you JD several rapid attacks in a row, you will fill close to half of it—or more!—in just a few moments. The more Just Defends you can do, the faster the meter will fill and the more Rage States you will activate into. This feeds into a positive loop of Rage.
Just Defend Modified Frame Advantage Formula:
 
---------------
If you gain big portions of your Rage meter with Just Defends, you will get into Rage more frequently ''without taking the damage otherwise needed to do so.'' This gives you more lifebar with which to potentially trade for Rage Gauge and Rage States later. So do the Just Defends themselves, which at +100 health a pop can add up to a significant health gain (again, potential future Rage meter) over the course of a round and match.
 
And don't forget about the big fat 12.5% defensive bonus you get during Rage, either. Taking less damage during Rage than you would have without it leaves you with more lifebar to spend on Rage meter after you exit Rage. It's a beneficial cycle for the K-Groove player, and a vicious one for their opponent.
 
A player that Just Defends frequently is giving themselves more effective health (literally with JDs and virtually with Rage defensive bonuses), but also giving their opponent ''less'' effective health (Rage damage bonuses and higher frequencies of Rage to get them), possibly to the extreme of giving your team the health of 3½ characters or more, and depending on how many Rage attacks land, the opponent the health of about 2½ characters or less. The offensive meter attack bonuses in other grooves does close the gap, but this health advantage can still favor K-Groove significantly.
 
'''Everyone is Good in K''' - There are plenty of characters who are better in other grooves. But because of the advantages of Just Defend frames and Rage damage bonuses, and it being a rather straightforward groove on top of that, basically everyone in the entire game is worth playing in K-Groove. Low-tier characters get much better chances to use their tools off of Just Defending,  the mid-tier majority greatly benefits from the respect given when Raged, and the top tiers are even more oppressive when you give them access to both of those things.
 
You don't even really need to worry about the order of your team in K-Groove. Meter doesn't carry over between characters, so there's no advantage to sticking with the traditional Battery/User/Anchor setup. If switching your character order would gain you better matchups in a set, K-Groove is the groove that gives you the greatest flexibility to do that.
 
Hell, ''even you completely suck at CvS2'', K-Groove is your savior! Being bad at the game, in an ironic kind of way, rewards you with one of the best meter privileges in the game. That not only does it make a good groove for beginners, it also makes for a good secondary groove to play your main team in, or with a pocket second team to mess around with in casual play. (Certainly, it's easier to wrestle with than A-Groove!) You can never go wrong running K, no matter the situation.
 
=== Weaknesses ===
 
The significant strengths of K-Groove come with two significant, though situational, disadvantages.
 
'''Low Life and No Meter? R.I.P.''' - All the benefits you get for trading your lifebar for meter will eventually run out when you don't have any lifebar left to trade. Toward the end of a round you will often not have enough life left to fill the Rage Gauge again.... which really sucks if you are losing! Just Defends are nothing to slouch at in a comeback situation, but unless you can bag 10 or 12 of them before dying, you're SOL on getting another Rage and super chance making a big comeback very unlikely.
 
'''Hard Counters in the Meta''' - K-Groove is very powerful, but in the context of CvS2 it is very powerful in spite of not having [[Capcom_vs_SNK_2/Roll_Cancelling|Roll Cancels]], the most powerful single mechanic in the game. While Just Defends are a hearty defense against abusable RCs—if you can JD them—they do not get you the offensive opportunities that only invincible special moves can unlock.
 
This is compounded by the lack of options a K-Groove player has once locked into a a lengthy blockstun. Its guard crush meter is not as flimsy as the one in P-Groove (38 points, or 80% of normal), but it's still weaker than the rest of the bunch (43pts/90%) and still absolutely no match for A-Sakura's Shoshosho custom combo or other guard-busting strings of attacks. You may be able to Just Defend the first hits, but once you miss one you can't escape blockstun until their string ends or your guard crush meter empties.
 
=== 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.
 
=== 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.''<br>
 
[[File:Cvs2 C-Groove Label.png|none|left]]


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


Let's take Sagat's low fierce as an example:
[[File:Cvs2 A-Groove Label.png|none|left]]


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


Frame Advantage/Disadvantage =
[[File:Cvs2 P-Groove Label.png|none|left]]
*=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:
[[File:Cvs2 S-Groove Label.png|none|left]]


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 =
[[File:Cvs2 N-Groove Label.png|none|left]]
*-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.
[[File:Cvs2 K-Groove Label.png|none|left]]


Campbell Tran, December 2003


{{Navbox-CvS2}}
{{Navbox-CvS2}}
 
[[Category:Capcom vs. SNK 2]]
[[Category: Capcom vs. SNK 2]]

Latest revision as of 20:00, 4 September 2024

Cvs2 K-Groove Label.png
CVS2 KGrooveBar.png



K-Groove is one of the six grooves in Capcom vs. SNK 2. It features a "Rage" system that gains meter as you take damage and grants massive offensive and defense bonuses when filled; and Just Defends, which greatly reduce guard recovery times and grants a small amount of health restoration. The major components of K-Groove, Rage and Just Defend, are inspired by the game systems of Samurai Shodown and Garou: Mark of the Wolves, respectively.

K-Groove is a consensus A+ grade groove in CvS2, sharing the top tier with A-Groove and its high-damage, round controlling Custom Combo system.

Groove Data

K-Groove Data
Main Features Significant Offensive and Defensive Bonuses in Rage State, Just Defends
Groove System Just Defending & Rage Gauge System
Groove Subsystems
  • Run
  • Small Jump
  • Safe Fall
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

From a Just Defend:

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

See Groove Subsystems for complete technical data on specific subsystems.

Meter System

The meter in K-Groove is a single bar with the "怒" Kanji character (literally, "angry") at the end. 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 "怒" 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 or slow the timer. Health will still be recovered off a Just Defend, however.

In the Rage state, the player has access to a Level 3 super. K-Groove does not have access to any other super level at any other time. When using the super, any remaining meter will empty and Rage state will come to an end, allowing 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.

Unique Groove Abilities

Rage

The Rage system in K-Groove is a unique mechanic that fills the meter bar (or Rage Gauge) primarily by taking damage from the opponent; when completely filled, the character enters the Rage State which grants massive offensive and defensive bonuses, as well as access to a supercharged Level 3 super. (The Rage mechanic was inspired by the Samurai Shodown series.)

When you get hit, the meter you build is proportional to the damage of the attack. If hit by a heavy attack, more meter is gained compared to being hit by a light attack. Multi-hit normal and super attacks will build significant amounts of meter, and getting hit by a Level 3 super or full custom combo basically guarantees the meter will fill completely to activate the Rage State.

Rage meter can also be gained with a successful Just Defend (see below).

When Rage activates, the player character pulsates blood red and the meter turns into a timer that slowly drains. While in the Rage state:

  • A Level 3 super becomes available, which if landed does an additional 10% damage,
  • Normal attacks and throws do an additional 35% damage,
  • Special attacks do an additional 30% damage, and
  • All opponent attacks do 12.5% less damage.

The Rage State ends when:

  • The meter timer empties naturally,
  • A Level 3 super is performed, or
  • The round ends via win, loss, or time over.

An important consideration of the Rage System is that the meter (which can be best thought of as an "anger" or "revenge" meter) is tied to a character individually, as opposed to most of the other meter systems in CvS2 which are shared by all team members. If a character wins a round with 99% of the meter filled, it will carry over to the next round allowing the character to potentially trigger Rage very quickly and/or get an "extra" Rage activation during the round. However, if a character loses a round with partial meter; or wins a round in the Rage State, the meter is reset to begin the next round.

Just Defend

The Just Defend is a defensive parry technique that if performed successfully eliminates pushback, negates guard damage, reduces blockstun, gains Rage meter, and grants a small health recovery. (Though Just Defends are also present in the Samurai Shodown games, their implementation in CvS2 is "officially" inspired by Garou: Mark of the Wolves.)

A Just Defend is performed by executing the correct guard direction in the 6 frames before an opponent's attack connects. Just Defends can also be performed in the air, but cannot be performed during Small Jumps and cannot be performed during a regular jump or superjump after an attack has already been used.

To correctly Just Defend, input:

  • Db.png for low or mid attacks, and
  • B.png for mid and high/overhead attacks, or while in the air.

(In effect, this makes Just Defend the opposite of the traditional Capcom/P-Groove parry, which requires movement in the (non-guarding) down or forward directions within about the same time frame. However, unlike the Parry, doing a Just Defend too early will generally result in the attack merely being blocked, and is therefore a much safer than a Parry which if done too early will result in eating an attack. Also unlike the Parry, Just Defends do not grant as great a frame advantage.)

A successful Just Defend will produce a blue flash and "chirp" sound effect, in addition to nullifying guard damage, adding 6 units (8.3%) of Rage meter, and recovering 100 units of health (as Ratio 2). The meter and health gained is the same regardless of the strength or type of attack being Just Defended. As the only other way to do so in K-Groove is to take damage, Just Defends provide a more preferential alternative to gaining meter. The length of the Rage gauge is the equivalent of 12 Just Defends, which if performed would also recover 1200 health along the way.

Just Defends also alter the positioning and frame advantage states of opponent attacks. A JD will negate any pushback effects an attack may have created, keeping the defender in place. (This may or may not be beneficial, depending on the attack and player positioning.) It also reduces the amount of blockstun the defender takes, sometimes significantly. (See the Just Defend Frame Advantage Formula below for more information.)

If performing a Just Defend in the air, the defender will "bounce" back and up slightly. It is possible to perform additional Just Defends consecutively as long the defender has not used an air attack. However, if attempting to Just Defend multi-hit attacks from the air, the timings to do so may change depending on how the JD bounce repositions you relative to the opponent's projectile or attack direction.

Just Defend Frame Advantage Formula

This section is taken from Buktooth's famous Systems FAQ. The information from it will be reformatted for this wiki at a later time.

JD is not only an easy way of getting rage, but like a parry, you can make the attack unsafe. The blockstun that JD gives you is actually universal and not proportional to the attack's stun. There is a guard stun frame value for lights, mediums, heavies and specials. Here are the frames of guard stun for each JD'd attack:

  • 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 cr.HP as an example:

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

Frame Advantage =

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

So, Sagat's cr.HP (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+HK is 12/4/29 +5. Plug the relevant numbers into the formula and you'll end up with:

Frame Advantage =

  • -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.

Other examples of moves that are very minus if JD'd:

- Eagle st.HP / cr.HK
- Hibiki Distance Slash
- Claw cr.MP
- Geese cr.HK
- Haohmaru st.HP
- Rugal cr.HP / cr.HK

When JDing heavy attacks that are close, attempt a punish. The opponent should be minus enough to where they are unable to block anything.

K-Groove Character Tier Lists

Here are some K-Groove tierlists made from reputable players. These are not universally accepted but it is a good indicator of who is good and who is not in K-Groove.

SilentScope88

CVS2 K-Groove SilentScope TierList.jpg

D44 Bas

CVS2 K-Groove D44 TierList.png

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

Damage, Damage, Damage - K-Groove's Rage mechanic grants unreal attack bonuses that add up—fast. Getting 30%~35% on pokes and bread and butter combos will do noticeably more damage, especially if you can land lots of them while Raged. Your opponent will have to respect this, typically forcing them to turtle up when under pressure; that's when you take advantage of the 30% damage boost on throws and get your damage in anyway.

And if they try to get too cute blocking and avoiding throws? That's when you wallop 'em with a 110% damage Level 3 super.

The damage potency of K-Groove is simply too strong. The Rage State is the biggest threat in CvS2 outside of a full A-Groove meter and a Custom Combo activation. That the Rage Gauge is so short for the amount of potential damage bottled up in it is borderline unfair.

Just Defend: The Better Parry - A big reason why P-Groove is so weak in CvS2 is because K-Groove is so, so strong. K-Groove is, ironically, the ideal Parrying groove in CvS2... except with Just Defends. (Which are technically a kind of Parry!) And with them you gain so many more advantages, all while still retaining many of the benefits of the standard Parry.

While you can't always be Raged, you always have the Just Defend at your disposal. Using it can really mess up your opponents' gameplans against you. Because it eliminates pushback and reduces blockstun, a JD can turn "safe" pokes, big plus buttons, blockstrings, and special moves into unsafe ones. This allows you to counter back with a free attack string or throw, or at the very least neutralize their offensive salvo, potentially forcing them to limit or change what they can throw at you, even when you aren't in Rage.

A Healthy Rage Feedback Loop - Each Just Defend gains a bit of Rage Meter for "free," in that you don't need to take a boot to the face for it. If you JD several rapid attacks in a row, you will fill close to half of it—or more!—in just a few moments. The more Just Defends you can do, the faster the meter will fill and the more Rage States you will activate into. This feeds into a positive loop of Rage.

If you gain big portions of your Rage meter with Just Defends, you will get into Rage more frequently without taking the damage otherwise needed to do so. This gives you more lifebar with which to potentially trade for Rage Gauge and Rage States later. So do the Just Defends themselves, which at +100 health a pop can add up to a significant health gain (again, potential future Rage meter) over the course of a round and match.

And don't forget about the big fat 12.5% defensive bonus you get during Rage, either. Taking less damage during Rage than you would have without it leaves you with more lifebar to spend on Rage meter after you exit Rage. It's a beneficial cycle for the K-Groove player, and a vicious one for their opponent.

A player that Just Defends frequently is giving themselves more effective health (literally with JDs and virtually with Rage defensive bonuses), but also giving their opponent less effective health (Rage damage bonuses and higher frequencies of Rage to get them), possibly to the extreme of giving your team the health of 3½ characters or more, and depending on how many Rage attacks land, the opponent the health of about 2½ characters or less. The offensive meter attack bonuses in other grooves does close the gap, but this health advantage can still favor K-Groove significantly.

Everyone is Good in K - There are plenty of characters who are better in other grooves. But because of the advantages of Just Defend frames and Rage damage bonuses, and it being a rather straightforward groove on top of that, basically everyone in the entire game is worth playing in K-Groove. Low-tier characters get much better chances to use their tools off of Just Defending, the mid-tier majority greatly benefits from the respect given when Raged, and the top tiers are even more oppressive when you give them access to both of those things.

You don't even really need to worry about the order of your team in K-Groove. Meter doesn't carry over between characters, so there's no advantage to sticking with the traditional Battery/User/Anchor setup. If switching your character order would gain you better matchups in a set, K-Groove is the groove that gives you the greatest flexibility to do that.

Hell, even you completely suck at CvS2, K-Groove is your savior! Being bad at the game, in an ironic kind of way, rewards you with one of the best meter privileges in the game. That not only does it make a good groove for beginners, it also makes for a good secondary groove to play your main team in, or with a pocket second team to mess around with in casual play. (Certainly, it's easier to wrestle with than A-Groove!) You can never go wrong running K, no matter the situation.

Weaknesses

The significant strengths of K-Groove come with two significant, though situational, disadvantages.

Low Life and No Meter? R.I.P. - All the benefits you get for trading your lifebar for meter will eventually run out when you don't have any lifebar left to trade. Toward the end of a round you will often not have enough life left to fill the Rage Gauge again.... which really sucks if you are losing! Just Defends are nothing to slouch at in a comeback situation, but unless you can bag 10 or 12 of them before dying, you're SOL on getting another Rage and super chance making a big comeback very unlikely.

Hard Counters in the Meta - K-Groove is very powerful, but in the context of CvS2 it is very powerful in spite of not having Roll Cancels, the most powerful single mechanic in the game. While Just Defends are a hearty defense against abusable RCs—if you can JD them—they do not get you the offensive opportunities that only invincible special moves can unlock.

This is compounded by the lack of options a K-Groove player has once locked into a a lengthy blockstun. Its guard crush meter is not as flimsy as the one in P-Groove (38 points, or 80% of normal), but it's still weaker than the rest of the bunch (43pts/90%) and still absolutely no match for A-Sakura's Shoshosho custom combo or other guard-busting strings of attacks. You may be able to Just Defend the first hits, but once you miss one you can't escape blockstun until their string ends or your guard crush meter empties.

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.

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
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CvS2 Versions
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Groove Overview
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C-Groove
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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