mNo edit summary |
m (→Meter System) |
||
Line 50: | Line 50: | ||
The player can use a Level 1 super or system ability (Counter Attack, Counter Movement) per one stock. (When the player has three stocks, using one will deduct the stock and reset the meter bar to zero, allowing the player to build up a stock again.) | The player can use a Level 1 super or system ability (Counter Attack, Counter Movement) per one stock. (When the player has three stocks, using one will deduct the stock and reset the meter bar to zero, allowing the player to build up a stock again.) | ||
Players can also use a stock to activate POWER UP mode by pressing {{Icon-Capcom|HP}} + {{Icon-Capcom|HK}}. | Players can also use a stock to activate POWER UP mode by pressing {{Icon-Capcom|HP}} + {{Icon-Capcom|HK}}. Doing so deducts one stock from the meter stockpile. | ||
In POWER UP mode, attacks do 20% additional damage and enable access to Level 3 supers if an additional stock (not the one you used to activate!) is available for it. If in POWER UP mode without an additional stock, players will not have access to any supers or system abilities since they always require a stock to use. Meter cannot be gained during POWER UP mode. | In POWER UP mode, attacks do 20% additional damage and enable access to Level 3 supers if an additional stock (not the one you used to activate!) is available for it. If in POWER UP mode without an additional stock, players will not have access to any supers or system abilities since they always require a stock to use. | ||
Meter cannot be gained during POWER UP mode. If the player performs a Level 3 super, the required additional stock will be consumed POWER UP mode will immediately end. | |||
Stock activation must be done in neutral and on the ground, and cannot be cancelled into from any move or action. The '''breaking a stock''' animation takes a total of 20 frames to complete, during which you are completely vulnerable to attacks. However, the animation can be cancelled out of by a special or super move after the 8th frame, the point at which the actual use of the meter to enter POWER UP mode takes place. Due to this startup lag, it is possible to be hit out of the activation sequence before the meter is spent. | Stock activation must be done in neutral and on the ground, and cannot be cancelled into from any move or action. The '''breaking a stock''' animation takes a total of 20 frames to complete, during which you are completely vulnerable to attacks. However, the animation can be cancelled out of by a special or super move after the 8th frame, the point at which the actual use of the meter to enter POWER UP mode takes place. Due to this startup lag, it is possible to be hit out of the activation sequence before the meter is spent. |
Revision as of 21:42, 7 September 2022
N-Groove is one of the six grooves in Capcom vs. SNK 2. It features a meter system with gauge "stocks" that can be used as a Level 1 super or activated on-demand to grant a damage bonus and access to Level 3 supers. It is a groove that has a little bit of everything, giving it movement and attack options that no other groove has. N-Groove is inspired by the Advanced Gauge meter system present in late 90s King of Fighters series games, starting with KOF'98.
N-Groove is solidly a mid-tier groove in CvS2. It has a well-rounded set of features but does not excel in any one area, giving up something to each of the top-tier grooves.
Groove Data
Main Feature | Power Stock Activation for an On-Demand Damage Boost | |
---|---|---|
Groove System | Advanced Gauge & Special Move System | |
Groove Subsystems |
| |
Meter Length | 216 Units | (72 units × 3 stocks) |
POWER UP Duration | 150 Time Units | (15 seconds) |
Guard Bar Length | 48 Units | Standard |
Meter Bonuses | In POWER UP state: +20% damage |
See Groove Subsystems for complete technical data on specific subsystems.
Meter System
The meter in N-Groove is a single bar with boxes for three meter stocks at its end. When the meter fills up, it adds a flashing red meter stock to the bar, after which the meter will reset to zero and the player can continue to build meter up for another meter stock. (Any action performed that "overfills" the meter bar will rollover and contribute to the next stock after the meter bar resets.) When three stocks are stored, the meter will remain full to indicate that no more meter or stocks can be gained.
The player can use a Level 1 super or system ability (Counter Attack, Counter Movement) per one stock. (When the player has three stocks, using one will deduct the stock and reset the meter bar to zero, allowing the player to build up a stock again.)
Players can also use a stock to activate POWER UP mode by pressing +
. Doing so deducts one stock from the meter stockpile.
In POWER UP mode, attacks do 20% additional damage and enable access to Level 3 supers if an additional stock (not the one you used to activate!) is available for it. If in POWER UP mode without an additional stock, players will not have access to any supers or system abilities since they always require a stock to use.
Meter cannot be gained during POWER UP mode. If the player performs a Level 3 super, the required additional stock will be consumed POWER UP mode will immediately end.
Stock activation must be done in neutral and on the ground, and cannot be cancelled into from any move or action. The breaking a stock animation takes a total of 20 frames to complete, during which you are completely vulnerable to attacks. However, the animation can be cancelled out of by a special or super move after the 8th frame, the point at which the actual use of the meter to enter POWER UP mode takes place. Due to this startup lag, it is possible to be hit out of the activation sequence before the meter is spent.
Meter (any stocks and any partial meter in the bar) is shared by the team and persists between rounds, win or lose. If a character was in POWER UP mode at the end of a round, the POWER UP state immediately ends; no meter will be recovered from any time remaining in the POWER UP timer.
Unique Groove Abilities
POWER UP Mode
Counter Movement
Groove Strategy
N-Groove is mid-tier 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.