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 optimal usage can vary.
Dash
As seen in: C-Groove, A-Groove, and P-Groove
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.
- 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
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.
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
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Run Speed Chart
The table below shows how many pixels forward per frame a character runs. Basically, the higher the number, the faster the go 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.
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
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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.
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
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Counter Attack
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Counter Movement
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Air Guard
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Small Jump
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Tactical Recovery
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Safe Fall
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