S-Groove is one of the six grooves in Capcom vs. SNK 2. It features many unique abilities in CvS2, including the Dodge mechanic and manual meter charging. It also grants players unlimited Level 1 super opportunities when at low health. It is inspired by system present in the early King of Fighters games, starting with KOF'94.
Despite its looks on paper, S-Groove is a trash-tier groove in CvS2 for reasons that will be better explained below.
Groove Data
Main Features | Dodging, Manual Meter Charging, and Unlimited Level 1 Supers at Low Health | |
---|---|---|
Groove System | Extra Gauge & Special Move System | |
Groove Subsystems |
| |
Meter Length | 100 Units | |
MAX Mode Duration | 166 Time Units | (~16.6 seconds) |
Guard Bar Length | 48 Units | Standard |
Meter Bonuses |
|
See Groove Subsystems for complete technical data on specific subsystems.
Meter System
The meter in S-Groove is a single bar. Though some meter is gained when getting hit by the opponent, the primary means to fill it is to manually charge the meter. To do this, hold +
while in neutral.
The longer the buttons are held down, the more the meter bar will fill up. There is a brief period at the beginning of the charge animation where the meter bar accelerates from a slower speed to the maximum charge rate. To put that more simply, you will gain a lot more meter off of a few significant charges versus several momentary ones.
Charging must take place on the ground and while the character is in a neutral state. Charging cannot be cancelled into from or out of with any move. While in the charging animation you cannot block, move, or perform any action other than to release the buttons to stop charging. However, ending charging is an instantaneous action, allowing you to do something on the very next frame after exiting the charge state.
When the meter is completely full, the player will automatically enter MAX Mode, a state that lasts up to 16.6 seconds. During this time all player attacks will do an additional 15% damage, along with enabling access to a Level 1 super or a Counter Attack. When using the meter for these abilities, any remaining meter will empty and the player will exit MAX Mode.
Meter charging is disabled in MAX Mode; there is no way to add meter or extend the timer for MAX Mode once it has activạted.
If the player has low health (a.k.a. Red Health) and enters MAX Mode, any super attack will instead be a Level 3 super. Like before, any remaining meter is lost and MAX Mode ends if a super is used during it, though the player will retain the ability to use Level 1 supers in the low health state.
Meter is gained and used by one character during a single round only. It does not carry over between rounds, even if you win the round. It does not carry over between characters when you lose a round. If partially filled after a round win, it will reset to zero at the start of the next round. If the player was in MAX Mode after a round win, they will no longer be in MAX Mode and will begin again with zero meter in the next round.
Unique Groove Abilities
Dodge
For full technical information on Dodge, see Groove Subsystems.
The Dodge allows players to become invulnerable to physical attacks performed against them on the ground, by literally dodging them in-place. Dodge is unique to S-Groove since no other groove has it, although technically it is a part of the Groove Subsystem.
A Dodge is performed by pressing +
during neutral state on the ground. When performed, the player character enters the dodge state, usually a step back or lean back animation.
Dodges cannot be cancelled into from any move. However, they can be reversals, allowing the player to Dodge (and therefore be invulnerable) one frame earlier than they would have normally recovered from performing a move or recovering from a knockdown.
The player becomes invincible from the very first frame of a Dodge, up through the very last frame. The player is vulnerable to throws during a Dodge, where they cannot be teched out of. Once a Dodge ends, the player can block safely or perform any other action.
A Dodge universally lasts exactly 35 frames, and has three phases:
- Startup: 18 Frames, when the player character's dodge animation is taking place;
- Attack Cancellable: 13 Frames, when the character is stationary in their dodge pose. During this state, the player can cancel the Dodge into a Dodge Attack (see below);
- Recovery/Dodge Cancellable: 4 Frames, when the character quickly returns to the neutral state. The recovery can be cancelled into another Dodge, extending invincibility time.
The third phase of the Dodge, the recovery phase, can be cancelled with another Dodge. If done successfully, the player character will re-enter the startup animation of the Dodge, resetting the cycle. With good timing, it is possible to chain together Dodges and maintain physical invulnerability indefinitely.
Dodge Attacks
The second phase of the Dodge can be cancelled out of with a Dodge Attack. This is a special attack that allows the player to capitalize on a successful dodge with a quick attack.
To perform a Dodge Attack, press any or
at any time during the 13 cancellable frames of a Dodge. (No attack will happen if the button is pressed too early or too late, and the Dodge will continue normally.) Upon attacking, the Dodge and its invincibility frames immediately end, after which point the normal properties of the Dodge Attack apply (including any hurtboxes).
There are two different types of Dodge Attacks. One knocks the opponent down, while the other is special/super cancellable to allow for combo followups. These are not universally mapped to punch and kick, though, as different characters have different punch and kick Dodge Attack moves. All have the two Dodge Attack types, however.
Manual Meter Charging
S-Groove is unique in CvS2 in how meter is used. Although fractional amounts of meter are awarded for taking damage and blocking incoming attacks, the primary means to gain meter is to manually fill it by charging.
To charge the meter, hold +
from the neutral state. The longer the buttons are held, the more meter is gained.
While charging, the player character will become surrounded by a glowing ring of light and enter a special charging animation unique to S-Groove.
In the charge state, the player is completely vulnerable to all attacks and throws. However, the charge state ends immediately when the buttons are released, allowing the player to block or perform other actions, including a Dodge.
There is an acceleration effect in the initial moments of charging, meaning the rate of meter gained is lower at the beginning of the charge compared to later on in the charge. That is, more meter will be gained by fewer significant charges versus several shorter ones given the same amount of total charge time. The charge rate reaches its maximum speed approximately 15 frames after charging begins (testing is needed to determine the exact number).
MAX Mode
When the meter is completely filled, either by filling it by charging or as a result of taking damage or blocking attacks, the player will automatically enter MAX Mode and the meter bar turns into a timer that lasts 16.6 seconds. At this time, meter charging is disabled; there is no way to add meter or extend the timer while in MAX Mode.
In MAX Mode, all player attacks do an additional 15% damage, and a Level 1 super and Counter Attack becomes available. The super becomes a Level 3 if the player is in Red Health (see below) while in MAX Mode.
If a super or Counter Attack is used while in MAX Mode, the remaining meter/timer empties and the player will exit MAX Mode, starting again with zero meter.
If a player wins a round while in MAX Mode, any remaining meter in the timer bar will empty and MAX Mode will end. The player will start the next round with zero meter.
Red Health (Unlimited Level 1 Supers)
When the player has less than 25% health remaining (regardless of character Ratio) their health bar will begin flashing red. In this Red Health state, the player will enable S-Groove's signature comeback mechanic, access to Unlimited Level 1 supers.
Red Health grants a 5% attack damage bonus. This stacks with the 15% MAX Mode damage bonus, meaning it is possible to have a 20% attack damage bonus if in both Red Health and MAX Mode.
At any point during Red Health, the player can input a (Level 1) super command to use a Level 1 super. Normal startup and recovery periods of the super used will still apply, but outside of that there are no restrictions on how quickly they can be fired off or how many times they can be used.
If the player is in MAX Mode during Red Health, a Level 3 super becomes available. If it is used, MAX Mode will end, but Level 1 supers will still be available due to the Red Health state. With a Level 3 super available, it must be a Level 3 if performed; it is not possible to select or only perform a Level 1 super in this situation.
Red Health cannot be used to perform a Counter Attack. It can only be performed during MAX Mode, and only at the cost of the remaining meter/timer.
A player that ends a round in the Red Health state may not necessarily begin the next round in it, given that the round winner recovers health based on the amount of time remaining, and that bonus health may (and often will) replenish the player's health bar back above 25%. (Nakoruru's Level 3 healing super can also push the player out of Red Health, though that also would require the player to have been in MAX Mode as well first.)
Groove Strategy
Despite its seemingly powerful tools on paper, in practice, S-Groove is the worst groove in CvS2 by a significant margin. Every benefit of the groove comes with an asterisk, and even the things that it does well, other grooves can do just as good or far better. Even so, there are silver linings with S-Groove, and any player competent in the unique ways of how S-Groove does things can still be in with a fighting chance of competing.
Strengths
Dodge is Uniquely Frustrating - Half roll, half parry, there is nothing in CvS2 quite like the Dodge—which can make it a handful to play against. The sweet spot for Dodge is outside of throw range but within the opponent's normal attack range.
Strong Comeback Game - Unlimited Level 1 supers at Red Health means any hit confirm will turn into significant damage. If you manage to land a Level 3 in MAX Mode, another Level 3 is only a full meter charge away.
Weaknesses
- Dodge can become a liability (throws)
- The many cons of manual meter charging
- Roll Cancels render dodge obsolete
If you decide to charge your meter, you're giving up Oki and giving them a free out from your pressure
Unlimited Level 1 supers are a blessing and a curse. If you fire away with them, you're opening yourself to predictability. If you're patient with them and pick your spots... well, you were already doing that and your health got low to begin with!
Because with full health and without meter, you have.... dodge, I guess?
Your opponent will have strong meter attacks before you do, and if that leads to you getting red health then that means you have to always play from behind to best take advantage of what S has to offer
SNK games have always favored giving players that are behind more of a fighting chance like gaining meter after a team member dies or offering more powerful supers if losing, but that only really works if it's always the same for both players
Except for P, the other grooves get what a "patient" S-Groove player gets (availability of a super when there's an opening) about as often. Especially in C! But they also get that when they have a lot of health, too!
Character Considerations
There are a few key factors when using S-groove to consider:
How good are my character's dodge attacks?
Good dodge attacks are a key component. They can help score good damage and knockdowns allowing you time to charge up or start the offense. If your character has a fast cancel normal with good range and a good fast knockdown normal for their dodge attacks, then they might be a good choice. Some examples:
Cammy- close s.fp (cancelable) and s.rh (knockdown), a dodge fp is +10 and can link to super like normal close s.fp Chun- close s.fp (cancelable) and s.rh (knockdown) Ryu- close s.mk (cancelable), and s.fp (knockdown)
How good is my damage or gameplan with and without super
Some matches it may be hard to charge so taking into account their normal gameplan (even better if they have good dodge attacks) to do damage with no meter is a good thing to have. Some examples:
Kyo Iori Yamazaki
Do I have abusable level 1's?
Since desperation mode is supposed to be a comeback factor and the "gimmick" of S-groove, it's best to have safe abusable level 1 supers. Big bonus if your characters have abusable normals. These super can be ones that are safe to cancel into or just abusable done raw. Some examples:
Ryu- Shinku Hadouken
Sagat- Tiger Cannon
Athena- Shining Crystal Bit
Terry- Buster Wolf
Blanka- Direct Lightning
M.Bison- Knee Press Nightmare
There is another consideration for damage and chip as well. Chun Li can kill you fast if she land her level one and Chang has huge chip and mix ups with Choi. The reason those aren't as good is because that is still on the player to land those situation to use them and cant be abused in anyway unless you force the situation.
While not an all inclusive list, the following are very strong or solid in S-Groove:
M.Bison- Decent dodge attacks, high abuseable super
Sagat- Good damage and pokes without meter, best poke in the game into abusable super, dodge attack fp very strong vs anyone who cant duck it
Blanka- Blanka things, but also abusebale super
Cammy- Best dodge attacks in the game, leads to big damage, easy link combos into lvl 1 from a dodge fp, dodge kick amazing
Athena- Good dodge attacks, wants to zone so charging is deal, fully invincible lvl 1 super that works great with her zoning, has corner trap in desepration
Ryu
Terry
Kyo
Benimaru
Yamazaki
Mai
S-Groove Character Tier List
https://twitter.com/DRB3000/status/1537926163904901121
https://twitter.com/IzumiSgroove/status/1537242845958254592
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.