Groove Edit Mode
Groove Edit Mode is an unlockable feature that exists in the console ports of Capcom vs. SNK 2. The main selling point of Groove Edit is that you can edit two new grooves, EX1-Groove and EX2-Groove, with features from all of the other 6 grooves, plus some abilities that aren't present in any of them!
To unlock Groove Edit Mode, simply beat Akuma or Rugal in arcade mode, it doesn't matter what version of arcade mode. Defeating God Rugal or Shin Akuma also unlocks it. The Groove Edit feature will then appear in the center of all the diamonds and is freely selectable.
You start out with a maximum of 4000 Groove Points (GP) that you can spend on different features. Some cost more than others based on their perceived strength. If you complete All Survival, you are given an unlimited amount of GP and can freely enable/disable any groove feature you want. Unfortunately, the GP you earn in arcade mode does not contribute to the amount of GP you have when editing the groove.
Here are the things you can spend your GP on, organized by how the game organizes each setting.
Gauge
The "Gauge" is what will be displayed at the lower left or right hand of the screen. It is the Groove bar, and it contains specific mechanics. If you are unfamiliar with the core mechanics of the grooves, look at the Groove Overview page for specific information on each groove.
Gauges | ||
C-Groove Gauge | Uses a 3-bar tiered meter system. The main mechanic is Level 2 Cancels. Cost: 1800 GP | |
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A-Groove Gauge | Uses a 2-bar level 1 only meter system. The main mechanic is Custom Combo. Cost: 2200 GP | |
P-Groove Gauge | Uses 1 long bar that contains a level 3 super. Has no main mechanic. Cost: 800 GP | |
S-Groove Gauge | Uses a 1-bar meter system that builds meter via Power Charge. The main mechanic being Desperation Mode. Cost: 1800 GP | |
N-Groove Gauge | Uses a 3-bar level 1 only meter system. The main mechanic is MAX Mode, where level 1 supers become level 3 supers. Cost: 1200 GP | |
K-Groove Gauge | Uses a 1-bar meter system that contains a level 3. The meter only builds by getting hit or Just Defending. The main mechanic is Rage. Cost: 1000 GP | |
No Gauge | No power bar is displayed and you don't have access to any of the main groove mechanics mentioned above. Cost: 0 GP |
System
These are system mechanics that have a decent impact on the gameplay outside of meter.
System Mechanics | ||
Blocking | Also known as Parrying. Negates an attack by tapping down or back before an attack lands. Cost: 1800 GP | |
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Just Defend | By blocking just before an attack lands, you get a bit of life and some meter. Cost: 1400 GP | |
Chain Combo | You can cancel lights into mediums and mediums into heavies. There's more to it but it works exactly like Morrigan's chain combos. Cost: 800 GP | |
Air Chain | Same as ground chain combos, but in the air. This time it's taken from Kyosuke's air combos. Cost: 700 GP | |
Super Combo Cancel | You can cancel any special into a super. Originally intended to be a P-Groove mechanic but Capcom didn't include it?? Cost: 1000 GP | |
Cancel Any Move | You can cancel any normal you want into a special or super, instead of being limited to attacks with a preset cancellability property. Cost: 1000 GP |
Subsystem
These are smaller subsystems that still have an impact on gameplay. If you are unfamiliar with the subsystems of CvS2, refer to the Groove Subsystem page for more information.
Subsystem Mechanics | ||
Dash | A quick movement forwards by double tapping forward. Cost: 200 GP | |
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Run | By double tapping and then holding forward, you run. You cannot have both run and dash. Cost: 300 GP | |
Rolling | By pressing LP + LK, you roll. Probably the most powerful mechanic here since you can roll cancel. Cost: 400 GP | |
Dodge | By pressing LP + LK, you dodge, and by pressing P or K during dodge, you do a dodge attack. You can't have both roll and dodge. Cost: 800 GP | |
Counter Attack | By pressing forward + MP + MK, you do a guard cancel. Requires one bar of meter. Cost: 400 GP | |
Counter Movement | By pressing forward + MP + MK, you cancel your guard into a roll, and holding back during it gives you a backdash. Cost: 300 GP | |
Air Guard | You can block attacks in the air. Cost: 500 GP | |
Small Jump | By tapping up, you do a shorter jump than normal. Cost: 600 GP | |
Tactical Recovery | By holding 2 punches, you delay your wake-up by a little bit. Cost: 200 GP | |
Safe Fall | By pressing 2 punches before hitting the ground, you quickly do a recovery roll and negate the knockdown. Cost: 300 GP |
Preset Groove Combos
These are some preset EX-Groove combos you can try. These are based on other fighting games so if you want to vaguely emulate the experience of a fighting game that wasn't done by the other grooves, you can try to copy these presets. If the cost is below 4000, you can do this under any circumstance, but if the cost is over 4000, you have to complete All Survival to have unlimited groove points.
Preset EX-Grooves | ||
Art of Fighting 1 & 2 | S-Gauge, Dash Cost: 2000 GP | |
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Art of Fighting 3 | S-Gauge, Dash, Chain Combo Cost: 2800 GP | |
CvS1 CAP-Groove | C-Gauge, Roll, Dash, Tactical Movement Cost: 2600 GP | |
CvS1 SNK-Groove | S-Gauge, Roll, Dash, Tactical Movement Cost: 2600 GP | |
Fatal Fury 1 | No Gauge, Dodge Cost: 800 GP | |
Fatal Fury 2 | No Gauge, Dodge, Small Jump Cost: 1400 GP | |
Fatal Fury 3 | No Gauge, Dash, Dodge, Small Jump Cost: 1600 GP | |
Real Bout Fatal Fury | P-Gauge, Dash, Dodge, Small Jump Cost: 2200 GP | |
Garou: Mark of the Wolves | C-Gauge, Run, Air Guard, Small Jump, Safe Fall, Just Defend Cost: 4900 GP | |
Pocket Fighter | C-Gauge, Chain Combo, Dash, Air Guard, Counter Attack, Safe Fall Cost: 4000 GP | |
Guilty Gear X | N-Gauge, Chain Combo, Cancel any move, Run, Air Chain, Air Guard, Counter Attack, Just Defend Cost: 5900 GP | |
KOF '94 / '95 | S-Gauge, Dodge, Dash, Small Jump Cost: 3400 GP | |
KOF '98 Extra Mode | S-Gauge, Dodge, Dash, Safe Fall, Small Jump, Counter Attack, Counter Movement, Air Guard Cost: 4900 GP | |
KOF '98 Advanced Mode | N-Gauge, Roll, Run, Safe Fall, Small Jump, Counter Attack, Counter Movement Cost: 4000 GP | |
Last Blade (Speed) | S-Gauge, Run, Dodge, Chain Combo, Cancel any move Cost: 4700 GP | |
Last Blade (Power) | S-Gauge, Run, Dodge, Super Combo Cancel Cost: 3900 GP | |
Last Blade 2 (Extra) | S-Gauge, Run, Dodge, Chain Combo, Cancel any move, Super Combo Cancel Cost: 5700 GP | |
SamSho 4 | K-Gauge, Run, Dodge, Chain Combo, Safe Fall Cost: 3200 GP | |
Street Fighter 2 (Classic) | No Guage, literally nothing enabled Cost: 0 GP | |
Street Fighter 2 Super Turbo | P-Gauge, Tactical Movement Cost: 1000 GP | |
Street Fighter Alpha 1 | C-Gauge, Chain Combo, Air Guard, Tactical Movement, Counter Attack Cost: 3700 GP | |
Street Fighter Alpha 3 (X-ism) | P-Gauge, Tactical Movement Cost: 1000 GP | |
Street Fighter Alpha 3 (V-ism) | A-Gauge, Air Guard, Counter Attack, Tactical Movement Cost: 3300 GP | |
Street Fighter Alpha 3 (A-ism) | C-Gauge, Air Guard, Counter Attack, Tactical Movement Cost: 2900 GP | |
Street Fighter 3: Third Strike | P-Gauge, Dash, Small Jump, Counter Attack, Safe Fall, Super Combo Cancel, Blocking Cost: 6100 GP | |
Vampire Savior 3 | N-Gauge, Dash, Chain Combo, Air Chain, Air Guard, Counter Attack Cost: 3800 GP | |
The Everything Groove | C-Gauge, Run, Counter Attack, Air Guard, Chain Combo, Air Chain, Cancel any move, Super Combo Cancel, Safe Fall, Tactical Recovery, Small Jump, Blocking, Just Defend, Rolling Cost: 10100 GP |
Go nuts, you can do some CRAZY stuff with EX-Groove.