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Capcom vs SNK 2/N-Groove

From SuperCombo Wiki
Cvs2 N-Groove Label.png
CVS2 NGrooveBar.png



N-Groove is one of the six grooves in Capcom vs. SNK 2.

Groove Data

N-Groove Data
Main Feature Power Stock Activation for an On-Demand Damage Boost
Groove System Advanced Gauge & Special Move System
Groove Subsystems
  • Run
  • Roll
  • Counter Attack
  • Counter Movement (Exclusive to N-Groove)
  • Small Jump
  • Safe Fall
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 Hp.png + Hk.png.

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.

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.

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
Controls
Notation
HUD
Glossary
System
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
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