This is a true Groove System Guide we’re making, not all the time!
Capcom’s recent release has seen a massive resurgence of CVS2 and CVS players.
But many do not know how the systems in the game work and which they should be styling.
CVS2 Groove System Guide
Firstly, the Groove System itself is one unique to just the Capcom Vs SVK series.
It changes the playstyle of your fighter to replicate other Capcom and SNK games.
Additionally, it’s worth noting that the ISMs and Grove modes operate quite similarly despite a difference in their number of stages. While the original has just two stages, the subsequent version boasts six!
At the beginning of a game, you have the option to select one among six characters you’d prefer to partner up with. However, be aware that each character’s unique abilities significantly alter your capabilities during play.
Initially, we encounter a standard system commonly known as the C-Groove, or Capcom Groove. This setup is employed in SF Alpha and Zero games. It’s essentially a three-tiered super meter that can be filled through attacking, defending, and even missing attacks.
Additionally, it offers capabilities such as aerial obstruction, rapid dashes, guard-canceling counters, rolling maneuvers, and strategic recovers.
That latter is a way to extend the recovery on wakeup to throw off players’ grabs.
On the other hand, level 2 Supers are fantastic because they can be nullified upon hit by a specific move, transforming it into an extended combo instead!
This Groove System Guide recommends it for most players who want a balanced and easy groove.
A-Groove refers to Alpha One adopting special combo sequences from SFAlpha. These can be activated by using a Heavy Punch and a Heavy Kick simultaneously, enabling the player to continuously chain cancel attacks. Moreover, it offers a brief period of invincibility during its initial startup!

Despite lacking air defenses or tech recovery options, this move features fall breakers. Rapidly press any three punch buttons to execute a quick tech roll upon landing. It also allows for Level 1 supers at a 50% meter expense. While it can be quite rewarding, its use is challenging, especially without any available meter.
I Got An F Style
As a gamer, I draw inspiration from the Super Street Fighter II Turbo gauge, which unleashes powerful level 3 supers. Likewise, my energy bar fills up not only from delivering blows but also from receiving them in combat.
In my gaming experience, just like Street Fighter 3, this move is primarily employed for deflecting attacks. What makes it stand out is the swiftness of the counterattacks it offers and the fact that it doesn’t chip or push. However, it has a significant drawback – its guard gauge is relatively low. If you don’t parry often while blocking, you might find yourself in a situation where you’re stuck performing multiple attacks, also known as stunlocked.
While Parrys can be appealing, they don’t provide many additional benefits, and this can be particularly true if one isn’t proficient at parrying. However, this Groove System Guide finds them intriguing, yet not especially practical.
The character S-Groove hails from KOF ’94 and builds up its power meter by charging Ki through heavy kicks and punches. Once fully charged, it boosts the damage output by 15% and grants a Level 1 Super attack.

Yet, when your health is low, it grants you endless Level 1 Supers and the ability to access your Level 3. Moreover, it boasts a side-step dodge that stands out among all Groove Systems.
Even though it’s tough to perfectly time these evasive maneuvers, rushing into super attacks isn’t ideal. Sure, low-health super moves can be exciting, but in a competitive setting, you won’t have the luxury of time to charge them up!
This one is the worst I find but can be useful on certain characters.
The “N-Groove” move originates from KOF97, and it’s set up using energy stocks. Utilizing these stocks triggers the POWER UP mode, which enhances damage output, and transforms all Level 1 supers into their more powerful Level 3 counterparts.

As a gamer, I can tell you that this move comes with a counterattack that costs one stock, enabling me to dodge attacks through guard cancel evasions. While it takes some time to fully charge up, the payoff is quick with level 3 being achieved sooner rather than later. The Power Up mode isn’t bad either.
Lastly, we have the K-Groove character from Samurai Showdown. This figure has a Power/Rage Meter that primarily fills up when receiving damage, blocking attacks, and landing blows. If you’re struck by a level 3 attack, the meter will fill up immediately!

Filled up, the character glows red and enters an aggressive state, amplifying attack power by approximately 35% and offering a defensive enhancement of around 12%.
Additionally, it features the Quick Fill Gauge Mechanism known as the Just Defend Samuara Showdown. Basically, if you block an attack at the right moment, you’ll be able to execute the move more swiftly.
Groove Is In The Heart
To put it simply, I recommend utilizing C, A, and K notches primarily. N-Notch works as well, but keep in mind that K tends to dominate it. As for P and S notches, they’re not really our top picks.
Do give them a try to see what you think, but for an easier time, stick to the ones suggested.
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2025-05-22 00:31