Capcom vs SNK 2: Edit grooves FAQ Version 1.3 By Nujevad (lancer128@edsamail.com.ph) Revision history: Version 1.1: Wrote the entire thing Version 1.2: Added some more Copied Grooves, Made some corrections here and there. Version 1.3: Added some more grooves that were contributed to me. ----------------------------------------------------------------------------- Table of contents: ----------------------------------------------------------------------------- 1. INTRODUCTION 2. GROOVE OPTIONS A. GAUGE B. SYSTEM C. SUB-SYSTEM 3. COPIED GROOVES 4. CREDITS ----------------------------------------------------------------------------- 1. INTRODUCTION ----------------------------------------------------------------------------- You can unlock the Groove edit mode upon fighting and beating Normal Rugal or Gouki. You start off with a limit of 4000 point to which you can freely spend to create your own personal groove. If you are able to complete the "Survival all" in the Suvival mode, you will be rewarded with the ability to go over the limit and choose any option you may desire. ----------------------------------------------------------------------------- 2. GROOVE OPTIONS ----------------------------------------------------------------------------- A. GAUGE: You can pick one of the following to be your power gauge. The qualities of each groove are the same as the regular versions. C-Gauge Can use level 1, 2 and 3 supers. Pressing Weak uses level 1, Middle uses level 2 while Strong uses level 3. The level 2 super can be cancelled into a special move or a level 1 super. Cost: 1800 A-Gauge Can use two level 1 supers or activate Original Combo mode. Pressing HP+HK activates Original Combo mode. While in Ori-Combo mode, you can freely link normal moves and special moves. Cost: 2200 P-Gauge One long bar that unleashes a level 3 super move. Cost: 800 S-Gauge Can manually charge to fill your bar to perform a level 1 super. If your health reaches below 15%, you can perform unlimited level 1 supers or a level 3 super if you have a full power bar. Cost: 1800 N-Gauge Can hold up to three stocks, you can perform level 1 supers. If you activate MAX mode, you can perform a level 3 super move. MAX mode is performed by pressing HP+HK Cost: 1200 K-Gauge Can only be filled by being hit or guarding against a hit. Once filled, You take less damage and can perform a level 3 super move. Cost: 1000 No Gauge If you decide to not use a power bar, pick this. Cost: None B. SYSTEM: These can modify your offensive and preventive abilities. Blocking Also called Parry, you can deflect any move and take no damage while parrying. It is performed by pressing towards just before getting hit by a move. Cost: 1800 Just Defend Similar to parrying but you must press back just before getting hit. Cost: 1400 Chain Combo You can link normal attacks into a combo. You can only link an attack into a stronger attack. This means you can chain WP into a MP or HP. This is the order of the chain: WP, WK, MP, MK, HP, HK. You can skip any of the attacks as long as it follows the chain and not in reverse. You can also chain standing attacks into crouching ones. Cost: 800 Air Chain You can perform the chain combo in the air. Cost: 700 Super Combo Cancel You can cancel any move, including specials, into a super move. Cost: 1000 Cancel any move You can cancel any normal move into a special one. Cost: 1000 C. SUB-SYSTEM: Here you can add a feature to your groove that will affect your character's defensive and movement properties. Dash You can do a short hop forwards and backwards by pressing F, F or B, B. If you choose this, you can't pick run. Cost: 200 Run You can run forward by pressing F, F. Hold the second F to continue running. If you choose this, you can't pick dash. Cost: 300 Rolling If you pick this, you can roll forward by pressing WP+WK and avoid all attacks except throws. If you choose this, you can't pick Dodge. Cost: 400 Dodge If you pick this, you can dodge back by pressing WP+WK and avoid any attack except throws. While you are dodging, you can press any Punch or Kick to attack. If you choose this, you can't pick Rolling. Cost: 800 Counter Attack You can knock back the enemy while you guard a hit. This move requires one level of your power gauge. The conter- attack is performed by pressing MP+MK while your guarding a hit. Cost: 400 Counter Movement You can roll forward or back as you guard a hit. This move makes you invincible from all moves as long as you're still rolling. This move is performed by pressing F+WP+WK to roll forward and B+WP+WP to roll back while you gaurd a hit. This move requires one level of your power gauge. Cost: 300 Air Guard You can guard in the air. Cost: 500 Small Jump You do a low, fast jump by quickly pressing U. Cost: 600 Tactical Movement You can stay on the ground a little longer upon knockdown. This move is done by holding any two P's as you touch the ground as you fall. Cost: 200 Safe Fall You can quickly roll back upon knockdown. This move is performed by pressing any two P's right before you touch the ground as you fall. Cost: 300 ----------------------------------------------------------------------------- 3. COPIED GROOVES ----------------------------------------------------------------------------- Here are some grooves based on other fighting games. If there's something wrong here or you want to make a contribution, tell me by contacting E-Mail account written by the title: Art of Fighting Series: AoF 1 & 2: S-Gauge, Dash (2000) AoF 3: S-Gauge, Dash, Chain Combo (2800) Capcom vs SNK: CVS(Capcom Groove): C-Gauge, Roll, Dash, Tactical Movement (2600) CVS(SNK Groove): S-Gauge, Roll, Dash, Tactical Movement (2600) Fatal Fury Series: FF 1: No Gauge, Dodge (800) FF 2 & Special: No Gauge, Dodge, Small Jump (1400) FF 3: No Gauge, Dash, Dodge, Small Jump (1600) RB 1/2 & Special: P-Gauge, Dash, Dodge, Small Jump (2200) (Contributed by John Q.T. Nguyen and Isaac Wehmanen) Mark of the Wolves: C-Gauge, Run, Air Guard, Small Jump, Safe Fall, (4900) Just Defend Gem Fighter Series: (Contributed by John Q.T. Nguyen) Pocket Fighter: C-Gauge, Chain Combo, Dash, Air Guard, Counter Attack, (4000) Safe Fall Guilty Gear Series: Guilty Gear: P-Gauge, Chain Combo, Cancel any move, Run, Air Chain, (4100) Air Guard Guilty Gear X: N-Gauge, Chain Combo, Cancel any move, Run, Air Chain, (5900) Air Guard, Counter Attack, Just Defend King of Fighters Series: KOF'94/95: S-Gauge, Dodge, Dash, Small Jump (3400) KOF'96: S-Gauge, Roll, Run, Safe Fall, Counter Attack, Counter (4600) Movement, Small Jump, Air Guard KOF'97/98(Extra): S-Gauge, Dodge, Dash, Safe Fall, Small Jump, Counter (4900) Attack, Counter Movement, Air Guard KOF'97/98(Advanced):N-Gauge, Roll, Run, Safe Fall, Small Jump, Counter (4000) Attack, Counter Movement KOF'99/00: C-Gauge, Roll, Run, Safe Fall, Small Jump, Counter (4600) Attack, Counter Movement (Contributed by John Q.T. Nguyen) KOF'01: C-Gauge, Run, Roll, Small Jump, Counter Movement, Counter (5600) Attack, Safe Fall, Super Combo Cancel Last Blade Series: LB 1 & 2(Speed): S-Gauge, Run, Dodge, Chain Combo, Cancel any move (4700) LB 1 & 2(Power): S-Gauge, Run, Dodge, Super Combo Cancel (3900) LB 2(Extra): S-Gauge, Run, Dodge, Chain Combo, Cancel any move, Super (5700) Combo Cancel. Mortal Kombat Series: Mortal Kombat 3: No Gauge, Chain Combo, Cancel any move, Run (1800) Mortal Kombat 4: No Gauge, Chain Combo, Cancel any move, Run, Dodge (2900) Ready to Rumble Series: (Both contributed by Jeremy Laurenco) Ready to Rumble: P-Gauge, Super combo cancel, Cancel any move, Dodge (3600) Ready to Rumble 2: C-Gauge, Blocking, Chain combo, Super combo cancel, (7400) Dodge, Cancel any move, Tactical movement Rival Schools Series: (Contributed by John Q.T. Nguyen) RS & PJ: C-Gauge, Run, Air Guard, Counter Movement, Counter (6800) Attack, Chain Combos, Air Chain, Super Combo Cancel, Cancel any move Samurai Spirits Series: Samurai Spirits: K-Gauge, Run, Safe Fall (1600) Samurai Spirits 2: K-Gauge, Run, Roll, Safe Fall (2000) Samurai Spirits 3: S-Gauge, Run, Dodge, Safe Fall (2800) Samurai Spirits 4: K-Gauge, Run, Dodge, Chain Combo, Safe Fall (3200) (Contributed by Michael Woodhouse) SS2(NGP): K-Guage, Run, Dodge, Air Guard, Tactical Movement, Safe (6500) Fall, Blocking, chain Combo, Cancel any move Soul Series: (Both contributed by Jeremy Lourenco) Soul Edge/Blade: C-Gauge, Blocking, Chain Combo, Super Combo Cancel, (8900) Cancel any move, Dash, Counter Attack, Small jump, Safe fall, Tactical movement Soul Calibur: No Gauge, Blocking, Chain Combo, Cancel any Move, Run, (6200) Dodge, Counter Attack, Small Jump, Tactical Movement, Safe Fall Street Fighter Series: Super SF 2 X: P-Gauge, Tactical Movement (1000) SF Alpha: C-Gauge, Chain Combo, Air Guard, Tactical Movement, (3700) Counter Attack SF Alpha 2: A-Gauge, Air Guard, Counter Attack, Tactical Movement (3300) SF Alpha 3(X-Ism): P-Gauge, Tactical Movement (1000) SF Alpha 3(V-Ism): A-Gauge, Air Guard, Counter Attack, Tactical Movement (3300) SF Alpha 3(Z-Ism): C-Gauge, Air Guard, Counter Attack, Tactical Movement (2900) SF EX: A-Gauge, Super Combo Cancel, Cancel any move (4200) (Contributed by John Q.T. Nguyen) SF 3: P-Gauge, Dash, Small Jump, Counter Attack, Safe Fall, (6100) Super Combo Cancel, Blocking Vampire Series: Vampire: P-Gauge, Dash, Chain Combo, Air Chain, Air Guard, Just (4800) Defend, Counter Attack, Vampire Hunter: C-Gauge, Dash, Chain Combo, Air Chain, Air Guard, Counter (4400) Attack Vampire Savior 3: N-Gauge, Dash, Chain Combo, Air Chain, Air Guard, Counter (3800) Attack Vs. Series: All: C-Gauge, Dash, Counter Attack, Air Guard, Chain Combo, (6400) Air Chain, Cancel any move, Super Combo Cancel ----------------------------------------------------------------------------- 4. Credits ----------------------------------------------------------------------------- I'd like to thank the following: -Capcom for making this awesome game -My family for not disturbing me while I played -John Q.T. Nguyen for giving me some extra information and contributions -Isaac Wehmanen for pointing out one of my mistakes -Michael Woodhouse for contributing -Jeremy Lourenco for contributing -You, the reader for putting your trust in my work