Capcom vs SNK 2: Edit grooves FAQ Version 1.3
By Nujevad ([email protected])


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.

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Table of contents:
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1. INTRODUCTION
2. GROOVE OPTIONS
  A. GAUGE
  B. SYSTEM
  C. SUB-SYSTEM
3. COPIED GROOVES
4. CREDITS

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1. INTRODUCTION
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    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.


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2. GROOVE OPTIONS
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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


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3. COPIED GROOVES
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    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




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4. Credits
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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