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GROOVE FEATURES Cheats For Capcom Vs SNK 2 On PS2


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 Capcom vs SNK 2 :

24 Feb, 2007
GROOVE FEATURES
AIR BLOCKING (C Groove):
Air blocking isn't as potent as you would expect, you can block anything in
air except ground based moves and supers. Making a lot of anti-air moves such
as Guile's Flash Kicks obsolete.

COUNTER ATTACKS (C,A,S,N Grooves):
Basically Alpha counters from SFA3, not very effective. They do little to no
damage depending on how much life your opponent has, also counter attacks can
be blocked. Counter Attacks are done by pressing f+MP+MK when blocking.

COUNTER ROLL (N Groove):
Similar to Counter Attacks except that you roll instead of attacking. Now this
itself is very useful against scrubs who abuse specials and supers. Counter
Rolls are performed by pressing f+LP+LK or b+LP+LK.

DASHING (C,A,P Grooves):
Regular forwards or backwards hop, nothing new here.

DODGE (S Groove):
Dodge causes your character to sidestep into the background while temperory
avoidingall incoming attacks except throws. The best thing about dodges is that
they don't leave you vulnerable to attacks after it's done. Also while your in
"dodge mode" you can perform two different attacks with either P or K. One of
the attacks sends your opponent sailing across the screen while the other is a
weak version that is bufferable into specials/supers.

ROLL (C,A,N Grooves):
Rolls are still invulnerable to low attacks and vulnerable to throws, but there
is a bit of lag time at end of a roll.

RUNNING (N,K Grooves):
If your a KOF veteran you'd pretty much know what to expect, there is a bit of
lag time after when you stop; that's if you don't cancel the run into anything.
Also running speeds also vary from each character, for ex: Zangief run speed is
about equal to Balrog's (Vega) walk. Running in general is a little slower than
in the KOF games.

SAFE FALL (A,S,N,K Grooves):
IMO this is better than Tactical Recovery, when performed correctly you will
tech roll backwards a short distance, also you hit the ground and rise quickly.
You perform Safe Falls by pressing 2 punch buttons upon being knocked down.

SHORT JUMPS (P,S,N,K Grooves):
Short Jumps are performed by quickly tapping up, the benefits of this feature
are to a solid offensive strategy. They inable you to get inside your opponent
and pressure your opponent (good ex. of this is Iori) into making stupid
mistakes,
also some anti-air moves won't work as effectivly against a short jump as
opposed to a regular jump.

TACTICAL RECOVERY (C,P Grooves):
Similar to the delayed get-up's in Capcom VS. SNK. You can perform a tactical
recovery by pressing any 2 punches upon being knocked down.
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