 |
|
 |
|
Grooves Cheats For Capcom Vs SNK 2 On PS2
|
|
 |
|
 |
HOME
Playstation 2 "C" Capcom Vs SNK 2 Cheats Grooves
Grooves |
Capcom vs SNK 2 : |

6 Mar, 2007
|
Grooves
Capcom VS. SNK 2 has six different grooves for your fighting pleasure, here
are the grooves and an explaination on how they work.
C GROOVE (Standard Capcom Groove)
- Air Blocking, Counter Attacks, Dashing.
All three levels of Super Combos are availible. Meter gains 4 points on
a hit, 1.3 on a guard, 0.4 when attack is missed. Meter also rises when
you are hit by a opponent or guarding attacks. You can also cancel supers
in this groove, for example: you can cancel a level 2 super into a level 1
super that does as much damage as a level 3 super. Canceling specials into
supers and vice versa are easier in this groove.
Power up:
Lv1: x1.01, Lv2: x1.02, Lv3: x1.05
A GROOVE (Street Fighter Alpha 3: V-ISM)
- Counter Attacks.
Only one level is availible. Meter gains 3 points on a hit, 1 on a guard,
0.3 when attack is missed. Meter also rises when hit by opponent or guarding
attacks. When executing the Custom Combo, 5 frames of time where only the
player can move exists, allowing for an attack if the opponent is not already
guarding. You cannot block during a Custom Combo. Level 1 supers are availible
when meter is at 50% or higher.
If the Custom Combo is interrupted, you will still have a remaining meter
minus 50%. Any attacks during a Custom Combo won't make your opponent dizzy,
stun value is set at 0. Also 2 seconds is not required for charge moves
during a Custom Combo. All normal attacks and special moves are cancelable.
During a Custom Combo you can cancel attacks into a super.
P GROOVE (Street Fighter 3: Third Strike)
- Dashing, Short Jumps, Tactical Recovery.
Only level 3 supers are availible in this groove. Meter gains 1.1 points on
a hit, 0.4 on a guard, 0.1 when attack is missed. Meter also rises when
parrying, getting hit by the opponent or guarding attacks. Parrying input
lasts for 8 frames on ground and 7 frames in air if lever is positioned
neutral within 3 frames after input. If a direction is held, the parrying will
last 4 frames instead. Parrying is also much tighter this time around.
S GROOVE (Basic SNK Groove)
- Dodge, Short Jumps.
Level 1 supers are unlimited when your life is below 15%, level 3 supers
are availible when your life is low and when your super meter is full.
Guard Canceling is unavailble. Meter rises when powering up, and also
when hit or guarding attacks.
Max Meter: x1.15 (Lasts for 166 counts on timer)
N GROOVE (King of Fighters '98)
- Guard Cancel, Running, Safe Fall, Short Jumps.
If a 'Power Max' is performed, your damage ratio increases by 20% and level 3
supers becomes available. Meter gains 3 points on a hit, 1 on a guard, 0.3 when
attack is missed. Meter also rises when hit by opponent or guarding attacks.
Max Meter: x1.2 (Lasts for 150 counts on timer)
K GROOVE (Garou: Mark of the wolves)
- Running, Safe Fall, Short Jumps.
When your super meter is full, your attack power is increased by 35% and the
maximum damage the character takes is decreased by 1/8th (similar to the T.O.P.
in Garou). Meter gains 1/12th when Just defended. Meter also rises when hit
by opponent, but not when guarding attacks. 'Just Defense' input lasts for 6
frames- if the lever is moved during the time, the Just Defense will lose its
input. When executing multiple Just Defenses, the lever must be put to neutral
for 6 frames after the Just Defense input has ended, or it will not take effect.
During MAX: (Lasts for 180 counts on timer)
Normal moves: x1.35
Special moves: x1.3
Super moves: x1.1
|
|
|
|
![]() |
You can:
- Write can write Your thoughts, opinions, reviews, comments:
- Discuss or talk about Capcom vs SNK 2 :
 |
|
 |
|
Please DO NOT! post any PASSWORDS or any private games account info!
- It can be used by thefts to HACK, STEAL and HARMFUL your account.
|
|
 |
|
|
|
|