My Page of GrooveGrooves:Grooves were introduced in Capcom vs SNK. Grooves are different ways for each team to gather vigor energies. Ok, fine, there were only two grooves in the game, but the world has so many possibilities for vigor gathering. One note is that regardless of the groove, no team can have more than 9 levels of vigor built up at any one time. Any thing built up has a maximum of 9 levels, although some grooves have less. Street Fighter: ![]() Raises vigor whenever the team attacks. Easy to power up, but slow. This one is from any of Capcom's fighting games like: Street Fighter, Darkstalkers or Plasma Sword. Works equally well for any team. SNK: ![]() Hold down light+heavy punch or kick to charge. Fastest groove, but leaves vulnerable. Use this one if you need hypers in a hurry and don't care if you get beat up. Unlike the real game, full bars are kept as levels, so up to 9 hypers can be stored. Castlevania: ![]() Collect hearts that drop out of the sky. 2 hearts needed for 1 level. The hearts drop randomly, but at least once every 8 seconds. Quick, but is undependable. Remember that the enemy can pick them up, even if they do not gain benefit from them Limit Break: ![]() Gain vigor by taking damage. Quarter of a life bar gives one vigor level. Best used for large teams, especially with fighters with regeneration. Xenogears: Perform combo attacks. 8 hits gives 1 level. 5 hit combo counts as 4 hits. Use this when you have a whole bunch of fast characters Megaman: ![]() Hold any button down to charge. Can still move and attack while charging. Slower then SNK. Pick characters with chargable moves so you kill two birds with one stone. Target: A bouncing bar is at the bottom. Hit the enemy when in the target area. Harder on higher levels. Needs a player who has good timing Vagrant: ![]() Player starts at level 2. Gains another level every 15 seconds. This is good for slower fighters with good defense who can live for 10 seconds. Enraged(Anime): Start at level 3. Gain 5 levels when a character is defeated. Best used when you have a lot of characters who can die Lottery: Every 5 seconds, a random number appears 1,2, or 3. Match ratio to get one level. The best way to use this groove is to have one of each ratio on the team. Infinity: The player has infinite vigor levels. Each level takes 3 seconds to recharge after use. This can only be used in a versus mode, never in an arcade mode. There is no gauge, just an infinity symbol in the lwoer corner. Moderation: Starting with 9 levels of vigor, the player does not receive any more. A good way to use this is to pick fighters that can charge vigor via their moves. Defensive: Vigor increases whenever the character blocks. Great for teams with high defense characters. Kick: Gain a level by kicking the other player. Not the character, the physical person. The team doesn't matter, just the aggression of the players. (Experimental). Jackass: ![]() Power up by Taunting. Amount gained depends on length of the taunt. Very useful for Dan. Fighters with short taunts are probably better, because you are not left defenseless for as long. As you taunt, Carrottop's hair grows, when it is full, you get a level and he goes bald. Soul Reaver: Infinite hyper usage, only as long as the character no red bar showing. If a player is hurt, they only need to regain health so no red bar is left to use infinite hypers. Each fighter has their own infinite status, so if Fighter 1 has full health, that does not mean Fighter 2 can use hypers. No gauge is used Balance: When a player hits, a balance bar moves their direction. After 5 points, gain one level. Great if you can build up momentum, not good otherwise. Will and Word: ![]() Each character has an endurance bar, starting half filled. Each hyper use takes half a bar. If not enough of the bar is left, the character loses 1 point from all their stats. When the enemy is nearly dead, just start throwing tons of hypers at them. Good for large teams. Valkyrie Profile: ![]() Almost identical to Capcom groove, except that the bar will drain. Full levels are not lost. Note that this groove is much faster than Capcom. A weak hit gives 10 points, a medium 25 points, and a strong hit gives 40 points. 100 points fills the meter and increases the number inside the ring by one. Collector: ![]() Whenever the enemy is knocked down or hit with a special or hyper, the enemy drops a ring (or coin,etc). It costs 5 rings to perform a hyper attack. Valkyrie 2: ![]() Whenever you perform an air combo, you get one crystal per hit. Hyper attacks never give crystals. 5 small crystals form into one large crystal, which gives one hyper. Good for teams of fast fighters who can air combo alot. Ninja Warrior: ![]() The bar will fill itself in about 6 seconds. However, if you are knocked down, all built up energy is lost. Full levels are not though. Use for bigger fighters that don't fall easily. Also, Safe Falling can save energy. Power Stone: ![]() 7 stones are randomly given out among the fighters. Knock down a warrior to steal his stone. If a single character gets 3, his entire team gets Infinite hyper attacks for 10 seconds! Then all stones are randomly scattered again. When a fighter assists, he gives his stone to the main fighter. May also use hypers, but gives a random enemy 1 stone from the user. Must have a stone to give also. If the enemy does not have power stone groove, the stones mean little to them except they can keep you from having hypers. Bust a Move: ![]() A series of orbs is given for a player. Each button is a different color orb. Match the pattern without getting hit by the enemy. If you mess up, the pattern is changed. Pattern corresponds to the basic attack buttons Devil May Cry: ![]() The player has 6 demon runes as a vigor meter. The green meter powers up by attacking the opponent exactly like Street Fighter groove. When it fills, one of the runes becomes lit. Doing a hyper attack takes a single lit rune. If the player has 3 or more runes, they can activate an infinite hyper mode that lasts for 2-3 seconds per full rune. Infinite mode takes all vigor built up. Works well for a team of fighters with quick hypers for the maximum effect. Chrono Cross: ![]() An elemental "field" is in place. Use three attacks of the same element in a row to gain a vigor level. Both players can effect the field. Best used for a team with special moves of all the same elemental. Hyper Arts: From Legend of Legaia. Each character has a Spirit Bar. This bar is a number bar of 0-100. Each special move takes 12 points and each hyper takes 48. To charge the bar, the player does a "Spirit Defense" which charges 50 points. Unlike SNK groove, the player cannot stop the charge until complete, but there are benefits. Turning the charge, the players have Super Armor Max and only take half damage from attacks. Works best for large teams Rage Combo: ![]() Gain vigor by taking damage and using Force Blocks and Parries. Once the meter is full, the fighter gains +1 to all stats while the bar is charged and can do a hyper. The bar will run down in about 8 seconds. After the bar is used or runs out, the player gets a "Rage Charge". 2 of these charges can be used to do a level 1 hyper. Tagging empties the bar, but Rage Charges are not lost. Up to 9 charges can be held. Moves of higher level can be done using both the bar and charges. A level 3 hyper can be done with 4 charges and a full rage bar. Armor Mode: ![]() This is basic Street Fighter groove with a twist. At the expense of slower vigor charging, the player can use a level to gain Super Armor 2 for 10 seconds. Revify: ![]() This is basically SNK groove, except that partial levels will slowly drain to regenerate the fighter. If the active fighter has any red bar left, vigor will automatically drain away and restore life to the active fighter. Full levels are not taken Third Strike: ![]() Similar to Street Fighter groove, but slower. The player may do specials "Alpha style" (do the motion twice, then hit the button) to charge up their specials. Each charge up takes half of a vigor level and increases the power of the special by 100%. (ie 2 times the speed, the hits, and the power) Hyper Active: ![]() Gain a level of vigor by doing 6 special moves. For an added bonus, the player may use a level to increase his/her fighter's energy by 50% for 10 seconds or a single hyper. Projectile users are the best for this groove Overdrive: ![]() From Final Fantasy 10. This groove is the slowest charging in the game. However, the chances to charge are great. Each fighter has his or her own bar. Level 3 moves can be done with the single bar, but only count as level 1 for damage. All of the below modes are all in effect at the same time, so the fighters are constantly gaining vigor. However, the amount for each is so low, it still takes a while to build up the bar. Works well for large teams. The modes are: Mark of the Wolves: ![]() ![]() From the last Fatal Fury game. The team has 3 levels of vigor, gained by taking and dealing damage. The catch is that the player gets to choose a T.O.P. setting (see pic 2). The T.O.P. setting covers 25% of the player's life bar. Whenever a fighter's health is in the zone set by the TOP, they gain a bonus to their power by 25%. Legend of Mana: ![]() Each fighter has their own vigor bar. The vigor bar fills by attacking. Any hyper can be used once the bar is full, but only count as level 1. While performing a hyper attack, the fighter flashes and cannot be hurt or effected in any way during the hyper attacks. Tension: ![]() From Guilty Gear X. Gains vigor by attacking the enemy and using special moves. Defending enemy attacks cause the bar to decrease. Using 33% of the bar, a fight can perform a hyper. If the bar if full, the player can attempt an Instant Kill attack. These perform like the Snap Back attacks (being short range). A successful attack kills any fighter except for boss characters. May only be attempted once per battle. Karma:
A player who picks karma groove starts with 2 levels of energy. However, there is no way to gain more levels through your own actions. Whenever your enemy uses a hyper attack, you gain a number of levels equal to the number your opponent used. If both fighters pick Karma groove, there will be four levels of vigor split among the two teams and this total will not change. Very good against grooves that allow infinite hypers in any form. Last Blade: All characters can perform infinite hyper attacks, but only when each individual is in danger. When the life climbs back above the danger zone, the fighter loses his ability. Also, the player can choose Power or Speed mode as well. Power mode gives all of your fighters +1 to Strength while Speed mode gives +1 to Speed. A good groove for large teams. Pocket Fighter:
The bar that appears on the bottom of the screen is not for hypers. Instead, by collecting red, blue, and yellow crystals, you can powerup individual special moves. Each color powers up a different bar, one for each of the assist capable special moves. There are 3 Levels. Level 1 is the beginning level and also the lowest. All special moves are smaller, slower and do less damage than normal. Level 2 is earned by collecting crystals. These moves have normal characteristics. Level 3 is the most powerful. At this level, special moves practically are hyper combo attacks. They are faster, stronger, and larger. Regular Hyper attacks can be performs, but cost 2 levels from any of the three bars, picked at random. Hypers usually release many crystals if they connect. A team shares the bars, so it works well for any team. Saikyo: Dan's fighting style. Saikyo groove basically means sacrificing hyper attacks for more power. Under Saikyo groove, your team CANNOT perform any hypers, but receive a +1 boost to all stats for all team members. Also, your special moves do about 5% more damage. Only for veterans who refuse to use hypers Virtua Fighter: Like Saikyo, but more extreme. Using this groove, you cannot do ANY hyper or special moves at all. However, you do gain +2 to all stats for all fighters. Plus, all fighters also gain dodge if they do not have it or rolling evade already. Your fighters also take only half chipping damage when blocking. This is if you want a traditional 3-D fighting experience.
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