This system is inspired by Capcom Vs SNK's Groove select system. Basically, you can choose between one of three bars. Each bar gives character certain moves depending on the bar. The bars also provide a special power up mode to each of them that causes a bad side effect after using it and can only be used once. The three bars are called Fire, Ice, and Thunder. Also like CvS, The characters will have 3 punches and kicks.
Here's what the groove bars may look like in the future:
Fire:Spoiler: About (click to see content)
This groove burns with power and aggression. This groove is exclusive to those who are swift in attack, not caring about defense or stamina. This groove has the least meter capability, only having 3000 total. This grooves allows for moves such as wall bounces, ground bounces, shield breaks, and power throws. Bounce moves uses 500 meter, shield break 750, and power throw 750. The full power ability provided with this groove is Overheat. When Activated, the character gains double amounts of strength. The price to pay will be at the end of this mode, the character takes double damage.
Spoiler: Explanation of moves (click to see content)
Wall bounce and Ground Bounce: Wall Bounces and Ground Bounces are, as their name implies, moves that causes the opponent to bounce off the wall or the Ground of the stage. Many of these moves are seen in SFxT and MvC3. In SFxT, EX specials can cause wall bounces and ground bounces. That the way it will work here. Ground or wall bounces can be performed by inputing the input need to perform a special plus



. When the input is successful, the character will flash red while doing the move. These moves can be used to continue some serious combos.
Shield Breaker: Shield Breaker is a move not commonly seen in fighting games. This move is basically a powerful thrust attack that puts the opponent in another state when the opponent is blocking. This move can be performed by inputing



. When Activated, the character will flash blue. This move may use a lot of meter, but it's fast and useful for destroying a turtling opponent.
Power Throw: A power throw is basically a beefed up normal throw. In games like Marvel and Guilty Gear, you can combo off of a throw. This will be the function of this throw. When the character successfully grabs with a power throw, the opponent will be either launched, stunned or bounced. Power throws are preformed by inputing



when close to an opponent. When the input is successful, the character will flash red.
Ice:Spoiler: About (click to see content)
This groove is not easily shattered. This groove is exclusive to those who rely on defensive aggression. This groove has the most meter capability, having 5000 total. This groove allows for moves such as Parries, Power blocks, and Guard Cancels. Parries and Guard Cancels use 500 meter, Power block uses 1000. The full power ability provided with this groove is Permafrost. When activated, the damage that the character takes is halved and the character gains Super Armor. The price to pay will be that the character can only block one hit attacks. Strings, chains, and multihit attacks will cause the guard to break.
Spoiler: Explanation of moves (click to see content)
Power Blocks: Power blocks are moves that negate damage from blocking as well as push back the opponent. Power Blocks are performed by pressing

while blocked. When inputed successfully, the character will flash white.
Guard Cancels: Guard Cancels are moves that allow your character some space. When your opponent hits your character while blocking, inputing any attack button on the right time will force your character out of the guarding state and into an attack that depends on the attack button you pressed. When the input is successful, the character will flash purple.
Parries: Parries are moves that can stop anything that causes one hit. Parries are performed by simply inputing

right when an attack is about to hit. The main drawback to parring is that it not that effective to multihit attacks. When inputed successfully, the character will flash white.
Thunder:Spoiler: About (click to see content)
This groove is quick to the punch. This groove is exclusive to those who rely on speed and quickness. This groove has stable meter capability, having 4000 total. This groove allows for special cancels and a run. Special move cancels into another special uses 1000 meter, running doesn't use any meter. The full power ability provided with this groove is Discharge, which functions like CvS2's A groove, but you can only reuse a move once before having to cancel into another move. The price to pay for this move will be that your blocking is disabled for a bit and your character loses speed.
Spoiler: Explanation of moves (click to see content)
Special move cancel: Pretty self explanatory. When successfully performed, the character will flash orange.
Run: Also self explanatory.