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This guide serves as a comprehensive resource for mastering every mechanic in Fatal Fury: City of the Wolves. While the game does offer a legend for its mechanics and includes a demonstration mode, it often falls short in presenting a clear overview for players.
My aim with this guide is to break down each mechanic for you, enabling quick reference while you explore other guides, and to clarify their contexts, as it can be easy to get confused and forget the specific roles of each mechanic.
S.P.G.
Before entering a match, you can choose the S.P.G section of your health bar. This unlocks the use of REV Blows and Hidden Gear super attacks. Additionally, when in S.P.G. mode, your damage output increases.
Starting with the REV Art can often give you an advantage in early exchanges. However, it can make utilizing Hidden Gear more challenging. If you reserve it for the back third of your health, it acts as a comeback mechanic, but this might allow your opponent to gain momentum. Placing it in the middle is essentially a balanced option.
Keep in mind that every character can execute combos that can deplete more than a third of your health, so if you position S.P.G anywhere but the front, you might miss out on its benefits.
REV Blow
To execute a REV Blow, press the heavy punch and heavy kick buttons at the same time. Every REV Blow offers some level of invincibility, making it a powerful option against opponents using pokes. You can only use this attack while your health is in the S.P.G section and can even perform it in the air.
Hidden Gear
The S.P.G. mode grants access to your Hidden Gear super attack, which is the most visually impressive and powerful super in your repertoire. Though it requires both super meters, landing this attack can completely refresh your REV gauge, offering a significant shift in momentum if you’re nearing limit.
REV Guard
A REV Guard works similarly to a Push-Block, a concept familiar to players of Marvel Vs Capcom. It creates distance while defending, nullifying any chip damage. You can hold the REV Guard, and the longer you do so, the more your REV Meter increases.
REV Accel
REV Accel allows you to cancel one REV Art into another. For example, Terry can cancel the REV version of his Buster Wolf into the REV version of his Power Wave. The timing must be precise; input the command for the second REV Art the moment the first one lands. REV Arts that hit multiple times can cancel at any point.
To perform a REV Accel, a valid move must be available. For instance, Salvatore cannot execute a REV Accel after his Sky’s Beat as he will be airborne without any special moves possible in that state. In contrast, Tizoc can perform a REV Accel by canceling his Olympus Over flying elbow into his Icarus Crash aerial grab.
Breaks
HP + LK or REV during selected Special Attacks |
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Breaks are a way to cut select Special Attacks short. This can make unsafe moves harder to punish or open up new combo routes. Breaks must be performed early; once you pass a certain point in the special, the option to break vanishes.
Feints
A Feint causes your character to perform just the initial part of an attack without completing it. The goal is to confuse your opponent, making them more likely to commit to a counter or jump, leaving them open to follow-up attacks.
Certain Breaks can serve as Feints, like Tizoc’s Poseidon Wave Break.
Just Defense
Press ⬅️ or ↙️ just before impact |
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Just Defense is executed just before an attack lands. If successful, your character will be surrounded by a green aura, resulting in a small health recovery, no chip damage, and a faster recovery from the block. You can chain multiple Just Defenses to completely stop multi-hitting attacks. While there’s no air guard in City of the Wolves, you can perform Just Defense in the air.
If this resembles a Third Strike parry, that’s because it functions in a similar manner.
Hyper Defense
Press ➡️ or ↘️ just before impact A Hyper Defense follows a normal block |
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The Hyper Defense operates like the Just Defense, but it occurs after a normal block, performed by directing towards your opponent. After blocking the initial hit of a multi-hitting attack, you can perform Hyper Defenses by pushing forward as subsequent hits land or down-forward for low attacks.
Guard Cancel
A Guard Cancel is an attack that you can execute right after a Just Defense. The timing is extremely tight, but it allows you to counter with an attack. You can Guard Cancel any of the following:
- Special Move
- REV Blow
- Redline Gear
- Hidden Gear
It’s crucial to be quick in executing the attack after the Just Defense, especially for Redline or Hidden Gear. The easiest option to use during a Guard Cancel is a REV Blow, but it requires that you have S.P.G. mode active.
Counter Hit Vs. Wild Punish
Interestingly, City of the Wolves features two types of counter-hit mechanics. The standard Counter, found in most fighting games, allows you to score a “counter hit” if you hit your opponent as they’re committing to an attack. Counter-attacks hit faster, enabling specific combos that wouldn’t normally work.
On the other hand, a Wild Punish occurs when you land an attack during your opponent’s recovery frames. Each attack has three phases: startup, active, and recovery. The startup phase occurs before the damage is inflicted, the active phase is when the attack can damage, and recovery follows the attack’s damage phase.
For instance, Marco’s Kouhou uppercut is in its startup when he kneels down, active during his upward punch, and in recovery as he falls back to the ground.
Successfully achieving a Wild Punish requires precise timing. When executed correctly, it not only allows for faster recovery but also launches your opponent high into the air. The Wild Punish is a more powerful counter and facilitates the most damaging combos in the game.