Fatal Fury: City of the Wolves Is A Deep, Rewarding Fighting Game With Very Fixable Problems
As this ongoing fighting game renaissance continues, another long-running series is finally making its return: Fatal Fury. After two and a half decades of being relegated to cameo appearances, which have resulted in oldhead-obliterating sentences like “Hey, it’s Terry from Super Smash Bros,” Fatal Fury: City of the Wolves will see these characters returning to their home turf. As a direct sequel to Garou: Mark of the Wolves, which is considered by many to be one of the greatest fighting games ever made, this follow-up has a lot on its plate, tasked with maintaining the identity of what came before while modernizing things so that players aren’t giving themselves arthritis with pretzel motions.
Having played a somewhat unhealthy amount of City of Wolves’ open beta this past weekend, I can confirm that this latest installment lives up to that legacy, reutilizing many of Garou’s core mechanics while introducing its own clever additions. The result is a fast-paced fighting game that makes contemporary affordances, like bigger input buffers, but maintains much of the complexity and nuance sanded down in many of its modern contemporaries. Its battles are dynamic, allow for player expression, and have a great deal of depth, but are friendly enough that I could get a solid grasp on its systems in a a few days despite being a series neophyte. Together, it passes the most important test for betas, previews, and demos: I want to play more of it as soon as possible. Unfortunately, though, all these gameplay boons come with a bunch of unsexy problems that have plagued this genre for quite some time, like matchmaking gaffes and basic UI annoyances that are even more difficult to stomach in a post-Street Fighter 6 world. Basically, it has the engine of a sports car and the chassis of a beat-up sedan.
Let’s start with the good, though, like how it seems to be a sharp, well-considered fighting game. To give a brief overview of its systems, this is a five-button fighter, with four buttons corresponding to punches and kicks of various strengths and a fifth button used in combination with others for a few different advanced techniques. There are three types of jumps: regular ones, dash jumps that cover more distance, and short hops that stay close to the ground. As for its overall feel, it’s sort of like an overly caffeinated version of Street Fighter, not quite as bonkers as Guilty Gear, but much more jump-happy than most “traditional” fighters because there are so many different ways to approach your opponent.

On top of this, there is a long list of specific mechanics that have made their way over from Garou, such as Just Defense, which is when you block right as an opponent is attacking to get certain benefits, or Guard Cancel, where you cancel a Just Defense into a special attack or super. Two of the most interesting moves from these older games also return with Breaks and Feints: Breaks let you cancel the end of certain special attacks, while Feints allow you to remove the end lag of normal attacks, both allowing for freeform pressure and combos that wouldn’t be possible otherwise.
Beyond these returning elements, there’s the all-new REV system, which, to put it simply, functions very similar to Street Fighter 6’s Drive Gauge. When you perform REV abilities like powered-up versions of special attacks (i.e., throwing a faster, stronger projectile similar to EX moves in Street Fighter), this increases your REV meter, and if the meter maxes out, then you enter Overheat where you can’t use these skills again for a while. Beyond this, you can also spend REV gauge to perform a stronger guard where you negate chip damage and push foes back, or utilize Excel Cancels to chain special attacks together for better combos and pressure. And that’s not even to mention the S.P.G. system, where if your health bar is in a specific range, you can perform even more maneuvers like extra strong super attacks and REV Blows, attacks designed by Satan himself (more on this later).
If it sounds like there’s a lot going on, well, that’s because there is. Luckily, though, most of these particulars are either intuitive or optional, resulting in a flexible combat system that’s deep without being overwhelming. On offense, there are lots of different tools that let you set up tricky, fast-paced situations, while on defense, there are just as many ways to escape.
However, perhaps the most novel and freeform aspects here are Breaking and Feinting, which are so ingenious that I’m surprised they haven’t been used in more fighting games since Garou. While it can be tricky to integrate these at first, they add so much nuance to both combos and pressure by letting you end attacks early to remain safe or perform juggles that would be impossible otherwise. Add in the fact that you can spend REV Meter to cancel powered-up special moves into each other, and there’s even more room to express yourself. It was quite smart to structure the REV Meter like Street Fighter 6’s Drive System because this gives you more options most of the time while also adding a risk-reward element for going all out on offense. And while everything is fast and frenetic, there is still room to make use of the fabled fighting game “fundamentals,” like whiff punishing and shimmying, because normal attacks have sizeable hitboxes and hurtboxes.
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