
Fatal Fury: City of the Wolves throws you into South Town with a full roster of legends, newcomers, and two insane secret bosses that do not play fair.
The game mixes old-school power with modern systems like REV meter, S.P.G. buffs, and brutal counter mechanics that reward timing over button mashing.
If you think you can jump in with flashy moves and win without understanding what drives this engine, the game will chew you up.
Every character has tricks, but knowing when to use them separates the champs from the punching bags.
This guide covers everything that gives you a real edge: cheats that work, match-winning tricks, secret boss conditions, and pressure tools that shut down mashers.
If you’re struggling against corner traps, meter burnout, or rushdown freaks like Vox or Kevin, the answers are here.
You’ll also find the stuff SNK does not explain: how to force Wild Punish hits, when to break moves, and why REV Blow baiting ruins cocky players.
All Cheats, Unlockables, and Hidden Boss Conditions
There are no traditional button input cheats in Fatal Fury: City of the Wolves, but the game is packed with secret fights, unlockable cosmetics, and easter eggs that most players miss unless they dig deep.
Here’s how to unlock them and avoid wasting time looking for fake codes.
Secret Boss Fights You Can Actually Trigger
You can fight hidden bosses in arcade mode-but only if you meet strict conditions. No shortcuts, no cheat inputs.
How to Fight Nightmare Geese?
- Play arcade mode
- Set difficulty to highest
- Do not lose a single round
- Finish fights with super moves at least three times
If done right, you’ll face Nightmare Geese, a powered-up ghost version of Geese Howard. He’s fast, his counters are brutal, and he reads your habits like a book.
How to Fight Fallen Rock?
Only happens when playing arcade with:
- Rock Howard
- Terry Bogard
- Mai Shiranui
- Preecha
- Vox Reaper
- Kevin Rian
- Billy Kane
You must:
- Win every match without losing
- Use REV Blow or Redline Gear to finish at least one opponent
- End with 80% or more health in final match before the boss
You’ll face Fallen Rock, a twisted version of Rock Howard with dark visuals and ultra-aggressive AI. You cannot play as him. SNK confirmed he is CPU-only and has no input list.
Color Edits and Unlockable Costumes
You can unlock extra color palettes and costume options by completing in-game goals. No money or codes needed.
Unlock Type | How to Get It |
---|---|
Extra Color Sets | Complete story episodes in EOST mode |
Classic Costumes | Only available via DLC or preorder bonus |
New Color Editor | Available by default in the main menu |
- Terry’s Fatal Fury 2 Costume was a preorder bonus.
- SNK patched a bug where wearing it affected move data. That glitch is gone now.
Easter Eggs for Hardcore Fans
- Raiden appears in the crowd on certain stages.
- The amusement park stage has a Mount Rushmore parody with Geese, Krauser, Billy, and Laurence Blood.
- Look for Duck King references in Salvatore Ganacci’s animations.
- Guest fighters like Ronaldo and Ganacci cannot be used in arcade or story modes, only versus and training.
REV Meter: How It Works and When to Use It Without Burning Out?
The REV Meter is the heart of the system. It powers your EX moves, cancels, and armored strikes. It fills fast, but overusing it punishes you hard.
What REV Meter Does
- REV Arts = EX special moves
- REV Blow = armored strike
- REV Accel = cancel a move into another REV Art
- Braking = stopping a move early using REV
Using any of these fills the meter. If you go too far, you overheat, and then:
- You cannot use REV Arts or REV Blow
- You lose combo tools
- You must wait or land hits to cool it down
When to Spend and When to Chill?
Good times to spend
- To confirm a hit into full combo
- To escape pressure with REV Blow
- To chase damage with REV Accel for a fast finish
Do not waste REV Meter
- At round start
- On blocked specials
- When you’re one touch from overheat
REV Arts, REV Accel, and REV Blow: The Real Damage Comes Here
These three tools define pressure and punishment in this game. They all run on the same REV Meter, but each does a different job.
REV Arts (EX Specials)
- Input: Same motion as special + two buttons
- Uses: More damage, better combo properties, often safer on block
- Example: Rock’s Hard Edge (EX) launches for full juggle
- Rule: Never throw REV Arts at random. Use them to extend a real combo or cover a pressure gap.
REV Accel (Cancel Between Moves)
- Input: Cancel a REV Art into another REV move or REV Blow
- Use: Keeps combos alive or lets you reset pressure
- Example: Terry REV Accels into Buster Wolf from Crack Shoot
- Tip: Use only if your combo route guarantees the hit. Otherwise, you’re throwing away half your meter.
REV Blow (Armored Counter)
- Input: Unique move when S.P.G. is active
- Armor: Absorbs one hit before striking back
- Uses: Anti-pressure, anti-jump, combo ender
- Example: Vox can REV Blow to end a string with safe force
Never waste REV Blow. Save it for reads. Bait your opponent, eat a hit, then strike back hard.
If you are a beginner, here is a great video that will help you learn both starting and more advanced moves and combos.
S.P.G. Zones and How to Choose the Right Power Timing
S.P.G. = Strategic Point Gauge.
It gives a damage boost and unlocks REV Blow when your health hits the zone you picked. It is set before the match starts.
The 3 S.P.G. Zones
Zone | When It Activates | Who It Helps |
---|---|---|
Start | Top 1/3 of health bar | Aggressive rushdown players |
Middle | Middle 1/3 | Balanced, mid-game control style |
End | Final 1/3 | Comeback players, risk-takers |
Choose based on how you play. If you like starting fast, pick Start. If you like building pressure then striking, go Middle. If you clutch wins with low health supers, pick End.
How to Use S.P.G. Properly
- Plan your big attacks during S.P.G.
- Only REV Blow works when S.P.G. is active
- Your Redline Gear might hit harder during S.P.G. (depends on character)
If you forget your S.P.G. zone mid-match, you’ll waste chances. Always glance at your health to know when your power window opens.
Just Defense and Hyper Defense: Turn Blocks into Free Counters
Blocking is not enough. If you want to survive pressure, you need to time your defense like a real fighter.
That’s where Just Defense and Hyper Defense come in.
Just Defense (JD)
- Input: Tap back right before an attack connects
- Rewards:
- Gain a bit of health
- Build meter (cool down REV)
- Can cancel instantly into a counterattack
This works on almost any normal or special. Mastering JD lets you defend without giving up momentum.
Hyper Defense
- Input: Tap forward during a multi-hit move
- Works best when:
- Opponent is mashing light chains
- You’re stuck blocking repeated hits
- Rewards:
- Same as JD: meter gain, health, cancel ability
Wild Punish Hits: How to Force Mistakes and Punish Hard
Wild Punish is a special counter state that triggers when you land a hit right after the enemy whiffs a move. It gives a unique hit reaction and bonus combo opportunity.
What Triggers Wild Punish
- Opponent whiffs a move
- You land a clean strike before they recover
- No block involved, only pure reaction and spacing
What You Get
- Extended hit stun
- Bonus juggle routes
- Often leads into full combo or super
Move Braking and Feint Cancels: Cancel Recovery and Extend Combos
Some characters can cancel the recovery of their moves using special mechanics. It opens up routes that normally do not exist.
Move Braking
- Input: Press REV Guard at the impact moment of specific moves
- Effect: Stops the move recovery instantly
- Benefit: Lets you combo into something faster or continue pressure
Example
- Rock uses Hard Edge → Brake → crouch C → Rising Tackle
Braking is not universal. Each character has a few specials with this property. Look for the ★ icon in the move list or test them yourself.
Feint Cancels
- Input: Do a special move motion, then hit feint input before it finishes
- Effect: Fake version of the move comes out
- Benefit: Lowers recovery, tricks opponents, opens pressure
How to Shut Down Corner Pressure and Win Back Space?
Getting cornered in City of the Wolves means trouble. But you’re not helpless; if you use the right tools, you can turn it around fast.
When You’re Trapped
- Do not jump blindly
- Wait for a gap in their string
- Use JD to punish fake pressure
- Watch for throws, mash tech, or jump if predictable
Tools to Escape
Tool | Use It When… |
---|---|
REV Blow | They’re committing to a meaty or fakeout |
Guard Cancel | You JD or Hyper Defended a string |
Wake-up Roll | They mistime pressure or go for a grab |
Braked Move | You blocked, then reversed momentum |
Once you escape, do not back up. Hit them back. Push out with a fast string or combo into a knockdown.
If you play scared after the escape, you’ll end up back in the corner again. Punish overconfidence, and then take center stage for yourself.
Tricks for Beating Rushdown Characters Like Vox and Kevin
Rushdown fighters like Vox Reaper and Kevin Rian don’t wait. They get in fast, throw heavy frame traps, and break guards wide open.
If you try to swing back without a plan, you’ll get deleted.
What Makes Them Dangerous
- Vox: Plus-frame specials, command grab, fast normals
- Kevin: Big buttons, chain punches, huge corner damage
They want you scared. They want you frozen. So your job is to give them nothing easy.
Tools That Work
Against Vox
- REV Blow when he uses plus specials-bait his follow-up
- Jump back if you see him pause-his command grab whiffs
- Use long pokes to keep him out-he has no projectile
Against Kevin
- Do not mash after blocking his chain punches; he frame-traps you
- Crouch blocks his fake mix-ups, then JD the last hit
- Guard Cancel after his big elbow if he repeats it
Both of them want close range. Keep space, play patient, and hit when they overextend. Don’t let them start their game.
Winning Combos, Setups, and Guard Break Tools by Character Type
Each character in this game brings their pressure. Some rush. Some zone. Some bait. But they all rely on combos, setups, and ways to break your block.
Combo Starters
- Terry: Close C → Burn Knuckle → REV Accel → Buster Wolf
- Rock: Crouch B → Hard Edge → Brake → Rising Tackle
- Mai: Jump D → Close C → Ryuuenbu → Super Ninja Bees
- Preecha: Crouch B → Slash Kick → Hurricane Upper
- Kevin: Far C → Chain Combo → Flash Elbow → Chain Drive
Guard Break and Pressure Tools
- Short hops: Safe overheads
- Delay strings: Catch tech mashers
- Command grabs: Destroy turtles (Vox, Kevin, B. Jenet)
- Jump-ins into feints: Make them guess
The Meta After Patch Fixes: What Still Works, What Got Nerfed
The game launched with bugs and busted loops. SNK patched them. But some tactics are still strong, and a few got hit hard.
Nerfed After Launch
- Ganacci’s Magical Step Loop: Removed. No infinite cancels.
- Marco’s Infinite Combo: Gone. The patch fixed the cancel exploit.
- Terry’s Retro Costume Buffs: Glitch removed. Now cosmetic only.
- Replay Bugs: Patched. Desyncs are mostly gone.
Still Works
- Vox’s plus-frame specials
- Rock’s Brake loops
- Guard Cancel into super
- Wild Punish crumple juggles
- Hokutomaru’s fake jump mix
- Color unlocks through EOST still active
What You Should Rely On Now
- REV Accel combos
- Safe short hops
- Quick JD into counter
- Smart S.P.G. placement
- Reliable damage into Redline Gear
Guest Fighters and DLC Details You Actually Need to Know
Guest characters and DLC are not there for show. They come with full movesets, damage tools, and setups that fit right into the meta.
Cristiano Ronaldo
- Uses soccer ball to trap space
- Ball can bounce, float, roll
- Midrange pressure is strong
- Weak normals but good damage
- Ball setups = corner mix nightmare
Salvatore Ganacci
- Dance cancels, weird movement
- Magical Step rush mix
- Pressure and mobility focused
- Post-patch, no infinite, still strong
- Breakdance hits are full-screen threat
DLC Release Plan
Character | Status |
---|---|
Andy Bogard | Confirmed DLC |
Joe Higashi | Confirmed DLC |
Mr. Big | Confirmed DLC |
Ken Masters | Confirmed DLC |
Chun-Li | Confirmed DLC |
These fighters are not unlockable by play. They release as paid updates.
How to Fight Against Zoning, Projectile, and Keep-Out Characters
Zoners like Marco, Kain, and Hotaru play a different game. They use space and fireballs to frustrate you.
If you panic or rush with no plan, they’ll chip you down and punish your jumps.
What They Want You to Do
- Jump into their anti-airs
- Dash into a trap
- Burn meter too early
- Block forever and die by chip
What Actually Works
- REV Guard against projectiles to avoid chip
- Short hops to bait fireball timing
- JD single-hit projectiles for meter and safety
- REV Accel through a gap if they’re slow to recover
- Roll or movement tricks (Hokutomaru’s dash, Vox’s armor) to sneak in
Once you’re in, stay in. Zoners crumble under pressure. Do not give them breathing room once you close the gap.
How to Bait Bad Players and Punish Every Common Mistake
Most players fall into habits. They jump too much. They mash after pressure. They throw out unsafe supers. Learn how to recognize and wreck all of it.
The Most Common Mistakes
Mistake | How to Punish |
---|---|
Random jump-ins | Crouch C or REV Blow |
Unsafe specials on block | Guard Cancel or full combo |
Mash after block string | Delay trap with close C |
Whiffed grabs | Jump back + punish on landing |
Fireball spam | REV Guard or short hop over |
Baiting Tactics That Work
- Backdash after knockdown; watch them wake-up mash
- Empty jump; bait a REV Blow, then punish
- Walk up, fake throw, block; see if they mash panic buttons
- Jump-in fake hit, land, REV Blow immediately
Final Thoughts
You win in this game by making better choices, not by pressing harder. Every tool is already in your hands. What changes is how you apply them when it matters.
Missed a combo? Get back to the lab. Dropped your block and ate a REV Blow? Remember the spacing. Nobody hands you wins. You take them by learning how each mechanic works against real pressure.
Keep playing. Make them guess wrong. Control the screen, the pace, and the moment. Everything you need is already in the match. Use it.