Fatal Fury City of the Wolves – SNK’s Comeback KO Punch

Fatal Fury City of the Wolves

After more than 25 years, Fatal Fury: City of the Wolves revives SNK’s legendary fighter franchise—and honestly? It slaps. This isn’t just some nostalgic cash grab. It’s a real-deal, modern fighting game packed with flashy visuals, deep mechanics, and a fresh roster that brings old-school flavor with a next-gen edge.

Whether you grew up smashing buttons in the arcade or you’re just jumping into fighting games, City of the Wolves delivers a crisp four-button system that rewards smart play. No universal gimmicks, no free passes—just real, skill-based combat.

But what really sets this game apart? It’s not afraid to be different. There’s no neutral-skip mechanics like Drive Impacts from Street Fighter 6. Each fighter moves and feels distinct, which makes matchups intense and personal. SNK’s back, baby—and they brought heat.

Why is Ronaldo in Fatal Fury? A Bold Crossover That’s Raising Eyebrows

Let’s get right to the weirdest flex: Why is Ronaldo in Fatal Fury? Yep, the global soccer icon somehow made his way into South Town—and no, this isn’t a fever dream. Ronaldo is fully playable, complete with moves based on football techniques, including summoning a ball mid-fight. Mechanically, he’s clever and strong. Lore-wise? He sticks out like a red card.

Alongside him is Salvatore Ganacci, a real-life DJ whose moves are pure meme energy—like pounding faces to a beat while breaking the fourth wall. They’re flashy, they’re fun, but do they belong? That’s debatable. Ronaldo doesn’t even show up in the story modes, which makes his inclusion feel more like promo DLC than a natural part of the Fatal Fury universe.

Sure, they’re cool to play, but long-time fans might wish these slots went to legacy characters or deeper cut South Town regulars. Still, as guest fighters go, it’s unforgettable.

Fatal Fury City of the Wolves - Fight Scene

The Rev System Is Fire – But Not Perfect

City of the Wolves introduces the Rev Meter, and it’s a total game-changer. Think of it like Street Fighter’s Drive Meter but flipped—this one builds up as you fight instead of draining. Use EX moves, Rev Guards, or armored Rev Blows to build it up, but be careful: hit 100%, and you overheat, locking out your best tools until it cools off.

This system adds real tension. You’re constantly weighing the risk of pushing your combos too far. Should you go all-in and risk overheating—or play it safe? That kind of choice keeps every round spicy.

But here’s the catch: Rev Blows. They’re armored, hit hard, and are safe on block—but can feel cheap, especially since the game doesn’t clearly explain how to counter them in its tutorials. Without knowing how to use feints, brakes, or dodge-cancels, low-to-mid level players might feel stuck. It’s dope tech, but the learning curve could use more love.

How Many Characters Will Fatal Fury: City of the Wolves Have? Let’s Talk Roster

The launch roster gives us 17 fighters—and it’s a juicy mix. That answers the big Q: How many characters will Fatal Fury: City of the Wolves have? Seventeen, including almost the full Mark of the Wolves lineup, plus four brand-new faces. The diversity’s real—from Preecha’s scientific Muay Thai to Vox Reaper’s breakneck rushdown game.

Fan favorites like Terry Bogard are here too (obviously), and characters like Hokutomaru bring wild mobility options—double jumps, air teleports, and tricky projectiles. The roster doesn’t just look cool; it feels balanced, creative, and customizable.

Some choices—like Ronaldo and Ganacci—feel like crossover chaos, but the mechanical depth is still strong. You’ll definitely find a main that fits your playstyle, whether you’re a casual or a combo lab monster. And let’s be real, we’ll probably see more fighters drop in post-launch, especially fan-faves that didn’t make the cut.

Fatal Fury City of the Wolves Characters

Single Player & Online Modes: Style, Story, and Some Sludge

The single-player content’s a solid throwback—with two modes that hit different. Arcade mode is classic: intro, rival fight, ending, done. But Episodes of South Town is where things shine. It’s an RPG-lite experience that lets you pick battles, earn XP, unlock skills, and dive deep into each character’s story arc.

Fights have fun twists—like weird win conditions or enemies always in SPG mode. Some are a pain (looking at you, 1/66 chance one-hit kills), but overall, it adds replayability.

Online? Rollback netcode is in… but it’s shaky. Good matches feel great. Bad ones feel like fighting in molasses. Ranked, casual, replays—it’s all there, but the UI is rough, especially in room matches. Still, once you’re in a match? The style, the energy, the hype—it’s all peak SNK.

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