In the game “Fatal Fury: City of Wolves,” you’ll find an assortment of combatants representing various character types. Despite its balanced design, some characters might prove more effective than others in gameplay.
Every fighter has a unique strength: be it high combo damage, creative mix-ups, powerful normals, impressive air control, or something else distinctive. Remember that while those in B tier may require slightly more skill to use effectively compared to others, they are still playable and valuable members of the roster.
To begin, select the character that appears most appealing to you for an enjoyable start in CotW. A guest character such as Ronaldo might be the incentive that keeps you engaged and helps you master the game. Your personal enjoyment of the character will provide the optimal experience with this fantastic fighting game.
If you aim for real competitiveness, it’s wise to choose a robust character from the get-go.
Here’s our full tier list of the best fighters in Fatal Fury: City of the Wolves.
Fatal Fury: City of the Wolves tier list
Tier | Characters |
---|---|
S | Vox, Kain, Hokutomaru, Gato, Billy Kane, Salvatore Ganacci |
A | Ronaldo, Rock Howard, Hotaru, Preecha, Terry, Tizoc, Marco, Mai, B. Jenet |
B | Kevin, Dong Hwan |
Our tiers explained
Initially, Fatal Fury: City of the Wolves features a compact and evenly distributed cast of playable characters. Each character is usable, but there are minor distinctions that make some stronger than others, placing them higher or lower in terms of balance. Currently, we’ve divided the characters into just three tiers, but this might evolve after the game launch when additional characters are introduced.
- S: The definitive top characters. They excel in pretty much every situation and have unique strengths that set them apart from the rest of the crowd.
- A: Generally well balanced. Defined strengths and weaknesses.
- B: Still strong in the right hands, but with some real setbacks that put them down a tier.
S Tier
Vox Reaper
Among the beloved characters in both Betas for CotW, Vox stood out prominently, and it’s not hard to understand why. He offers an array of tools that any player could desire, save for long-range jabs. His normals are superb, and he delivers high combo damage with moves that are straightforward to perform. Moreover, he exhibits aspects of a grappler without being large, slow, or cumbersome.
Character Vox is an all-rounder, offering a wide array of abilities. However, he may not excel in versatility, but when it comes to CotW’s combat system and his powerful moves, this becomes irrelevant for players who can effectively employ the game’s defensive tactics.
Pros | Cons |
---|---|
Extremely high damage with relatively easy combo routes | Relatively close range |
Can start high damage combos with just a light attack, making him very scary to block against | Struggles a bit against zoners, lacks evasive moves to dodge projectiles |
Very high pressure with strong tools if he can get close enough | Most of his combo routes start up close, his long range pokes are slow and low reward |
Kain D. Heinlein
In short, Kain is the ultimate player who excels at keeping opponents at bay in CotW. If you aim to constantly bother your adversary and prevent them from approaching closely, then Kain is an ideal choice for you. Essentially, you compel the opponent to engage in a match according to your rules.
Overcoming the barrage of attacks from Kain and approaching him closely enough to inflict damage can be quite difficult. Yet, since he needs to utilize EX moves for wide-range attacks, it’s possible to push him towards using Overheat.
Pros | Cons |
---|---|
The most oppressive poke damage in the game with high coverage and slow projectile speed (good thing) | Requires knowledge to get the most out of him, very much a setplay zoner who wants to checkmate his opponent |
Doesn’t lack damage up close despite strong range | Vulnerable to overheating |
Nightmare Oki, getting off the ground against Kain is really tough | Doesn’t have many tools to cover ground fast, struggles to get out of corners |
Hokutomaru
Hokutomaru stands out for a straightforward advantage: Speed. This character is incredibly swift, boasting extensive reach not just with his standard attacks but also special moves. He can swiftly approach and confuse you as soon as he gets in, and the far-reaching nature of his specials provides him excellent opportunities to punish missed attacks.
Despite his projectiles being less impressive and his damage output not as high as other characters in the roster, Hokutomaru compensates with an abundance of power. If you find Character-of-the-Wood stiff to play or are searching for a quicker option, Hokutomaru is your top choice.
Pros | Cons |
---|---|
Incredibly fast with special moves that cover a lot of ground | Fast normals, but they’re low coverage. Really has to get in close to start combos |
The only character with a natural double jump, making his aerial mix very unpredictable | Needs EX specials to get plus frames in a lot of cases, very vulnerable to burnout |
A ton of tools, can play at any range | Projectiles are meant more for zoning than winning on their own, has to eventually get in close |
Gato
Cat is an ideal choice if you’re aiming for an aggressive playstyle and want to put your opponent in disadvantageous situations. He boasts numerous moves with advantageous frames, retaliating against enemies who counterattack. His basic attacks have considerable forward momentum, allowing him to punish opponents from a distance and land hits that many characters find difficult to dodge.
Apart from having one of the greatest combination damages in CotW, Gato can transport a character across the entire stage when he lands maximum blows. This cat is incredibly dangerous, with fewer ways to counter him compared to other characters, making him an exceptionally potent pick.
Pros | Cons |
---|---|
God-tier normals that lead into very high-damage combos | Doesn’t have great tools for dealing with zoners |
Stance that forces a rock/paper/scissors situation for the opponent between getting hit, getting grabbed, and getting parried | A lot of his specials are whiff-punishable, meaning Gato can get countered by good spacing |
Most of his options are low risk and have high reward | Learning how to implement his stance is difficult, and he moves much slower while in it |
Salvatore Ganacci
Without a doubt, Salvatore Ganacci stands out as one of the most peculiar guest characters ever featured in a fighting game (and that includes Ronaldo). Yet, despite his comical appearance, he proves to be a resounding success, as he possesses the technical data to support his unconventional style.
Salvatore stands out and packs a punch thanks to his exceptional normal moves with superb timing options, impressive air maneuvers, the knack for transforming light attacks into powerful combos, excellent mix-up possibilities, multiple stances, and the ability to soar through the skies. While he’s not a walk in the park, his entertaining gameplay and visually appealing design make him an enjoyable character to master and persevere with.
Pros | Cons |
---|---|
Obscenely good normals with high coverage and strong frame data | Converting normal hits into full combos isn’t exactly easy, and most of his specials aren’t good for getting in |
Has multiple stances with a number of offense options, giving him a ton of flexibility | Somewhat situational super moves, properly using his physical counter super requires a good read |
Great air control with offense that’s incredibly difficult to predict | Doesn’t have much in the way of defense options, can be overwhelmed if he gets put in the corner |
Billy Kane
As a fan, I find myself drawn to Billy’s unique appeal in CotW due to his exceptional long-range normals. He can swiftly strike from afar without much setup, which can lead to substantial combo damage. Unlike some other games he’s been part of, Billy now boasts a repertoire of combos, making him a formidable opponent indeed!
This character possesses a unique skill: He can manipulate foes to approach him more closely using his poking moves, which grants him an immediate opportunity for mix-ups. Furthermore, he can counter projectiles with a spin move, effectively turning himself into a zoner that counters other zoners. Now, Billy isn’t flawless, but he’s incredibly dominant and may well be at his strongest point yet.
Pros | Cons |
---|---|
Incredibly long range normals that deal significantly more poke damage than a typical fireball | His cane becomes part of his hitbox when he uses it, making him surprisingly easy to whiff punish if you know what you’re doing |
Does well into zoner characters while being a zoner himself, counters projectiles with ease | Doesn’t do a ton of damage with individual combos, has to win more interactions than most characters to take a round |
Very good space control, can keep the opponent at a distance or close the gap if he wants to | Lacks strong defensive options or an invincible DP, requires meter for his best panic buttons |
A Tier
Cristiano Ronaldo
In a different setting, Cristiano Ronaldo has been transported from the soccer field into the world of Fatal Fury, yet his extraordinary abilities remain intact and have him standing at the pinnacle of the rankings. Mastering Ronaldo’s moves can be challenging due to their intricate nature, but if you manage to do so, it becomes extremely difficult for opponents to counteract them. Once he cornered an opponent, the match is almost certainly decided.
Ronaldo focuses primarily on mastering ball control. While his standard shots may appear dull initially, he possesses quick, powerful kicks in close quarters and excels at mid-range play. It’s unusual to make a guest character so challenging and unconventional, but if you’re willing to learn, Ronaldo has the skills to impress.
Pros | Cons |
---|---|
Incredibly strong setplay, can loop you into offense that’s almost impossible to block if you get cornered | Requires momentum and good spacing to succeed, it can be hard to get control of the match back if you lose it |
Great rushdown and strong frame data on normals for someone who does so much zoning, it’s hard to know how Ronaldo’s going to hit you | Really, really hard to play, requires good timing and game knowledge to do remotely well |
Getting off the ground against Ronaldo is an absolute nightmare | The fact that he has to set up a ball can make his poke predictable even if it is strong |
Rock Howard
Rock Howard embodies a primary character’s energy from fighting games in an approachable and efficient manner, albeit not extraordinarily impressive. He’s a solid choice for beginners who want to grasp the mechanics of the game.
Rock Howard offers straightforward combo starts, potent whiff punishments, a command grab, a parry, and decent pokes. This makes him an excellent character for beginners learning the game, as he teaches various playing styles. He helps you discover which style suits you best.
Pros | Cons |
---|---|
Easy to play and relatively straightforward | Every tool he has needs a specific use case, so playing him well requires learning every special move and when to use them |
Can easily turn normals into full combos that are easy to execute | Somewhat situational supers, you can’t just input a super move and expect it to hit |
Has literally everything but excels at nothing. A jack of all trades in every sense. | Has literally everything but excels at nothing. A jack of all trades in every sense. |
Hotaru Futaba
If you’re seeking a character with swift attacks and agile maneuvers, Hotaru might just be the one for you. Although her standard hits have somewhat limited reach, she offers simple-to-execute combos and an abundance of techniques that enable her to approach opponents aggressively and escape tricky predicaments.
Apart from deflecting projectiles, she possesses the skill to generate slow flames, even firing them herself. This unique talent proves immensely powerful, allowing her to charge forward with a fireball and create a combustible blend. Her exceptional anti-air abilities make her an excellent choice, especially for those comfortable engaging in close combat with Hotaru.
Pros | Cons |
---|---|
Super strong in the air and has great anti-air tools as well, she controls the opponent very well | Very, very limited range on her normals |
Has a ton of tools to deal with poke and pressure if you know how to use them | Poke is relatively low damage, more for opening people up than 100-0ing them |
Strong frame data, has a ton of plus on block specials that punish the opponent for trying to fight back | All or nothing character, she’s all about finding a window to get in and taking it |
Preecha
In contrast to many contemporary fighting games, Neutral strategy is particularly significant in CotW, but Preecha stands out as one of the exceptions who possesses excellent abilities to bypass it. She manipulates 50/50 scenarios with her stance, overpowers low attacks using rushdown moves (several of which can cross up), and boasts exceptional advantage frames on specific moves, making her position very solid.
In my gaming experience, it’s not as simple as button-mashing against her, but she excels at pushing the opponent and making them truly feel the heat. Her 2-bar super is a formidable full-screen check, even when faced with projectiles, giving her an edge to punish even minor projectile throws by taking a significant chunk of your health. Preecha is always a fearsome opponent to face off against.
Pros | Cons |
---|---|
Very rushdown focused with strong neutral skip mechanics | Slow and very predictable projectiles |
Has built in backsway and cross ups, rewarding her for reading her opponent with relatively low risk | Isn’t as mash-friendly as rushdown characters from other games, most of her strings are very punishable |
One of the best 2 bar supers in the game | Doesn’t do great against long range normals, most of her neutral skip has wind up |
Terry Bogard
Terry consistently delivers the same reliable moves as seen in games he’s been involved in over the last two decades. He offers robust basic attacks, many of which can be converted into special moves, and he easily sets up decent combos with minimal input.
His unique move propels him almost to the other end of the screen. And, though it doesn’t result in an immediate penalty when blocked, it rarely is in most situations. Many of his primary special moves seamlessly blend into his combo sequences, creating a fluid and intuitive feel with minimal learning required.
Pros | Cons |
---|---|
Very easy and freeform combo style, throw out special moves and you’ll probably get some extra hits | Normals that are just ok with supers that are fairly telegraphed, Terry can get spaced out by people who know how to play against him |
Most of his special moves are safe on block, allowing you to just throw them out and fish for hits | His poke hits very low to the ground, can be jumped over with very little effort |
Can skip neutral if you don’t feel like learning it, just throw out moves and have fun | Has a big windup on most specials, making him struggle a bit against rushdown |
Tizoc
In a more conversational style: Tizoc is known as the master grapple artist. There’s an undeniable charm to wrestler-like fighting game characters who don masks, and Tizoc embodies that appeal more than most. In fact, he might just be the character with the strongest enigmatic presence among them all, as CotW has done an exceptional job in embodying the grappler archetype.
He boasts quick and extended reach normal attacks, the capacity to swiftly dash crosswise the screen using some of his throws, and he inflicts a massive amount of damage. If you prefer large grabs that deal heavy damage rather than lengthy combos, then Tizoc is your ideal choice. However, be cautious against characters who keep their distance (zoners).
Pros | Cons |
---|---|
Big grabs that deal a ton of damage | Is big and slow with very few tools to deal with zoners, also doesn’t have great anti-air tools |
Much more mobile than most other grappler archetypes in fighting games. Still generally slow but has a few tools to get in quick | Requires lighting fast motion inputs if you want to get those command grabs out before you get hit |
Relatively fast and threatening normals that can open up your opponent and let you get in for that grab | Very easily punished for whiffing grabs, requires good spacing and reads |
Marco Rodrigues
If you’re someone who enjoys playing Ryu from Street Fighter, then Marco could be the perfect match for you. He’s incredibly similar to Shoto in terms of his fighting style, boasting a fireball attack, a powerful DP uppercut, a swift series of kicks, and moves that are both precise and impactful.
This character possesses a seemingly straightforward set of tools, yet mastering them effectively demands a deep understanding of the game dynamics. His uppercut is effective only when used optimally to counter an opponent’s air attack, and his projectiles hold significance only if you create room for a larger combo sequence by using them strategically. In essence, it takes substantial fighting game expertise to make the most of his abilities, but he comes with a powerful set of tools.
Pros | Cons |
---|---|
The quintessential Shoto with strong poke and supers custom-built to counter certain mechanics | Not great in the hands of a masher, meant for a more methodical playstyle |
Has a tool for every situation and can fight well at any range | Midscreen combos are very underwhelming, needs to force his opponent into the corner to cash in on big damage |
Can cover a lot of ground with his specials, he’s a lot faster than most typical Shotos | You’ll need to be very on point with motion inputs to nail the timings on his DP and other specials |
Mai Shiranui
If you enjoy playing tactically, capitalizing on your opponent’s minor errors, and excelling at counterattacks, Mai could be an excellent pick for you. She offers good projectiles and versatile special moves that allow her to deceive opponents effectively. Your aim should be to provoke the other player into making a move, followed by swift retaliation for immediate punishment.
Instead of mindlessly repeating attacks on her, it’s more effective to aim at making her opponent commit errors and managing the playing field. She possesses counterhit launchers that offer a complete combo transition when utilized correctly, at precisely the right moment.
Pros | Cons |
---|---|
Very strong whiff punish, has multiple counterhit moves that can convert into full combos | Her normals are just ok and don’t have many plus frames, spamming with Mai won’t work |
Oppressive poke and high chip damage on certain moves | Normal hits don’t convert into combos quite as easily as most of the cast |
Very strong air movement, has tools to keep her from getting rushed down and can get out of corners | Most of her best specials are very telegraphed, she should be using them to counter what the enemy is doing rather than being used in neutral |
B. Jenet
If you’re aiming for a strategic advantage by making your opponent feel pressured with limited options, then character B. Jenet might be your ideal choice. Her defensive parrying skills are commendable, but she offers much more than just that.
B. Jenet excels at countering opponents’ special attacks effectively. She can initiate close combat by utilizing the initial phase of several diverse special moves, thereby trapping her adversaries in heavy offensive sequences that are challenging to escape from. Her attacks, both normal and special, possess impressive vertical reach, making her a formidable foe who is difficult to dodge and a constant menace.
Pros | Cons |
---|---|
Can cover a lot of ground very fast, making her a constant issue that has to be dealt with | Her poke is mediocre at best |
Her normals have a lot more range than you’d think, allowing her to compete with footsies characters | Relatively weak defense, can physical counter but doesn’t have strong answers to most offense. She’s better when she’s attacking first most times |
Very strong air control that rewards strong reads, and can even use backdash to cancel into aerial specials | Requires you to learn the difference between hops and jumps, the timing on using her jumping attacks fast is very difficult to get the hang of |
B Tier
Kevin Rian
If you’re not fond of Vox and want a different option, Kevin could be a good choice for you. He dishes out an incredible amount of damage when he lands a full combo followed by his 2-bar super. Moreover, he has some clever tactics that can catch opponents unaware if they’re not ready to block them.
Despite lacking projectiles and having limited methods for evading neutrally, Kevin isn’t poor in skill; rather, he’s challenging to master. Instead of executing a move that dashes in and causes damage, he requires timing a roll precisely to pass through an opponent’s projectile, followed by throwing the appropriate counterattack. There will undoubtedly be proficient Kevin players, but it’s gratifying when you can get close enough and land hits on him. However, he is not straightforward.
Pros | Cons |
---|---|
Some of the highest damage combos in CotW | Can roll through projectiles, but it takes really good timing |
Great normal hits and strong neutral if he’s able to get up close and stay there | Getting in against an opponent who knows how to keep you out takes a lot of effort |
Great aerial moves that can strike from above and punish people for blocking low or spamming projectiles | Requires a lot of precision to use his aerial moves, they have a relatively small hitbox |
Kim Dong Hwan
Dong Hwan stands out among Tae Kwon Do fighters due to his exceptional speed and style. He’s incredibly swift, almost like lightning itself. While his lightning doesn’t serve as a ranged attack, it significantly boosts his speed, making him faster than most other characters. His strong mix isn’t just about power, but also about the ability to cancel many of his special moves in unique ways. This grants him an impressive variety of options for surprise attacks and allows him to retaliate against opponents who are standing defensively.
Should you locate an opportunity, this character has the knack for perplexing opponents with a rapid succession of kicks. Instead of merely countering their attacks, he retaliates with an even more effective offensive strategy. After all, as the saying goes, the best defense is often a good offense.
Pros | Cons |
---|---|
Excellent normals that fire fast and have a ton of hitstop, giving you more time than most characters to convert | Very special cancel and EX reliant, making him burn out fast |
Special cancelling his moves is very effective, can even special cancel in the air to get a double jump | No projectiles and very few tools to do well against zoners |
Very strong air control and a ton of special options from the air | Has an aerial super that’s really hard to land, with his other super only being good in combos. Big lack of panic buttons for a rushdown character |
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2025-04-23 02:22