Fatal Fury: City of the Wolves – How to Brake Moves

Mastering the braking mechanic is crucial in Fatal Fury: City of the Wolves. When you get a hang of it, your strategies for applying pressure, executing combos, and defending yourself will undergo a significant transformation.

This method expedites the recharge of a unique move, giving you the option to continue your offensive or dodge potential retaliations.

However, not every move applies here. Only specific ones that meet the criteria of being compatible with the brake system are relevant, and timing is crucial. Here’s what you should know about braking maneuvers.

How to Brake Moves in Fatal Fury: City of the Wolves

When you Break an action, you typically stop the ongoing animation prematurely, often just after the impact has occurred.

Instead of a typical cancellation, this method doesn’t interrupt a move halfway through or alter its path. Instead, it shortens the recovery period, enabling you to swiftly transition into the next action more quickly than normal.

You can accomplish this action by either keeping the “REV” button pressed during the move, or timing your punches correctly with both light and heavy punches. Both methods will work, but using the “REV” button tends to provide a more reliable result.

In most cases, not every opponent’s special moves can be stopped using a regular Brake maneuver. Each character possesses unique Brake techniques that often function as launchers or initiators. To illustrate, both Rock’s Rising Tackle and Terry’s Power Dunk are susceptible to being Braked.

You can halt some moves when they strike, are defended against, or miss, but this varies with each character. Kain’s Downward Strike is a great illustration of such a move that offers flexibility. He can interrupt it even after a missed hit, which allows him to rearrange himself or tempt a counterattack.

For beginners, first, switch to training mode and experiment with characters such as Terry or Rock, focusing on their Break techniques. Attempt maneuvers like Power Dunk or Rising Tackle, then press the REV button to execute a break when colliding. Notice how your response time improves following this.

Starting from now, let’s set up fundamental paths like Break -> EX special -> super. You’ll soon realize how adaptable this setup truly is. Additionally, it’s important to note that Brake and Feint are distinct gameplay elements, often leading to player confusion over their differences.

After a particular action initiates, a Break is used to minimize the time needed for recovery. Conversely, a Feint is a deceptive move that prevents a special action from starting prematurely.

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2025-04-10 10:43