REV System
REV System
On top of the system mechanics associated with the previous game of the series, Fatal Fury: City of the Wolves has an overarching set of system mechanics called the REV System. The REV System gives you access to REV Actions:
REV Arts
REV Arts are enhanced versions of a character's special moves:
- Usually combine aspects of the Light and Heavy versions of a given special move (visually, functionally, etc.)
- Create more combo opportunities than the given special move (by launching or launching even higher, or by sometimes not launching or knockdowning)
- Have other special properties or differences (sometimes doing extra hits, having faster startup, switching sides, being plus on block, just being less minus on block, etc.)
- Usually do more damage than even the Heavy versions at the cost of causing the REV Gauge to increase
You will also see REV Arts be referred to by the more general term, "EX Moves".
Brakeable REV Arts that launch the opponent, like Rock, Terry, and Marco's DPs, allow you to use another Brake in a combo after the non-REV Art Brake has already been used.
REV Accel
REV Accel allows you to cancel REV Arts into other REV Arts and REV Blow on both hit and block.
There are two types of REV Accel:
- (1) REV Accel from REV Art
- REV Art > REV Accel (REV Art or REV Blow)
- (2) REV Accel from REV Accel
- REV Accel (REV Art) > REV Accel (REV Art or REV Blow)
REV Accel allows you to extend your combos and create some creative pressure sequences on block.
You can input your REV Accel, as you would a special cancel, to cancel the current REV Art's recovery.
- On block, some REV Accels will always have a gap (where your opponent can exit blockstun) where your opponent can Just Defend the REV Accel.
For some REV Arts, you can input your REV Accel until later in your REV Art's recovery, doing a delayed REV Accel.
- On hit, some combos will require you to do a delayed REV Accel.
- On block, delayed REV Accels may introduce a gap where there normally isn't. Or if there isn't a real gap, it may introduce a delayed Hyper Defend timing.
Using REV Accel to cancel from a REV Art increases the REV Gauge less than using two REV Arts in neutral.
And using REV Accel to cancel from a REV Accel increases the REV Gauge less than using a REV Accel to cancel from a REV Art.
Consecutive REV Accels increase the REV Gauge less than using them all in neutral, especially in the case of REV Blow.
There is one exception for REV Accel, where you can do a REV Accel without the necessary REV Gauge normally needed. The requirement is for your REV Gauge to be close to Overheat and you have enough REV Gauge do a REV Art or REV Accel but not the next REV Accel. If you are quick enough, you can input your next REV Accel before your REV Gauge reaches Overheat and still have it execute.
REV Blow
Usable only while S.P.G. is active, REV Blow is a powerful armored strike that can blow through other attacks to hit an opponent.
To put another way: "REV Blows blend offense and defense into one unique move: a hard-hitting strike that lets you brush off enemy attacks at the same time"
- REV Blow has both a ground version and an air version.
- Every character has their own unique REV Blows with varied startup and recovery frames.
As an offensive mechanic, REV Blows have these strengths:
- REV Blows can be canceled into from REV Arts, as well as from Combination Attacks from the second hit onward.
- REV Blows cannot be cancelled into from the Overhead or Low enders of the Combination Attack, only on the Mid ender and the heavy attacks preceding it.
- Like REV Arts, REV Blows cause hard knockdowns on hit.
- Ending REV Accel combos with REV Blow can be a cheap (low REV Gauge cost) and easy way to secure a hard knockdown, or make yourself safe on normally unsafe REV Accel pressure sequences.
- REV Blows cannot be Just Defended or Hyper Defended.
- Most grounded REV Blows are either -2 or -3 on block.
- Some like Kain's (if not spaced) and Hokutomaru's are even punishable.
- The frame data of aerial REV Blows varies depending on how they are spaced or how low to the ground they hit, but they are usually minus otherwise.
As a defensive mechanic, while we refer to REV Blows as "armored", it is more accurately a "guard point" where you take no damage:
- Can be used in neutral to counter an attempted poke or projectile
- Can be used defensively to break an opponent's pressure string
- Can be used to counter an opponent's REV Blow, and some other uses
REV Blow is a strong option against incoming pressure when your health is in the S.P.G. area. A very easy way to deal with pressure.
REV Blow Countermeasures
While REV Blows are a "guard point", like armor they are susceptible to armor breaking moves.
So despite their strengths, REV Blows are not unbeatable. The following is a list of armor breaking moves and other countermeasures:
- Counter REV Blow (ground or air): The opponent can use their own REV Blow to counter yours, which will trigger a slowdown effect leading up to the counter (though its possible for a counter REV Blow attempt to whiff) and a crumple state allowing for a combo.
- You can hit confirm into counter REV Blow (from normals, combination attacks, REV Arts)
- High Dodge Attacks: The most consistent countermeasure as they universally break REV Blows both in and outside out S.P.G. state.
- It will beat both the grounded and aerial versions of REV Blow, ignoring its armor and allowing for a combo follow-up.
- Rather than hitconfirm, you can do a High Dodge Attack as a quick link from a light or two, or after a feint canceled heavy
- REV Blow lacks its armor during the first few frames of its startup
- REV Blows can be stuffed in neutral if hit during these early frames
- a properly timed meaty will Counter Hit an attempt to wakeup REV Blow.
- Use air or ground throw
- A REV Blow's armor does not work on throws.
- A REV Blow's armor does not work on supers.
- Although you can use raw super in neutral, use cancelable normals to hitconfirm into super
- Supers with invincibility are very effective (REV Blow can hit during a super's startup, so it's preferrable do raw or cancel into invincible super)
- Counter special moves, such as Rock's 236B or B. Jenet's 623P, will work on REV Blows.
- REV Blow is only armored on most of its startup frames, not its active or recovery frames, allowing for invincible moves like a light DP to work on them.
- Invincible specials should be done as late as possible
- If you do it early (pre-emptively), there's a chance you'll hit during a REV Blow's vulnerable startup
- But most of the time, although you will avoid getting hit by REV Blow, you may be vulnerable to being punished on your recovery
- A late invincible special might hit a REV Blow's vulnerable recovery
- You can use cancelable normals to cancel into invincible special
- Vulnerable recovery frames helps you whiff punish REV Blow
- Invincible specials should be done as late as possible
- Aerial REV Blow
- In addition to the above countermeasures (high dodge attack, REV Blow, super, air throw, etc.), anti-air brake special move works well.
Additional countermeasures to REV Blow:
- Play around the S.P.G. area. Avoid putting opponent in S.P.G. or reduce health past S.P.G.
- Play passively and avoid options that are weak to REV Blow.
- After getting hit and being hard knockdowned, prepare for oki.
- As mentioned above, you can very rarely punish REV Blows after blocking.
