SNK’s Fatal Fury: City of the Wolves is making waves at EVO USA, and one big reason is Ken Masters. Originally from Street Fighter, Ken now enters Fatal Fury with a full set of tools, new mechanics, and combo routes that reward creativity. Here’s a look at Ken’s build, his combos, mechanics, and what sets him apart in SNK’s latest fighter.
Ken’s Fatal Fury Combo Options
Ken’s move set includes his classic normals and iconic specials like Fireball, Shoryuken, Tatsu, and Dragon Lash. However, City of the Wolves adds some unique twists. His target combos include a triple heavy kick string and the heavy punch into back heavy, which becomes the backbone of most routes. The Ginrai Kicks are also here, offering safe block options that can be mixed in after blocked strings.
The game introduces the Rev system, with moves like Rev Tatsu and Rev Shoryuken. Ken can cancel Rev Shoryuken into another, enabling routes not seen in Street Fighter 6. For example, canceling heavy Shoryuken into a Rev version allows follow-ups and potentially a full Rev Excel chain. Any Rev move can be canceled into another, making it a central mechanic for big-damage combos.
Quick Dash & Input Adjustments
One major change is the input for Quick Dash. In Street Fighter 6, it uses a double kick tap, but here it’s a quarter circle back plus punch. This change opens up more combo variations, especially with Quick Dash-specific follow-ups like:
-
Light Kick – cancels dash
-
Forward Punch – Shoryuken
-
Forward Heavy Kick – powered-up Dragon Lash
-
Back Heavy Kick – powered-up Tatsu
These inputs expand combo depth while making corner pressure much more oppressive. Quick Dash follow-ups also give frame advantage, meaning players can continue pressure or extend into full combos.
Max Damage Potential and Strategy
The fastest move Ken has in this build is his Light Tatsu—starting at four frames. His crouching jab clocks in at five frames, limiting his punish options. However, the Light Tatsu enables punishes in tight windows and opens combo routes where his jab wouldn’t suffice.
One max damage combo demonstrated dealt 663 damage, combining jumping attacks, target combos, Quick Dash extensions, and a Rev blow finisher. Though not fully optimized, it showcases just how explosive Ken can get in Fatal Fury.
Key routes also include corner-setups using forward hard kick, which mirror Street Fighter 6’s side switch combos. These use Quick Dash into Dragon Lash or Shoryuken, adding flexibility and style. The game rewards technical execution, and learning optimal Rev chains can lead to devastating results.
Ken in Fatal Fury : City of the Wolves
Ken feels at home in City of the Wolves. SNK successfully integrates his signature gameplay, including both his classic visuals and newer Street Fighter 6 elements. The animation quality is high, and combos feel smooth and satisfying to execute. Mechanics like Rev Excel and input changes like the revised Quick Dash introduce layers of depth not seen in Street Fighter titles.
However, for newcomers—especially those coming from Street Fighter—the mechanics can feel overwhelming. The technical input requirement for Quick Dash and sheer combo potential might frustrate less experienced players. SNK will need to ensure onboarding systems or tutorials help new players get comfortable with Ken’s toolkit.
Overall, SNK’s version of Ken shows the same thoughtful crossover treatment that Capcom gave to characters like Mai Shiranui and Terry Bogard in Street Fighter. Ken feels natural in this setting, and with enough lab time, his potential in City of the Wolves looks massive.