SNK dropped the Garou: City of the Wolves play guide, and it looks grim to me: https://www.snk-corp.co.jp/us/games/fatalfury-cotw/guide/
To summarize:
I'm so fucking tired, man, at least SF6 is cohesive, just unbalanced.
To summarize:
- New TOP Attack (Rev Blow) is a Drive Impact, and you can use it midair as well, you're hostage in neutral;
- Rev Gauge as a Drive Gauge for EX Moves, pseudo Roman Cancels and Faultless Defense (FD), expensive but not as damning to enter Overheat like Burnout in SF6;
- New Hyper Defense mechanic that enhances Just Defense, new Garou Red Parry basically, this is a really good addition if anyone went through Kevin/Kain/Terry feint loops like myself, that shit was nasty;
- Overheat is just a less damning version of Burnout, need to see how resilient is the Guard Gauge up there, but I'd guess it would be like the MOTW one: 5 to 6 heavies and it will break. Still, you can JD/HD to survive just fine;
- Speaking of it, that is such a retarded way to bloat your system: you already got so many defensive resources, blocking building Rev like it would deplete Drive Gauge sounds so confusing it doesn't make sense, you got the UI element as decoration until you Overheat, why not make it work as it always was and recover REV while you're blocking properly?
- Feint Cancels seems to be really nerfed, by the videoclip you can see Rock recovers at the same time or slightly after Terry after a cl.C Feint Cancel on hit;
- Didn't show the backsteps invulnerability, it was a huge characteristic of MOTW;
- Smart Style (Modern Controls) lose the ability to Brake and Feint but gain the ability to instant JDCancel Super with A+C, absurdly strong option for defensive gameplans depending on how weak are the former mechanics;
I'm so fucking tired, man, at least SF6 is cohesive, just unbalanced.