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You cannot yet rely on a verified move list for Manjiro “Mikey” Sano or Ken “Draken” Ryuguji. SNK announced both as FATAL FURY: City of the Wolves Season 3 guest fighters on October 8, 2026, but the available official material does not establish their command inputs. Nintendo’s Switch 2 listing schedules Ken Ryuguji’s DLC for October 22, 2026, after the October 13 information date covered here. Until the characters are selectable, use the guide below to understand the two control schemes, REV mechanics and the exact process for checking their commands in-game rather than copying unverified inputs from trailers.
What is confirmed about Mikey and Draken
SNK announced Manjiro Sano and Ken Ryuguji as guest fighters from Ken Wakui’s Tokyo Revengers. Sano is the Tokyo Manji Gang’s leader, while Ryuguji is its vice leader. The announcement says their City of the Wolves versions use character-authentic moves, animations and special intros adapted to the fighting game’s systems. It also describes a shared Episodes of South Town story involving Krauser, the Sacred Scrolls and a rescue of Rock, plus separate Arcade Mode premises for each fighter.
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SNK described the crossover this way: “Mikey and Draken faithfully bring the world and spirit of Tokyo Revengers to life through character-authentic moves, animations, and special intros, while seamlessly integrating with CotW’s unique gameplay systems.” That confirms the intended presentation, not the command notation, frame data or competitive properties of any individual move.
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SNK’s announcement also cites more than 80 million Tokyo Revengers copies in circulation worldwide. That is SNK’s reported franchise figure and is background for the collaboration, not a gameplay statistic.
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Release status at the documented date
| Fighter | Identity | Official status | Timing stated by the available listings |
|---|---|---|---|
| Manjiro Sano | “Mikey,” leader of the Tokyo Manji Gang | Announced Season 3 guest fighter | October 2026 window announced by SNK |
| Ken Ryuguji | “Draken,” vice leader of the Tokyo Manji Gang | Announced Season 3 guest fighter | October 2026 window from SNK; Nintendo’s Switch 2 listing gives October 22, 2026 |
The information date for this guide is October 13, 2026. October 22 is therefore a scheduled date, not proof that Ryuguji is already playable. SNK cautions that DLC schedules can change, and prices can vary by storefront. Check the live listing for your platform and region before buying or expecting access.
Why a move-by-move list would be premature
The official command-list material available for this guide does not establish Sano’s or Ryuguji’s individual commands. It contains references for other fighters, but no verified entries for these two guests. A trailer animation is not enough to identify a motion input, button strength, follow-up, invulnerability property or cancel route. Do not substitute another character’s list, guess from a pose or treat a video edit as command documentation.
Consequently, no responsible guide can currently state “Mikey’s quarter-circle move is…” or “Draken’s kick follows…” as fact. The correct source will be the command list and training mode in the released build. Those tools can also reveal whether an attack differs between Arcade Style and Smart Style, whether a stronger REV version exists and whether a follow-up requires a particular state.
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Choose a control scheme before learning commands
City of the Wolves has Arcade Style and Smart Style. The schemes change how you enter a special move; they do not, by themselves, prove that one character is stronger or easier in every situation.
| Control scheme | How special moves are entered | What to record for Sano or Ryuguji | Best fit |
|---|---|---|---|
| Arcade Style | A directional motion plus a face button. Some attacks have light and heavy versions. | The exact motion, button strength and any alternate version shown in the current command list. | Players who already use traditional fighting-game motions or want explicit light/heavy control. |
| Smart Style | A dedicated Special Move button, combined with directions to select different specials. | The direction paired with the Special Move button, plus any command-specific follow-up. | Players who prefer simplified inputs or are learning the character for the first time. |
Button labels differ by platform. Read the game’s displayed labels rather than translating a PlayStation symbol into an Xbox or keyboard key by assumption. If you change the control preset, recheck the command list: the same attack may be displayed with a different input notation.
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Arcade Style workflow
- Enter Training after the character becomes selectable and open the in-game command list.
- Find the entry for the move you want, including its light and heavy versions if both are shown.
- Watch the input display while performing the directional motion slowly, then add the listed button at the end of the motion.
- Repeat from both sides of the screen. A command that works facing right should also work when Sano or Ryuguji faces left, but the directional sequence reverses.
- Test the ordinary version before attempting the REV version or a listed follow-up.
Smart Style workflow
- Select Smart Style in the control settings and open the same character’s command list.
- Use the indicated direction with the dedicated Special Move button; do not assume an Arcade motion will work unchanged.
- Test each directional variant from neutral, walking and blocking states so you know which direction selects which special.
- Check whether the list shows separate commands for light/heavy behavior, REV Arts or follow-ups. Only use entries the current game displays.
REV mechanics that can change how a move is used
The following systems are shared game mechanics documented by SNK. They explain what to look for once Sano’s and Ryuguji’s individual entries are available; they do not establish which of these options either guest fighter possesses.
REV Arts
A REV Art is a stronger version of a special move. It is activated by adding the relevant simultaneous face-button input after the special-move motion and consumes REV Meter. The command list should identify the required input for each fighter. A stronger version is not automatically preferable: spending meter can affect later pressure, defense and access to other REV actions.
REV Accel
REV Accel allows REV Arts to be chained into other REV Arts and may permit a REV Blow follow-up. If Sano’s or Ryuguji’s command list includes a route, practice the sequence exactly as displayed. Do not infer that every special can chain simply because the system exists.
REV Meter and overheat
REV actions build REV Meter, while overheat temporarily makes those actions unavailable. The meter recovers over time and through actions such as landing attacks. During training, deliberately trigger the relevant REV actions, observe the overheat state and note when the game allows the meter to recover. This tells you the practical cost of repeating a move without requiring an unsupported frame-data claim.
REV Guard
REV Guard is a special block that creates more distance than an ordinary block and negates chip damage from enemy special moves. It is a defensive system, not a replacement for learning either guest fighter’s attacks. Test it against the particular specials you expect to face once a complete roster matchup guide is available.
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- All-New REV System and Classic Battle Systems, Evolved! - Introducing a dynamic toolkit offering powerful offensive options right from the start! Take advantage of moves like REV Arts, REV Accel, and REV Blows until you max out and trigger the REV Meter’s overheat. Iconic battle mechanics like Combination Attacks, Just Defense, Braking, Dodge Attacks, Feints, and S.P.G. (Selective Potential Gear) are back from the Fatal Fury series, reimagined for today’s fighters after 25 years.
- Two Control Schemes! - Choose the scheme to match your style: Arcade Style, crafted for precise, technical inputs, and Smart Style, which enables flashy special moves and combos with simple directional inputs and single-button presses. Whether you're new to fighting games or a seasoned pro, there’s a tailored approach for everyone
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REV Blow
REV Blow has defensive properties and can be used on the ground or in midair. SNK’s manual says it requires S.P.G. to be active. The command list and tutorial should show the input and any character-specific follow-up. Because S.P.G. placement is chosen before the round, a player’s preferred health-gauge position affects when REV Blow is available.
S.P.G.
At the start of a match, you choose S.P.G.’s position at the beginning, middle or end of the health gauge. While that section is active, attacks become stronger and REV Blows are enabled. When learning Mikey or Draken, record which part of your health gauge you selected before judging a move’s damage or availability; changing S.P.G. changes the context.
Just Defense and Hyper Defense
These are precisely timed defensive actions. SNK lists benefits including small health recovery, REV Meter reduction and a chance to guard cancel. Practice the timing separately from the guest fighters’ command inputs, then test whether a successful defense leaves the spacing you need for the character’s confirmed punish once those commands are documented.
Braking and feints
Braking cancels certain special-move animations to reduce recovery. Feints threaten a move without completing it and can reduce recovery after normal attacks. Whether Sano or Ryuguji can brake or feint a particular attack must come from that character’s command list or training behavior; the general system description is not proof that every move has either option.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.How to verify the real commands when the DLC is live
Use this procedure after the fighters appear in your current, patched build. It separates documented inputs from observations you make in training.
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- PS5 Compatible: Fatal Fury: City of the Wolves game designed for PlayStation 5 console
- Fighting Game: Experience exciting fighting experience with the latest version of the classic Fatal Fury series
- Multiplayer Mode: Features strategic fighting system with new mechanics such as Guard Cancel and Hyper Defense
- Rich Character Squad: Play with a variety of characters with different gameplay styles
- PEGI 12 Certification: Fun game content suitable for players ages 12 and up
- Confirm access. Check that the DLC is installed, the base game is present and the fighter appears in character select. If the slot is unavailable, verify the edition, storefront region and release status before troubleshooting controls.
- Record both schemes. Open the command list in Arcade Style and Smart Style separately. Write down the exact notation shown for normals, specials, REV Arts, supers and follow-ups. Do not merge the two lists.
- Check facing direction. Perform every command on the left and right sides. A directional input must reverse with the character’s facing, while a button label remains tied to your selected control layout.
- Test from neutral first. Stand still, execute the command and watch the character and input display. This prevents a walking direction or an accidental normal attack from hiding an input error.
- Test practical states. Repeat from crouching, jumping, blocking and after a normal attack when the list indicates a cancel or follow-up. Record only behavior you can reproduce in the live build.
- Test REV conditions. Check the REV Meter requirement, REV Arts, REV Accel routes, overheat and any S.P.G. requirement. A move that works in a full-meter demonstration may be unavailable when the meter is depleted.
- Check training options. Use the training mode’s move and action-selection tools to make the opponent block, recover or attack as appropriate. This reveals whether a listed follow-up is conditional without pretending you have measured frame data.
- Recheck after patches. Save the game version and date with your notes. If an update changes a command, cancel route or resource requirement, replace the old entry rather than presenting both as current.
Use the official tutorial and training documentation
SNK’s tutorial is divided into Beginner, Basic, Expert and Extra lessons. Start with the level that matches your experience, then move into Training to use the command-list reference and action-selection tools. Beginner lessons can establish movement and blocking; Basic lessons introduce the battle flow; Expert and Extra material are more useful when you are testing REV interactions and advanced routes.
The tutorial explains the system. The character command list explains Sano or Ryuguji. Keep those roles separate: a general lesson can tell you what REV Guard does, but it cannot tell you whether a particular Mikey move cancels into REV Accel.
Buying and edition requirements
Both guests are additional DLC, so owning the base game is necessary but does not by itself prove access to Season 3 fighters. SNK identifies the Standard Edition as the base game only. Its Revenge Edition includes the base game and Season Passes 1–3, with Sano and Ryuguji named among the Season 3 fighters.
| Edition or format information | What the official material establishes |
|---|---|
| Standard Edition | Base game only; additional Season Pass content is separate. |
| Revenge Edition | Base game plus Season Passes 1–3, including the Season 3 fighter listing that names Sano and Ryuguji. |
| Switch 2 DLC listing | Nintendo lists Ken Ryuguji DLC for October 22, 2026 and says it requires the FATAL FURY: City of the Wolves – STANDARD Edition. |
| PlayStation 5, PlayStation 4 and Xbox Series X|S | SNK lists physical and digital game formats. |
| Steam and Epic Games Store | SNK lists digital formats. |
Storefront wording, regional availability and pricing can change. Confirm the platform-specific product page and the edition you own before assuming the characters are included or that a scheduled date has arrived.
Common mistakes to avoid
- Copying a trailer. A cinematic animation does not identify the complete input, button strength or REV version.
- Using another fighter’s command list. Shared system mechanics do not imply shared special moves.
- Mixing control schemes. Arcade motion notation and Smart Style’s direction-plus-Special Move notation are not interchangeable by default.
- Ignoring resources. REV Arts, REV Accel and REV Blow depend on REV Meter, S.P.G. or both; test them under the required conditions.
- Calling a scheduled release live. The October 22 Switch 2 date is later than the October 13 information date and may be revised.
- Assuming a command is universal. Platform button labels, control presets and future patches can change what appears on screen.
What a complete future guide should contain
Once the DLC is available, a reliable move guide should list each fighter’s Arcade Style and Smart Style inputs separately, identify light/heavy variants, mark REV Arts and resource costs, document follow-ups and S.P.G. conditions, and state the tested game version. It should distinguish official command-list facts from observations made in Training and avoid presenting unverified frame data or matchup rankings as established results.
For now, the useful answer is procedural: learn the shared systems, select the control scheme you can execute consistently, and verify every Mikey and Draken command in the released game’s own command list. That is safer and more accurate than inventing inputs before SNK publishes them.
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