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Marco Rodrigues is the classic shot-style character inFatal Fury: City of the Wolves.While Terry fills that role fairly well too, Marco straight-up has Art of Fighting’s Ryo move set - which wasinspiredcough by Street Fighter’s Ryu. That means he has a fireball, uppercut, and arena-traversing series of kicks.
However, this is City of the Wolves, not Street Fighter, so while Marco does feel very familiar, he has his own unique quirks, original moves, and is, at the end of the day, his own character. This guide will help you tap into the power of Kyokushin Karate and leave your opponents battered and bruised.

Marco Rodrigues Overview
Marco Rodrigues is what you would typically expect from a fighting game’s central protagonist. He has a fireball, a dragon punch, and a tatsu-like distance-closing flying kick.His dragon punch (Kouhou) is completely invincible on start-up, making it an excellent anti-air and a powerful wake-up tool.
However, he’s got more tricks up his sleeve than just the typical shoto toolkit.Marco also has the ability to break his Kouhou,making it far safer. Additionally, he has step-kick-esque cancels (think Ken in Street Fighter 6), and he can fake his fireball, making it easier to bait opponents into jumping.

While Marco is good at every range, he is particularly strong when pressuring opponents and getting face-to-face with his foes. It is rather easy to string a few hits into huge damage.One of his best tools for doing this is his c.HP, which hits twice,making it easy to confirm into special attacks. If you cancel a Kouhou, you can follow up with a super attack.
Finally, Marco has two dashes at his disposal. His Harai Uke (⬇️↙️⬅️ + LP/HP) is both a dashanda counter. So, if your opponents keep sticking the normals out, take advantage of the moment and dash in with this counter. However, the real start of the show is his universal forward dash, ➡️+REV.This dash is frighteningly quickand helps Marco apply an absurd amount of pressure. Make good use of it by grabbing your opponents, then, when they are terrified, backing away, making their grab whiff, and punishing them.

Marco Rodrigues Command List
Marco’s move list is filled with a little of everything (outside of a command grab, that is). One interesting aspect is that he has hold moves. Both hisRyuusen Ken and Kosen Kyaku attacks simply require that you hold a button and then release to performthese attacks. You’ll also notice that Marco is able to break around half of his special attacks.
Finally, it is worth noting that both versions ofhis Haou Shoukou Ken super will tear through most of your opponent’s attacks, making it a very effective tool for catching foes committing to almost anything.

Keep this page loaded up when you are still getting the hang of Marco and use this as a resource for your moves. That way, if you are struggling to remember an input, you can consult this list between rounds!
[FE] =Can Feint Action

[BR] =Can Brake Action
c. = Close

f. = Far
j. = Jump

↙️ = Down back
↘️ = Down forward
↖️ = Up back
↗️ = Up forward
➡️ + LP
f.HK > LK
c.HP > HK > HK or HP+HK
j.LK > LP
⬇️↘️➡️ + LP/HP
➡️⬇️↘️ + LP/HP
⬇️↘️➡️ + LK/HK
⬇️↙️⬅️ + LP/HP
⬇️↘️➡️, ⬇️↘️➡️ LP
⬇️↘️➡️, ⬇️↘️➡️ LK
⬇️↘️➡️, ⬇️↘️➡️ HP
⬇️↘️➡️, ⬇️↘️➡️ HK
⬇️↘️➡️, ⬇️↘️➡️ REV during SPG
Marco Rodrigues Combos
One of Marco’s more technical combo tools is his Feint Fireball (➡️LK+HP). Using this feint, he is able to cancel his c.HK and then follow up with a Cr.HP, leading to some juicy combo routes.
Additionally,you are going to want to break his Kouhou (⬇️↘️➡️ HP)and Hien Shippuu Kyaku (⬇️↘️➡️ HK)whenever possibleto deal big damage. Practice doing this as much as possible, as it is a big part of Marco’s game.
Combos For Marco Rodrigues
c.HP > ⬇️↘️➡️ LP+HP > ➡️⬇️↘️ LP+HP > REV > ⬇️↘️➡️,⬇️↘️➡️ LP
Here is a basic, beginner-friendly combo.Perform the Ko’ou Ken (⬇️↘️➡️ LP+HP) the instant thesecondhit of the c.HP is landing. You can combo into this from a j.HP or j.HK, but you need to land themverydeep.
[crossup] j.LK > c.LP > c.LK > ➡️⬇️↘️ + HP > REV > ⬇️↘️➡️ LK+HK
This cross-up combo will take around 25% of your opponent’s health away without costing any meter. Nice!
Naturally, you’re able to fuse this combo with the more damaging combos below, however, this combo having three lights as the first three hits will greatly reduce the damage those supers will do. So, you may want to just keep it as it is and swap out the ⬇️↘️➡️ LK+HK for a super.
c.HK > ➡️LK+HP > ↘️HP > ➡️⬇️↘️ + HP > REV > ⬇️↘️➡️ + HK > REV > ⬇️↘️➡️,⬇️↘️➡️ LP or HP
This is a pretty nice little sequence that will deal some excellent damage. It does require the feint cancel, but you’ll need to get used to using that in general if you want to land the big combos with Marco. If your S.P.G. is active, swap out the super for his Hidden Gear (⬇️↘️➡️,⬇️↘️➡️ REV)
This is basically the same as the previous combo, but it doesn’t cost any super meter. Naturally, it doesn’t do quite as much damage, but it does hit pretty pretty damn hard for how little it costs in resources.
c.HP > c.HK > ➡️LK+HP > ↘️HP > ➡️⬇️↘️ + HP > REV > ⬇️↘️➡️ + HK > REV > ⬇️↘️➡️,⬇️↘️➡️ LP or HP
This is basically the same as the previous combo, but it doesn’t cost any super meter. Naturally, it doesn’t do quite as much damage, but it does hit pretty damn hard for how little it costs in resources.
Marco Rodrigues Tips And Tricks
Naturally, you are going to be doing a lot of poking and prodding with your normals when playing Marco. Standing f.LK is a great poke, but it doesn’t lead to anything. His f.HK, on the other hand,will combo into his Kyohou (➡️⬇️↘️ + HP) on counter hit(and any of his supers). However, it will whiff on crouching opponents if they are too far away. Use both of these, but favor the HK, as it leads into hefty damage.Throw in the feint versionof the f.HK (f.HK > LK+HP) to confuse your opponents.
Additionally, you are going to want to make use of Marco’s top-tier REV Dash (REV+➡️). Once you are exchanging normals with your opponents, sneak one of these in toclose the distance and get a quick grab. You will also want to mix the c.HKin after a dash, as this leads into big damage. This startlingly fast dash will keep your foes on their toes, and make them far more likely to throw out normals in an attempt to stuff a dash which, then,leaves them open for Marco’s Harai Uke (⬇️↙️⬅️ + LP/HP) counter-attack.
Once you have the opponent on the ground, you can start playing head games with them. Start dashing in and throwing them again. Dash in and perform a meaty c.HK, And, most devastatingly,dash in and block. This will catch them when they try to perform a reversal.
As I already mentioned, at close range you’ll want to threaten with Marco’s c.HK. Always go into this sequence from his c.HK…
HK > ➡️LK+HP > ↘️HP > ➡️⬇️↘️ + HP > REV
If this string hits, you may follow up with specials and supers to deal severe damage (see the first two combos in this guide for a few ideas). If this string isblocked, you will only be at aslightdisadvantage.You won’t be punishable, so you don’t need to be worried about dying for this. You can also try to take back your turn with jabs. If you are certain that your opponent will respond with jabs of their own,you can use your Harai Uke(⬇️↙️⬅️ + LP/HP) to steal your turn.
Beyond that, you are going to play Marco like a more aggressive version of Ryu. Hassle your foes with fireballs. If you get into a fireball war, use your Haou Shoukou Ken (⬇️↘️➡️, ⬇️↘️➡️ LP) to beat their projectile definitively. Additionally, look for your opponents to jump in, and punish them with your Kouhou (➡️⬇️↘️ HP). Then, REV cancel it into a damaging combo. Use that REV dash, and pressure with those normals, and you’ll find yourself climbing the ranks rather quickly.
A good combo off of an anti-air DP would be something like… ➡️⬇️↘️ + HP > REV > ⬇️↘️➡️ + HK > REV > ⬇️↘️➡️,⬇️↘️➡️ LP or HP