

Fatal Fury Bundles Spotlight: Mai, Rock, and Terry
Myles Tyler
Mai .3 - A Deadly Dance of Fire and Flair
This version of Mai is all about momentum through motion, rewarding players who stay on the offensive and carefully manage their health to control tempo and threaten huge damage spikes. Her play style rewards both finesse and aggression, capturing her deceptive strength in the ring.
Her first ability is a Response that triggers after you play an attack, letting you gain 1 health. That small but consistent healing encourages players to keep the pressure on while staying alive just a little longer in grindy matches. It’s a signature example of how Mai wears her opponents down. One elegant strike at a time.
But the real fire comes from her once-per-turn ability: by losing X health, Mai gives all your attacks for the rest of the turn +X damage and +X speed, where X equals the number of characters in your staging area. This scaling mechanic lets her blow the doors off when your engine is online that lets you turn basic attacks into near-unstoppable threats. Stocking copies of her are made easier as they are only 4 difficulty compared to most characters being 6.
It’s a beautiful risk-reward loop: the more you commit, the harder you hit. But burn too much health and you could get burned right back! Classic Mai being always one step ahead, always daring you to keep up.
During the original UFS run, this version of Mai offered some of the best scaling aggression in the format. While her stats (6-hand size, 26 health) were standard, her ability to control the pace of a game through both recovery and burst made her deceptively strong in the hands of experienced players.
Back when she was released, cards like "A Beautiful Nightmare" and "Kachousen" played perfectly into her toolkit, helping her chain attacks, control card pool tempo, and gain life even while going all-out on offense. Mai’s use of the Air, Water, and Life symbols also gave her access to a wide pool of synergistic cards, mixing tempo with disruption and combo potential.
She was especially dangerous when piloted by players who knew how to set up multi-character staging areas, allowing her scaling effect to hit truly absurd numbers, sometimes boosting even moderate attacks into game-ending finishers.

Rock .2 - Tempo Control and Card Advantage
This version of Rock Howard is all about managing hand advantage, momentum, and card pool tempo, making him a unique blend of offense, disruption, and tactical positioning. His first ability keeps you in control of the information game:
“After your opponent plays a card, you may draw a card. At the end of your turn, if you have more than 5 cards in your hand you must discard cards until you have 5.”
This ability rewards patient, reactive play and can fuel Rock with the right tools for the moment. Whether your opponent is rushing out attacks or building foundations, Rock can draw into key defenses or combos andcreating pressure without overextending. Just be ready to make tough decisions about what to keep and what to toss, especially in the late game.
Power Meets Pressure with Rock’s Signature Enhance
Rock’s Enhance brings his gameplay identity into sharp focus:
“Enhance: Commit, Add 1 of your momentum to your card pool face down: Your opponent adds 1 of their momentum to their card pool face down.”
This ability creates a fascinating push-pull dynamic. By sacrificing some of your own momentum, you effectively jam up your opponent’s resources, stuffing their pool with an extra card. This can potentially stall their turn or disrupt their progressive difficulty, as well as breaking up combos. Rock turns resource management into a weapon, punishing greedy momentum builds and giving him control over the rhythm of the game.
The card pool manipulation also synergizes well while symbol chaining with cards on off symbols like Fire, Good, and Void, which include tools for recursion, clearing, and aggressive follow-ups. It’s easy to see how Rock can pivot from disruption to domination in just a turn or two.
In past UFS metas, Rock Howard was a cerebral pick. Rewarding players who could read the board, anticipate opponent lines, and adapt on the fly. He wasn’t always the flashiest character on the roster, but his ability to steal tempo and win card economy wars made him a serious contender, especially in control-focused builds.

Terry .2 - Leading the Pack
Terry is a follow up to his original in the sense that he piles on damage, but this time around gets some built-in speed as well. His design philosophy was how Terry gets a good lead in attack and can combo his special moves and convert that into big damage, but instead of inputs and timing, it's at the expense of stuffing his own card pool instead of clearing the opponent’s. The +1 speed and +3 damage bonuses make most 3 or 4 diff attacks that are cheap to play very scary in the early game. Making basic stats like 4 speed 4 damage into 5 speed 7 damage. Do that three times against a standard 7 hand size character and it's KO!
Terry's kit gave him cards like “Throw it down!”, which made his life even better as it didn't count towards progressive, added +1 speed and +3 damage, and drew a card if the attack dealt damage. Meaning that 4 speed 4 damage attack is now a 6 speed 10 damage attack played on its base difficulty.... That could possibly draw you a card!? Busted. ARE YOU OKAY? Indeed! Terry's second ability is also a call back to his original and by committing him and a foundation you get to draw 2 cards, taking Terry out of the match in exchange for some defense for your opponent's turn.
In legacy UFS you get to play reversal attacks. That means blocking with cards like Templar, which draws you two cards and gains you two life, as well as adding Breaker:1 to their next card on a +1mid block (what a card!). You could follow up with an amazing and well stat'd reversal like Tiger Kick, a 4 speed 4 damage attack with Stun:1 that drew a card! Send a 5 speed 7 damage attack back at your opponent, after stunning them, drawing a card and them having card/s in their pool. This creates an incredible pressure that’s hard to deal with, putting at least 3 cards in your hand, or up to 5 if you gave Terry's second ability a go!
Terry is a strong contender and helped pave the way for characters like Cassie Cage and All Might! Talk about leading the pack! Capitalizing on the balance of offense and defense, having 27 health and access to some powerful cards under All Earth and Good, Terry made sure to remind you why he was the Legendary Wolf! OKAY!
