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Ver.1.10(2026.03.23)Updated Details
『Virtua Fighter 5 R.E.V.O. World Stage』 Ver. 1.10 update is scheduled for Mar 26 (JST).
Feature Adjustments
■[PS5/Xbox/NSW2/Steam]
• Removed "Beta Version" from Rollback Settings and Frame Delay Settings in Options.
• Removed the 1-frame delay setting from Input Response Settings.
• Removed balance-focused options from Rollback Settings.
• Adjusted progression so that outside regular tournaments, Gouraishin (Lv. 42) and above gain experience points only when fighting opponents of the same rank.
• Added Room Matches setting that allows Gouraishin (Lv. 42) and above to change ranks.
• Updated Ranked Matches and Room Matches/Tournaments without spectators so the losing player can also skip the final‑round replay.
• Changed the ukemi input from P+K+G to any button.
• Updated the system specifications so replays upload regardless of match result.
• Changed the specification to upload replays regardless of win/loss.
• Added a wired/wireless connection display feature.
• Enabled Dural for use in Arcade and World Stage modes.
Bug Fixes
• Fixed an issue where settings made in Free Training while waiting for matchmaking were not saved after a match.
• Fixed an issue preventing short final‑round replays from being skipped in Tournament Mode after the second round.
• Corrected text in multiple languages.
• Fixed an issue where stance changes failed to reverse commands in "14. Throw Escapes - 1."
• Fixed an issue where the opponent's throw command was reversed in "14. Throw Escapes - 2."
• Fixed an issue causing ping values to rise continuously under specific conditions.
■[Steam]
• Fixed an issue where an unused mouse cursor would appear when transitioning to the character select screen in Offline Versus.
• Fixed an issue in the "Tutorial" where the mouse cursor would not appear and mouse operations would be unavailable in the "Tutorial Menu" after clearing practice.
■[Xbox]
• Fixed an issue where, in Rankings, if your rank was 51st or lower, executing “My Position” from pages showing ranks 50th or higher would not transition to your own rank.
Battle Balance Adjustments
• Extended the cancel window for defensive moves with various dashes from 10 to 13 frames.
• Adjusted the timing and level of damage scaling for mid-air combo effects.
• Adjusted the timing for mid-air combo scaling to reset sooner after a knockdown without ukemi.
• Removed the stagger effect from certain moves, and the mechanics of those moves have been revised.
• Extended the recovery window for staggers triggered by low attacks, making it easier to recover.
• Changed the input for ukemi so that it can now be performed using any button (P, K, or G), in addition to the standard P+K+G combination.
• It is now possible to transition from Vanessa's intercept position (knocked into the air face up, feet toward opponent) to ←P, or ←K, or ←G upon landing.
• Extended the input window for various slam attacks during mid-air hits (when the opponent does not bounce), making it easier to perform ukemi.
• Expanded the hitbox for the target after a successful guard break.
• Expanded the hitbox for knockdowns caused by moves such as Brad's →_K and Jean's →K+G.
• Expanded the hitbox for Lau's ↓KP and other follow-up attacks so that they now hit certain characters when the first hit connects.
• Expanded the hitbox for some of Taka-Arashi's take downs.
Character changes
AkiraMove (Command) Changes Jouho Touken 6P
Removed the stagger effect.
Changed the hit effect on crouching hit.
Changed the recovery on crouching hit to +6 frames.Jashin Hisei 6P4K
Added half‑circular property.
Chouzan Housui 46P+K (Chargeable; max charge available)
Removed the stagger effect.
Updated the guard effect when fully charged.
Advantage on guard break has been changed to +14.
Increased total frames by 3F.Maho Shoukou 2_3P+K
Removed the stagger effect.
Changed the hit effect.
Set the recovery on hit to +6 frames, and counter-hit to +9 frames.
Changed the damage from 25 to 24.Tetsuzankou 3K+GPP+K
Adjusted so that the repeated hits connect reliably when the initial hit lands from behind.
Haisetsukou 3K+GP466P+K
Adjusted so that the repeated hits connect reliably when the initial hit lands from behind.
Kaimon Soushu 3P+K+G
Removed the stagger effect.
Changed the recovery on guard to -3 frames.Zensoutai (while descending) K
Added half‑circular property.
Shin'iha 16P+G
Shortened the post-throw recovery by 10 frames.
PaiMove (Command) Changes Renkentai PK
Adjusted hit advantage from +2 to +1
Senchuken 6P
Removed the stagger on side hits.
Souka Senpukyaku 3PK (at maximum charge)
Removed the stagger effect.
Updated the guard effect when fully charged.
Advantage on guard break has been changed to +12.
Increased total recovery by 5 frames.Ensei Toukikyaku 46KK
Changed the recovery from -7 to -13 frames.
Increased total frames by 5F.Hi'en Tenshinshou (while rising from a crouch) P+K
Removed the stagger effect.
Changed the damage from 20 to 18.
Changed the recovery on counter hit to +8 frames.Renkan Tenshin Jujishou 2P+KKP
Adjusted so that less distance is created on guard.
Delayed the attack startup by 1 frame because it was prone to causing lingering consecutive hits.Enbu Renkyaku 6K+G
Changed the damage from 15 to 10.
Changed the recovery on hit from +4 to +14 frames against Taka-Arashi.Ensei Touku Haikyaku 66K+G
Delayed the progression on hit by 5 frames.
Hien Dantai 66PK
Increased hit stun by 2 frames.
Reduced launch height on hit.Koushutai (opponent behind) K
Changed the recovery on guard from -10 to -15 frames.
Zaban Soushou (opponent behind) P+K
Removed the stagger effect.
Adjusted the hit effect on crouching hit.
Changed the recovery on crouching hit to +6 frames.Toushin Housoukyaku P+G
Increased post-throw recovery by 6 frames.
Shortened the victim’s recovery by 9 frames.Ensei Shoutai (opponent crouching) 33P+G
Removed the stagger effect.
Set the recovery to +26 frames.
Changed the damage from 15 to 5.LauMove (Command) Changes Haisen Renshou P4P
The post hit progression is now 3 frames faster.
Changed the recovery on normal hit from –2 to +1 frames.
Changed the recovery when breaking crouching guard to +1 frames.Tenshin Soukoshou P4PP
The follow‑up timing has been made 1 frame faster.
Hou'ou Soushou 6PP
Changed the recovery on normal hit from -1 to +1 frames.
Kensou Danteki 4PK
Extended the input window by 6 frames.
Rouko Hazan 4PKP
Extended the input window by 6 frames.
Kosoushou 46P
Extended the total recovery by 1 frame.
Changed the recovery from -5 to -6 frames.Tenshin Engekishou P+K
Adjusted move to induce a side crumple on side hits.
Tenshin Engekishou P+K (Fully Charged)
Removed the stagger effect.
Updated the guard effect when fully charged.
Set the advantage on guard break to +14.Touku Shashou 8or9or7P+K
Changed the damage from 16 to 20.
Ko'en Senshi 66K+G
Changed hit recovery from +4 to +14 frames against Taka‑Arashi.
Rakuchi Kobikyaku 8K+GK
Removed the stagger effect.
Changed the counter hit effect, allowing for follow‑up attacks.
Set the recovery on hit to +8 frames.Renkan Senshou 2_3P6P
Changed recovery on hit from -8 to +10 frames against Taka‑Arashi.
Kokyaku Haiten From Kokei: K
Extended total recovery by 2 frames.
Changed the recovery on guard from -14 to -16 frames.
Normal hit now causes knockdown.WolfMove (Command) Changes Horizon Slash P6PP
The launch trajectory has been adjusted.
Screw Lariat 63214PP
Changed the recovery on guard from -5 to -8 frames.
Changed so that normal hit can hit consecutively.Vertical Smash 2_3P
Changed the type of stagger.
Tomahawk Chop 9P
No longer causes knockdown on stagger hit.
Level Back Crush P+K (Fully Charged)
Removed the stagger effect.
Changed the guard effect when fully charged.
Advantage on guard break has been set to +15.
Now causes knockdown on hit.Rolling Savate 6K+G
Removed the stagger effect.
Changed the hit effect.
Changed the recovery on hit to +5 frames, and the recovery on counter hit to +8 frames.Toe Kick Stunner 4K+G, then P+G (during hit)
Extended post-throw recovery by 13 frames.
Running Shoulder Attack 46P (chargeable)
Removed the stagger effect.
Changed the guard effect when fully charged.
Increased total recovery by 5 frames.
Set advantage on guard break to +8.Guillotine Drop (opponent down)8K
Extended recovery on down attack hit by 6 frames.
Piercing Elbow (opponent down)3P+K
Shortened the active duration by 2 frames.
Push (From Catch) P+G
Changed the recovery after throw break from -3 to -6 frames.
To Change (From Catch) 6P+G
Changed the recovery after throw break from -3 to -6 frames.
Swing Through (From Catch) 4P+G
Changed the recovery after throw break from -3 to -6 frames.
Push (From Change) P+G
Changed the recovery after throw break from -3 to -6 frames.
Calf Branding (From Change) 6P+G
Changed the recovery after throw break from -3 to -6 frames.
Dangerous Backdrop (From Change) 4P+G
Changed the recovery after throw break from -3 to -6 frames.
JeffryMove (Command) Changes Straight Knuckle~Body Blow P6P
Adjusted the hit reaction on crouching hit.
Changed the recovery on counter hit and crouching hit to +5 frames.Straight Knuckle~Body Blow P6PP+K+G
Changed the hitbox type to special high.
Head Cut Smash P6PP
Made the follow‑up easier to connect when the first hit lands on a crouching opponent.
Elbow Butt 6P
Changed the recovery on counter hit and crouching hit from +5 to +6 frames.
Heavy Back Knuckle 4PP+K+G
Changed the hitbox type to special high.
Extended the delay window by 7 frames.Tornado Punch 41236P
Changed the command to 44P.
Now triggers a large bound on mid-air hit.Tornado Punch 41236P (medium charge)
Changed the command to 44P (medium charge).
Changed the guard effect when on medium charge.
Removed the stagger effect.
Set the advantage on guard break to +14.
Now triggers a large bound on mid-air hit.Tornado Punch 41236P (full charge)
Changed the command to 44P (full charge).
Changed the guard effect when fully charged.
Now triggers a large bound on mid-air hit.Vertical Upper 2_3PP+K+G
Changed the hitbox type to special high.
Extended the delay window by 7 frames.Vertical Upper Slash 2_3PP
Changed the recovery on hit from +5 to +9 frames, and the recovery on counter hit from +9 to +12 frames.
Double Upper 3PP
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Stunner Knuckle KPP+K+G
Changed the hitbox type to special high.
Knee Push 4K
Shortened the total recovery by 4 frames.
Changed the recovery on guard from -8 to -6 frames.
Changed the recovery on hit from -4 to +1 frames.Body Crush P+KP+K+G
Changed the hitbox type to special high.
Extended the delay window by 7 frames.Head Attack 46P+K
Extended the hitbox active time by 1 frame.
Expanded the hitbox, improving usability in mid-air combos.Sunlit Body Upper 3P+K
Changed the damage from 20 to 18.
Heel Drop 6K+G
Removed the stagger effect.
Set the advantage on breaking an opponent’s guard to +13.
Changed the recovery on counter hit from +15 to +17 frames.Kenka Kick 66K+G
Changed the hit effect.
Ducking Low 2K+G
Changed the recovery on counter hit from +6 to +8 frames.
Hell Claw 236P
Available again.
Chokeslam 4K+G, then P+G (during hit)
Available again.
Threat Stance P+K+G
Changed the hitbox type to special high.
Spear Straight From Threat Stance P+K
Removed the stagger effect.
Increased total recovery by 5 frames.
Set the recovery after breaking an opponent’s guard to +14 frames.
Changed the recovery on normal hit and counter hit to +14 frames.Machine Gun Knee Lift (opponent crouching) 1P+G
Changed the damage from 60 to 70.
KageMove (Command) Changes Sandan Youjin Urageri PP1PK
Changed the hit effect for mid-air hits.
Adjusted the launch trajectory.Rasen Urageri 4PK
Adjusted the launch trajectory.
Souhajin P+K
Changed the recovery on guard from -4 to -6 frames.
Hagakure-ryu In Suzaku Hishoukyaku 623P+KPK then K (during hit)
Changed the hit effect.
Increased hit recovery by 4 frames.Naraku Otoshi 623P+KKK
Changed the hit effect.
Increased hit recovery by 4 frames.Soumenwari 1P+K
Increased total recovery by 4 frames.
Changed the recovery on guard from -2 to -6 frames.
Changed the recovery on hit from +13 to +12 frames.Fusen Renkyaku 6K+G
Changed the second hit’s damage from 20 to 10.
Set the recovery on hit to +10 frames and the recovery on counter hit to +15 frames against Taka-Arashi.Ryugakuha 236K+G
Removed the stagger effect.
Changed the guard effect when fully charged.
Increased total recovery by 4 frames.
Changed the recovery on guard to +15 frames.
Extended the number of cancelable frames to 14 frames.
Made the transition back to the neutral stance faster when performing a charge cancel.Sandan Urageri PP4PK
Adjusted the launch trajectory.
Hagakure-ryu You Kusabi'uchi From Hagakure-ryu You Jumonji Kamae 6P
Changed the recovery on counter hit from +16 to +13 frames.
Hagakure-ryu You Raimeizan (opponent behind) From Hagakure-ryu You Jumonji.Kamae P+GP
Removed the stagger effect.
Changed the guard effect.
Changed the recovery on guard to +15 frames.
Changed the hit effect.Gyakugeri (opponent behind) From Hagakure-ryu In Shippujin K
Changed the damage from 30 to 25.
Hagakure-ryu You Raimeizan (opponent behind) From Hagakure-ryu In Shippujin P+GP
Removed the stagger effect.
Changed the recovery on guard to +15 frames.
Changed the hit effect.Hagakure-ryu You Kama'itachi (while descending) K
Removed the stagger effect.
Changed the recovery on guard from -5 to -10 frames.
Changed the hit effect, allowing for follow‑up attacks.Gyakugeri (opponent behind) K
Changed the damage from 30 to 25.
Hagakure-ryu You Raimeizan (opponent behind) P+GP
Removed the stagger effect.
Changed the recovery on guard to +15 frames.
Changed the hit effect.SarahMove (Command) Changes Punch Toe Kick P4K
Removed the stagger effect.
Adjusted the hit effect on crouching hit.
Changed the recovery on counter hit from +5 to +6 frames, and the recovery on crouching hit to +6 frames.Serpent Claw 4PK4K
Changed the hit effect.
Tail Sweep 4PKK+G
Extended hit recovery by 2 frames.
Quick Knee and Toe Kick 6KK
Changed the hit effect to create more distance.
Changed the recovery on hit from +1 to +2 frames.Hide Side Kick (deflect)
The sabaki activation has been delayed by 2 frames, now starting from frame 10.
Storm Combination 6P+KPK
Adjusted so that performing a cancel now triggers a recovery counter.
Serpent Smash Cannon 2P+KKK
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Valkyrie Strike 9K+GPPK
Adjusted the move so that it induces a side crumple on side hit.
Sword Slash 9K+GK
Removed the stagger effect.
Changed the hit effect on crouching hit.
Changed the recovery on crouching hit to +7 frames.Sword Rush Combo 9K+GKK
Made the second hit consecutive when hitting a crouching opponent.
Back Knuckle Side Kick From Flamingo PK
Removed the stagger effect.
Changed the hit effect on crouching hit.
Changed the recovery on counter hit from +5 to +6 frames, and the recovery on crouching hit to +6 frames.Backer Shift Combination From Flamingo KKKK
Changed the damage from 18 to 20.
Crush Low From Flamingo 2K
Extended total recovery by 3 frames.
Backer Shift Combination From Flamingo K+GK
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Step~Charm Knuckle Chop From Step PP
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Serpent Smash Cannon (opponent behind) P+KK
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Valkyrie Rage P+G
Made it possible to get up more quickly after being knocked down.
JackyMove (Command) Changes Jab Double Straight PPP
Adjusted the move so the second hit no longer results in a true block string when the opponent guards it from the side.
Rib Crush PP6PPP
Removed the stagger effect.
Changed the recovery on crouching hit to +4 frames.Punch Side Kick P4K
Removed the stagger effect.
Changed the recovery on counter hit from +5 to +6 frames, and the recovery on crouching hit to +6 frames.Rib Crush 6PPP
Removed the stagger effect.
Changed the recovery on crouching hit to +4 frames.Smash Back Knuckle 3PPP+K (Fully Charged)
Removed the stagger effect.
Changed the guard effect when fully charged.
Set the advantage on guard break to +12.Slant Back Knuckle 1P
Changed the recovery on hit from -2 to -4 frames.
Beat Spin Kick P+KK
Changed the damage from 25 to 20.
Bil Jee 6P+K
Changed the attack startup from 14 to 15 frames.
Extended total recovery by 5 frames.
Changed the recovery on guard from -2 to -6 frames.
Changed the damage from 16 to 15.Dragon Combination 1 1P+K
Delayed the post‑guard situation by 2 frames.
Dragon Combination 2 1P+KP
Removed the stagger effect.
LionMove (Command) Changes Banchu 6P
Changed the recovery on counter hit and crouching hit to +6 frames.
In'you 4P
Changed the hit effect to make it easier to incorporate into mid-air combos.
Ni In'you 4PP
Changed the hit effect to make it easier to incorporate into mid-air combos.
Kishitsu Kasensou 43P
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
The post hit progression is now 2 frames faster.Ryusei Koushugeki (deflect) 214P
Changed the recovery on guard from -10 to -8 frames.
Also made it so that the move no longer causes a crumple knockdown unless the sabaki succeeds.Rakugekishou 3PP
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
The post hit progression is now 2 frames faster.Attai 2K
Changed the hit effect to make it easier to incorporate into mid-air combos.
Tourou Youzan 66P+KP
Removed the stagger effect.
Taizan Soukoushu 4P+K (Fully Charged)
Removed the stagger effect.
Changed the guard effect when fully charged.
Set the advantage on guard break to +13.Rensansui Banchu 46P+KPP
Removed the stagger effect.
Honsui 3P+K
Extended total recovery by 7 frames.
Changed the recovery on guard from -2 to -6 frames.
Changed the damage from 16 to 12.
Changed the recovery on hit from +12 to +13 frames.Nenchu 3or9P+K+GP
Removed the stagger effect.
Changed the recovery on crouching hit to +8 frames.Taitou Bougetsu From Tourou Soufu P
Changed the recovery on hit from -3 to +1 frames.
Removed the stagger effect.
Changed the recovery on crouching hit to +13 frames.Ousen Soufu From Tourou Soufu 6P
Changed the recovery on hit from +7 to +6 frames.
Hozen Soubuntai From Tourou Teihozen K
Changed the hit effect.
Changed the recovery on hit to +16 frames.Juchou Hekiatsu From Tourou Teihozen 9P+K
Changed the damage from 16 to 20.
Hiten Rakutai (opponent down) 8P
Extended the hit recovery by 2 frames.
Youzan 46P+G
Removed the stagger effect.
Changed the post‑move gameplay so you can now make a follow-up attack with moves up to 15 frames.
Changed the damage from 25 to 20.Bokuho 61P+G
Expanded the vulnerable hitbox during throw whiff.
Changed the total recovery from 51 frames to 54 frames.ShunMove (Command) Changes Renkan Chougeki PPPK
Adjusted side hits to no longer do consecutive hits.
Rengeki Katai (6 or more drinks) PPK
Changed the damage from 8 to 9.
Rengeki Koukashutai (6 or more drinks) PPKK
Changed the damage from 19 to 18.
Slowed the time before transitioning to knockdown on G by 2 frames.
Shortened the delay window from 10 to 5 frames.Rengeki Gakushu 46PPP
Adjusted behavior so that recovery no longer changes based on alcohol level.
Getsuga Chougeki 4KP
Removed the stagger effect.
Changed the guard hit-reaction.
Changed the recovery on guard to +6 frames.Koushu Katai 1K
Changed the damage from 8 to 9.
Koushu Rentai 1KK
Changed the damage from 19 to 18.
Slowed the time before transitioning to knockdown on G by 2 frames.
Shortened the delay window from 10 to 5 frames.Shinho Suikoushu 43P+K
Removed the stagger effect.
Changed the hit reaction on hit.
Set the recovery on hit to +2 frames.
Set the recovery on counter‑hit to +7 frames.Gekizan Senchu 3P+K
Removed the stagger effect.
Changed the guard effect when fully charged.
Changed the hit reaction on hit to a critical collapse.
Set the advantage on guard break to +12.
Changed the attack startup from 50 to 52 frames.
Adjusted the consecutive attack from 6 to 4 frames.
Extended the total recovery by 6 frames.Ryubikyaku 8K+G
Expanded the hitbox during attacks, making it harder to evade high attacks.
Saikeikyaku From Zabantetsu 2K
Changed the damage from 18 to 20.
Za'inshu From Zabantetsu P+K+G
Changed the drink points from 3 to 2.
Tourigyo Hanshi From Oushin P
Removed the stagger effect on crouching hit.
Changed the recovery on normal hit from +7 to +8 frames.
Changed the recovery on counter hit from +9 to +10 frames.Nehan Rengeki Katai (10 or more drinks) From Oushin KP2KK
Changed the damage from 19 to 18.
Zenkon Suikou From Oushin 6P+K+GP
Removed the stagger effect.
Changed the hit reaction.
Set the recovery on hit to +2 frames.
Set the recovery on counter hit to +7 frames.Rigyo Hanshi (opponent behind) From Oushin P
Removed the stagger effect on crouching hit.
Changed the recovery on normal hit from +7 to +8 frames.
Changed the recovery on counter hit from +9 to +10 frames.Tentou Saitai (opponent behind) From Oushin 2K
Removed the stagger effect.
Adjusted the hit reaction.Konten Doushou (opponent behind) From Oushin 6P+K+GP
Removed the stagger effect.
Changed attack startup has been adjusted from 31 to 32 frames.
Changed the recovery on guard to +6 frames.Sokutan Senshu From Choukarou K
Changed the damage from 21 to 18.
Zenten~Shinho Suikoushu From Choukarou 6P+K+GP
Removed the stagger effect.
Changed the hit reaction.
Set the recovery on hit to +2 frames.
Set the recovery on counter hit to +7 frames.Kokukyu Danteki From Soukokukyu K
Removed the stagger effect.
The post guard situation is now 3 frames slower.
Changed the hit effect.
Changed the recovery on counter hit to +7 frames.Suibou Honshin From Soukokukyu P+K
"Increased total recovery by 4 frames.
The post guard situation is now 4 frames slower.
"Rasen Suichu (opponent down) 3P
Changed the consecutive attack frames from 3 to 2 frames.
AoiMove (Command) Changes Ougimai 4P
Changed the recovery on guard from -2 to -5 frames.
Ougimai~Tachikaze 4PK
Removed the stagger effect.
Ryoushi 43P
Increased total recovery by 4 frames.
Changed the recovery on guard from -4 to -6 frames.Joudan Keri'ate K
Changed the damage from 18 to 12.
Joudan Keri'ate~Datotsu~Tachikaze KPK
Changed the hit effect for mid-air hits.
Tenraitsui 6KP
Made the post‑hit progression 5 frames slower.
Kamageri 4K
Removed the stagger effect.
Changed to a high attack.
Changed the hit effect.
Increased total recovery by 2 frames.
Changed the recovery on guard from -4 to -6 frames.
Changed the damage from 17 to 13.
Changed the recovery on normal hit to +13 frames.
Changed the recovery on counter hit to +16 frames.Tengu Otoshi 2_3P+K
Changed the damage from 16 to 12.
Tengu Otoshi~Kaname'uchi 2_3P+KP
Changed the damage from 15 to 10.
Delayed the transition frames to the Sundome by 2 frames.
Changed the hit effect on mid-air hit.Shinchuzuki (deflect) 236P+K
No longer causes a crumple knockdown except on a successful sabaki.
Ukifune From Sundome (hold G) K
Removed the stagger effect.
Ryuyouha (opponent behind) 2or8P+K+GP
Removed the stagger effect.
Ryuyouha (opponent behind) 2or8P+K+GP
Removed the stagger effect.
Lei-FeiMove (Command) Changes Shaten Renshou 33PP
Changed the move to a mid attack.
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.Haisenkyaku K
Adjusted the launch trajectory.
Changed the recovery on normal hit from -2 to +5 frames.
Changed the recovery on counter hit from +4 to +10 frames.
Matched the recovery on guard counter with that of a normal hit.Toukyaku 66K
Removed the stagger effect.
Changed damage from 30 to 25.
Changed the hit effect, allowing follow-up attacks up to 15 frames.
Shortened the total recovery by 4 frames if no stance is entered.Bunkyaku 3K
Removed the stagger on side hits.
Katoken 3or9P+K
Changed the hit effect.
Removed the stagger effect.Haisetsukou 3or9P+KP
Fixed an issue where the opponent would not fall down on stagger hit.
Senshippo From Hai Shiki P+K (Fully Charged)
Removed the stagger effect.
Changed the guard effect when fully charged.
Set the advantage on guard break to +6.Fukushin Koushitai From Bokutai K
Changed the hit effect.
Fukushintai From Dokuritsu Shiki 2K
Adjusted so that damage will be dealt even when hitting a standing guard.
Changed the damage from 15 to 10.
Changed recovery from -8 to -15 frames.Zenten~Hou'ou Ten'yoku From Dokuritsu Shiki 6P+K+GP+G
Extended the total recovery on throw catch by 2 frames.
Honshin Kouryoukyaku From Nehan Shiki K
Removed the stagger effect.
Changed the recovery on guard to -3 frames, and the recovery on hit and counter hit to +4 frames and +9 frames.Chouho Tansa From Kyo Shiki 6K
Removed the stagger effect.
Changed the recovery on hit.VanessaMove (Command) Changes Jab~Body From Defensive Style: PP
Removed the stagger effect.
Changed the hit effect on crouching hit.
Changed the recovery on crouching hit to +2 frames.Combo High Kick From Defensive Style: PPK
Made the follow‑up easier to connect when the first hit lands on a crouching opponent.
Crush Jaw From Defensive Style: (while rising from a crouch) P
Changed the type of stagger.
Back Knuckle From Defensive Style: 6P
Delayed the post‑hit progression by 2 frames.
Removed the stagger on side hits.Switch Left Slicer From Defensive Style: KK
Guarding the second shot from the side no longer triggers a consecutive guard.
Parrying High Kick (deflect) From Defensive Style: 46K
Shortened the sabaki window by 3 frames.
Stopping Low Combo From Defensive Style: 2KP
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Bone Crush Middle From Defensive Style: 3K (Fully Charged)
Removed the stagger effect.
Changed the guard effect when fully charged.
Changed the recovery on guard to +8 frames.Stinger Low Blow From Defensive Style: 1P+K
Extended the total recovery by 2 frames.
Back Charge Kick From Defensive Style: 44K+G (Fully Charged)
Removed the stagger effect.
Changed the guard effect when fully charged.
Changed the recovery on guard break to +12 frames.Intrude Hook From Defensive Style: (hold G) 2P
Shortened the dodge property from 7 to 5 frames.
Intercept Body Blow From Defensive Style: (hold G) 8P
Shortened the dodge property from 7 to 5 frames.
Switch Shoulder From Defensive Style: 6P+K+G
Removed the stagger effect.
Changed the hit effect.
Changed the recovery on hit to +5 frames.
Changed the recovery on counter hit to +8 frames.Back Knuckle High~Switch Back Blow From Defensive Style: 6PKP+K+G
Extended the total recovery by 5 frames.
Stopping Low~Switch Back Blow From Defensive Style: 2KP+K+G
Extended the total recovery by 6 frames.
Long Barrel Blow From Offensive Style: 66P
Removed the stagger on side hits.
Stinger Strike From Offensive Style: 41236P (Fully Charged)
Removed the stagger effect.
Changed the guard effect when fully charged.
Changed the recovery on guard break to +15 frames.Tank Buster From Offensive Style: 41236P, then 2 (while charging)
Changed the recovery on guard from -1 to +8 frames.
Back Charge Kick From Offensive Style: 44K+G (Fully Charged)
Removed the stagger effect.
Changed the advantage on guard break to +12.Switch Shoulder From Offensive Style: 6P+K+G
Removed the stagger effect.
Changed the hit effect.
Changed the recovery on hit to +5 frames.
Changed the recovery on counter hit to +8 frames.Stopping Low~Switch Back Blow From Defensive Style: PPP+K+G
Increased total recovery by 4 frames.
Combo Body Blow~Switch Back Blow From Defensive Style: PP6PP+K+G
Increased total recovery by 4 frames.
Body Blow~Switch Back Blow From Offensive Style: 6PP+K+G
Increased total recovery by 4 frames.
Stopping Toe~Switch Back Blow From Offensive Style: 3KP+K+G
Increased total recovery by 4 frames.
Leap Rolling Toe Kick From Offensive Style: (while descending) K
Removed the stagger effect.
Changed the recovery on guard from -5 to -10 frames.
Changed the hit effect, allowing for follow‑up attacks.Rolling Toe Kick From Intruder Step: K
Removed the stagger effect.
Changed the hit effect.
Changed the recovery on guard from -5 to -3 frames.
Changed the recovery on hit to +4 frames.
Changed the recovery on counter hit to +7 frames.Spear Tackle From Intruder Step: P+G
Extended the total recovery on throw catch by 2 frames.
Intercept Position (knocked into the air face up, feet toward opponent) 4P+K+G when touching ground
It can now be executed with 4P, 4K, or 4G.
Face Crush Elbow From Defensive Style: (opponent behind) P+K
Changed the damage from 19 to 20.
Face Crush Elbow From Offensive Style: (opponent behind) P+K
Changed the damage from 19 to 20.
GohMove (Command) Changes Soukyu 46P
Extended total recovery by 2 frames.
Changed the recovery from -4 to -6 frames.Tsukikage 6K
Changed the damage from 18 to 15.
Changed the recovery on guard from -8 to -10 frames.Haritsuke 6K
then P+G during hit if opponent is knocked into the air face up, feet toward Goh.
Changed the damage from 30 to 32.Maegeri 3K
Changed the damage from 15 to 12.
Retained the stagger.Karigeri 1K
Changed the damage from 20 to 15.
Kotetsu 4P+K (Fully Charged)
Removed the stagger effect.
Changed the guard effect when fully charged.
Delayed the post‑guard and post‑hit progression.
Set the advantage on guard break to +14.
Increased total recovery by 4 frames.Kokuryusatsu Todome 46P+KPP
Increased hit recovery by 4 frames.
Goukitotsu 2_3P+K
Removed the stagger effect.
Set the recovery on hit.
Changed the damage from 25 to 24.Tengusatsu 9K+G
Removed the stagger on hit.
Changed the hit effect.
Extended the total recovery by 5 frames.
Changed recovery on hit to +12 frames.BradMove (Command) Changes Jab~Body Straight P6P
Extended the total recovery by 2 frames.
Changed the hit effect on crouching hit.
Changed the recovery on counter hit and crouching hit to +4 frames.Gliding Knee P6PK
Made the follow‑up easier to connect when the first hit lands on a crouching opponent.
Shovel Hook 2P+K
Extended total recovery by 6 frames.
Changed the recovery on guard from -6 to -8 frames.Shovel Hook Double 2P+KP
Increased total recovery by 3 frames.
Slowed the guard and hit progression by 3 frames.
Changed the delay window from 8 frames to 4 frames.Shovel Hook Triple 2P+KPP
Changed the delay window from 8 frames to 4 frames.
Last Shot 2P+K6P
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Changed damage from 15 to 10.Destruction Body 3P+K
Removed the stagger on side hits.
Ducking Combo Upper From Ducking PPP
Removed the stagger effect.
Changed the recovery on counter hit and crouching hit to +6 frames.Ducking Rush From Ducking PPPP
Guarding the third shot no longer triggers a consecutive guard.
Crush Knee Kick From Ducking K+G
Extended total recovery by 3 frames.
Neck Clinch From Ducking P+G
Shortened the active time of the catch throw’s grab hitbox.
Gohk Kor Dtae Kao~Dtee Sawk From Neck Clinch P+G
Changed the recovery after throw break from -3 to -6 frames.
Gohk Kor Dtae Kao~Teep From Neck Clinch 6P+G
Changed the recovery after throw break from -3 to -6 frames.
Gohk Kor Dtae Kao~Change From Neck Clinch 4P+G
Changed the recovery after throw break from -3 to -6 frames.
Dtee Sawk Lang From Slipping P+K
Extended total recovery by 4 frames.
Changed the recovery from -2 to -6 frames.Hunting Middle Kick From Slipping K+G
Extended total recovery by 7 frames.
Gambit (opponent down) 3K
Changed the consecutive attack from 3 to 2 frames.
Quick Knee Kick From Long Ducking K
Changed to only cause a stagger effect on a crouching hit.
EL BlazeMove (Command) Changes Outrage Combo PPK
Increased the recovery on hit by 2 frames.
Shadow Fang 6PK
Changed the mid-air hit reaction.
Changed the recovery on guard from -18 to -16 frames.Short Upper 3P
Changed the hit effect to make it easier to incorporate into mid-air combos.
Combination Blow 3PP
Enabled the transition to Demon Dance using P+K or P+K+G.
Shutdown Knee 3PPK
Removed the stagger effect.
Extended total recovery by 4 frames.
Changed the recovery on guard from -13 to -15 frames.
Set the recovery on hit to +3 frames.
Changed the hit effect, allowing for follow-up attacks up to 16 frames on counter hit.Toe Kick 4K
Removed the stagger on side hits.
Shadow Slash 4KP
Enabled the transition to Demon Dance using P+K or P+K+G.
Face Smash 4KPP
Normal hits no longer hit consecutively against Taka-Arashi.
Changed the damage from 16 to 20.Low Kick 2K
Shortened the active attack by 2 frames.
Hook 2KP
Shortened the active attack by 2 frames.
Enabled the transition to Demon Dance using P+K or P+K+G.Face Hit 2KPP
Changed the damage from 16 to 20.
Swing Chin Crusher 3P+K,then P+G during hit
Removed the stagger effect.
Changed the recovery to +5 frames.Darkness Flame P+K+GK, then P+G during hit
Changed damage from 32 to 37.
Adjusted so that the damage is no longer reduced by a just ukemi.Déjà Vu From Rocket Discharge P+G
The total recovery on throw catch has been increased by 5 frames.
EileenMove (Command) Changes Enkou Gekisou PP6P
Removed the stagger effect.
Changed the recovery on crouching hit to +6 frames.Shoukou Yakutou P3PK
Removed the stagger effect.
A hit now causes a knockdown.Geimen Senpu 6PPK
Changed the damage from 25 to 22.
Hikou Bokushoku 9P
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Hikou Senshi 66K
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Dokuritsu Sougan P+K
Extended total recovery by 4 frames.
Changed the recovery on guard from -2 to -6 frames.
Changed the damage from 16 to 12.
Changed the recovery on hit from +12 to +13 frames.Jinraishou 6P+K
Delayed the timing for cancel moves and interrupt moves by 3 frames.
Taisei Soudou 46P+K
Removed the stagger effect.
Changed the advantage on guard break to +12.Enkou Soutekitou 1P+KP
Removed the stagger effect.
Changed the recovery on counter hit to +12 frames.Renkan Sententai 4K+GK
Adjusted so that less distance is created on guard.
Enkou Bokuchou 2P+K+GP
Removed the stagger effect.
Uniformly changed the recovery to +8 frames.Taisei Honsou 214P
Changed so that a side normal hit no longer produces consecutive hits in cancel moves or interrupt moves.
Taisei Chouzan 236K
Changed the damage from 15 to 18.
Taisei Renteki 236KKK
Changed the damage from 10 to 12.
Taisei Kouten 236KK, then K during hit
Changed the damage from 21 to 25.
Taisei Dakka 214K
Because the hitbox timing did not match the animation and caused frequent consecutive hits, the hitbox startup was delayed by 1 frame.
Changed from 3 to 2 frames.Zenkuhon Rakutai (From Zenkuhon) K
Delayed the timing for cancel moves and interrupt moves by 3 frames.
Rakuchi Senshintai (From Zenkuhon) 3K
Removed the stagger effect.
Increased total recovery by 3 frames.
Changed the hit effect.
Changed the recovery on hit to +16 frames.Taisei Soumen (From Zenkuhon) P+G
Increased the total recovery on throw catch by 6 frames.
Haishin Gekichou (opponent behind) P
Increased total recovery by 7 frames.
Touho Shikei (opponent behind) P+K
Removed the stagger effect.
Changed the damage from 16 to 10.
Changed the recovery on crouching hit to +7 frames.Kou'ou Batsuzan 63214P+G
Changed the damage from 65 to 60.
Kou'ou Kouzan 46P+G
Removed the stagger effect.
Changed the recovery after throw to +15 frames.
Changed the damage from 25 to 10.JeanMove (Command) Changes Kaginakazuki PPP (Fully Charged)
Increased total recovery by 4 frames.
Kyoshin Kouriken
Extended total recovery by 3 frames.
Gishin Kourishu PKP, then K while charging
Changed the recovery on hit from +2 to +4 frames.
Chinshin Seichuken 4PP (Fully Charged)
Extended total recovery by 3 frames.
Increased the number of cancelable frames to 8F.
Shortened total recovery on cancel by 5 frames.Gishin Kouretsu Eishu 33PK, then P while charging
Shortened the guard progression by 3 frames.
Maegeri K
"Removed the stagger effect.
Changed the recovery on crouching hit to +6 frames.
"Maegeri K (when fully charged)
Extended the total recovery by 5 frames.
Gishin Ura'eishu K, then P while charging
Changed the recovery on blocks from ±0 to -6 frames.
Maegeri~Inazumazuki KPP (Fully Charged)
Extended the total recovery by 6 frames.
Chudan Ushiro Mawashigeri~Gishin Ura'eishu 66K, then P while charging
Shortened the guard progression by 3 frames.
Kousenzuki 4KP (Fully Charged)
Extended the total recovery by 5 frames.
Kou'in Gen'ou Otoshi 9KP (Fully Charged)
Extended the total recovery by 2 frames.
Agezuki 3P+K
Changed the recovery on hit to make mid-air combos easier to incorporate.
Guren Engokugeri 6K+G (Fully Charged)
Increased total recovery by 4 frames.
Gishin Kouretsu Eishu 6K+G, then P while charging
Shortened the guard progression by 3 frames.
Hou'ou Kouyoku'uchi 4K+GP
Removed the stagger effect.
Changed the recovery on counter and crouching hits to +3 frames.
Changed the damage from 16 to 12.Doumawashi Kaitengeri 46K+G
Removed the stagger effect.
Changed the damage from 30 to 25.
Changed the recovery on blocks from -4 to -5 frames.
Changed the recovery on hit to +4 frames.
Changed the counter hit effect, allowing for follow‑up attacks.
Increased total frames by 5F.Tadan Kubigeri 3K+G
Shortened the recovery on cancel by 6 frames.
Tobi Sokutougeri (while running)6_K
Changed to an unblockable move.
Extended the total recovery by 5 frames.Getsuku Shouken 46P+K
Removed the stagger effect.
Changed the recovery on guard to -4 frames.Taka-ArashiMove (Command) Changes Morotezuki 66P
Changed normal hit to not cause a knockdown.
Changed the recovery on hit to -2 frames.Morote Tsuppari 66PP
Extended total recovery by 2 frames.
Changed the recovery on guard from -8 to -13 frames.
Changed the recovery on hit from -2 to +1 frames.Senju Harite Shime 63214PP+K
Changed the recovery on guard from -10 to -13 frames.
Yoko Harite 4P
Changed the damage from 18 to 15.
Sokubi Otoshi 41236P
Changed normal hit to not cause a knockdown.
Enabled small bound in mid-air hit.Onigoroshi 3P
Changed the recovery on guard from -6 to -8 frames.
Changed the damage from 15 to 12.Nodowa 3P, then P+G during hit
Changed the damage from 45 to 55.
Chu Tsuppari 3 6P+KPP
Extended the total recovery by 1 frame.
Changed the recovery on guard from -15 to -16 frames.Ten'yaburi 4P+KP
Changed the recovery on hit from +4 to +10 frames against Taka‑Arashi.
Enmamidashi 41236P+K (Fully Charged)
Set the advantage on guard break to +15.
Changed the guard effect when fully charged.
A hit now causes a knockdown.Tsuyubarai 2P+K
Increased total recovery by 3 frames.
Changed the recovery on guard from -15 to -16 frames.
Delayed the post‑hit progression down by 2 frames.Mukae Shiko 2or8K+G
Increased total recovery by 3 frames.
Changed the recovery on guard from -15 to -18 frames.Tachi'ai Buchikamashi From Tachi'ai P+K
Changed the damage from 35 to 25.
Shikirinaoshi Damashi Kata'ate From Tachi’ai 4P
Removed the stagger effect.
Changed the hit effect.
Changed damage from 30 to 25.
Changed the recovery on guard and hit to +15 frames.Shiko (opponent down) 4K+G
Adjusted the homing performance of down attack.
Yaguranage (From Morozashi) P+G
Changed the recovery after throw break from -3 to -6 frames.
Nimaigeri (From Morozashi) 6P+G
Changed the recovery after throw break from -3 to -6 frames.
Sotomusou (From Morozashi) 4P+G
Changed the recovery after throw break from -3 to -6 frames.
DuralMove (Command) Changes Soukyu 46P
Extended total recovery by 2 frames.
Changed the recovery from -4 to -6 frames.Fudousatsu Arata 6KP
Extended the recovery on hit by 5 frames.
Spinning Savate 6KKK
Made consecutive side hits no longer connect.
Tousentai~Rocket Discharge 2KK+G then 6 (when guarded or hit)
Disabled running.
Dragon Smash Cannon 1K
Reduced the ability to re-launch opponents on mid-air hit.
Honsui P+K
Extended total recovery by 4 frames.
Changed the recovery on guard from -2 to -6 frames.
Changed the damage from 16 to 12.
Changed the recovery on hit from +12 to +13 frames.Dragon Combination 1 1P+K
Delayed the post‑guard progression by 2 frames.
Dragon Combination 2 1P+KP
Removed the stagger effect.
Hagakure-ryu You Kama'itachi (while descending) K
Removed the stagger effect.
Changed the recovery on guard from -5 to -10 frames.
Changed the hit effect, allowing for follow‑up attacks.Machine Gun Knee Lift (opponent crouching) 1P+G
Fixed an issue where the first hit would still cause damage on throw break.
Changed damage from 60 to 70. -
Ver.1.08(2026.1.23)Updated Details
『Virtua Fighter 5 R.E.V.O. World Stage』 Ver. 1.08 update is scheduled for Jan 30 (JST).
■Common (PS5/Xbox/Steam)
• Fixed an issue where users could no longer unblock players after hitting the 100 entry cap in the Block List. • Fixed an issue in REPLAY where platform icons were displayed with a slight delay. • Fixed a display issue with Wolf's Like a Dragon series collaboration costume. • Fixed an issue where some text overflowed beyond its display area. • Fixed the boss appearance popup in World Stage when rank conditions were met outside of booths. • Fixed character corruption affecting parts of the staff credits. • Updated consumer platform icons to display in different colors for each platform. • Added support for ARMbased versions of Windows. • Removed "Connection Status Restriction" from the room settings when creating a room.
■Steam Version
• Added Arabic and Hindi language support. • Fixed an issue where the game appeared horizontally squashed on ultrawide monitors when the Windows display setting was set to 1920×1080. • Fixed an issue where repeatedly switching certain items in Customize could cause items to not apply correctly to the model and disable cursor movement. • Corrected various text issues across multiple languages. • Fixed an issue where parts of CPU characters' costumes could change when playing ARCADE after WORLD STAGE. • Fixed an issue where the "Download Replay" button guide remained visible on the Battle Log screen even for matches that had already been downloaded.
■Xbox Version
• Fixed an issue with achievement name displays for the four Asian languages in the Xbox version.
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Ver.1.07(2025.11.13)Updated Details
We’re excited to share the details of the Ver.1.07 update, released today for Virtua Fighter 5 R.E.V.O.
■General Adjustments & Bug Fixes
• Adjusted some button assignments in Battle Tips and Character-Specific Details. • Fixed a bug where platform icons were not displayed next to player names on the board in Tournament Mode and Room Match lobbies. • Fixed a bug in Arcade Mode where, after disconnecting the controller post-victory, the next match would not pause, and the Pause menu would not appear upon reconnection. • Corrected inaccuracies in the Credits section under Options. • Fixed a bug where “OK” was not displayed for wall combos in the Character-Specific Details for Sarah and Eileen. • Fixed a bug where, in Offline Versus mode, replays of matches played with selected costumes via Select Data would incorrectly show the crossplay icon at the bottom center of the health bar. • Fixed a visual glitch in Replay Mode where Sarah’s Tekken costume would display incorrectly when fast-forwarding from a paused state. • Fixed a bug where the application icon would not display when Display Mode was set to “Windowed.” • Fixed a bug in tournament event brackets where the platform icon for the losing player on the P1 side was not grayed out. • Fixed overlapping text between move names and commands in Vanessa’s command list. • Fixed a bug where, if View ID was accessed just before a replay auto-played from the Main Menu, online and player IDs would not display correctly. • Fixed a bug in the Character-Specific Details where the “OK” message would appear even when combos failed. • Fixed a texture issue where Akira’s ankles would not display properly when wearing the “Black Hakkyoku Shoes.” • Fixed a bug where Jean’s defeat animation would not play correctly. • Fixed a visual glitch where Eileen’s Type E costume shorts would clip through the skirt during victory animations.
■World Stage Mode Adjustments & Bug Fixes
• Challenges that have already been completed will now be marked as cleared across all save data. • Implemented a new selection process in Tournament Mode where, during CPU vs. CPU matches, CPUs that the player has not yet defeated will always advance. • Adjusted the system so that results from 100-Man Kumite Survival no longer affect win/loss records or win rate stats. • Adjusted the health bar display when carrying over health in 100-Man Kumite Survival. • Added a warning popup when selecting “Start Over.” • Reduced the required number of matches for challenges involving less commonly encountered characters (e.g. Taka-Arashi) to make them easier to complete. • Added a button guide UI in 100-Man Kumite Survival showing how to open the menu after winning a match, to clarify how to save and suspend progress. • Fixed a bug where the match order display in Tournament Mode would remain on screen during character intro animations. • Fixed a bug where, after losing in a booth match, the opposing CPU would only guard under certain conditions. • Fixed a bug where the screen would go black during match transitions after a loss in a booth match under certain conditions. • Fixed a discrepancy in the menu guide text between 100-Man Kumite Survival and 100-Man Kumite Survival Kiwami.
■Steam Version Adjustments & Bug Fixes
• Unified the use of the “~” symbol for the Korean language in Command Training entries where two different versions were being used. • Adjusted the View ID screen to show ■ in place of emojis in profile names to prevent text corruption. • In 100-Man Kumite Survival and 100-Man Kumite Survival Kiwami, the default cursor position on the start screen will now be set to “Continue” if suspend save data is available. • Fixed a bug where the game could become unresponsive (stuck on “Accessing…”) after launching the game and reaching the title screen. • Fixed a bug where updating from Ver.1.05 to Ver.1.06 would automatically disable the crossplay setting in Options. • Fixed a bug where including <symbol=> in a profile name would cause a circle button icon to appear incorrectly in the ID display. • Fixed a bug in World Stage mode where selecting “Fight another opponent” after losing a booth match could result in facing the same opponent again. • Fixed a bug in World Stage mode where the final remaining opponent in a tournament might not appear under certain conditions, preventing completion. • Fixed a bug in the Room Match lobby where selecting “View Player Data” while the cursor is on “NO PLAYER” would display an incorrect popup. • Fixed a bug in World Stage mode where win rate was not updating correctly after a loss. • Fixed a bug where default costumes for selected characters would display incorrectly in Battle Tips and Character-Specific Details. • Fixed a bug in World Stage side tournaments where CPU vs. CPU matches could not be skipped using the Esc key. • Fixed a bug in World Stage mode where, after playing a rematch against a player listed on page 2 or later in the player information screen in Gameplay Data, the player would no longer appear on the list. • Fixed a vulnerability where EAC could be terminated via Task Manager and uninstalled after launching the game. • Fixed a bug in the “Online” tab of Replays where the latest replays were not being retrieved or displayed correctly. • Fixed a bug where some command entries in Command Training were displayed across two lines. • Fixed a bug where setting the Steam language to “Spanish (Latin America)” would cause overlapping text for “Restore Default Settings” in the game’s language settings menu.
■Multi-Platform Adjustments & Bug Fixes
• [Steam/Xbox] Fixed a bug in the World Stage tournament list screen where the menu guide was displayed two items lower than intended. • [Steam/Xbox] Fixed a bug where customization changes made in “Customize” under Options in World Stage mode were not being saved properly. • [Steam/Xbox] Fixed a bug where the rank gauge overlapped with text in the match screen when the language was set to Brazilian Portuguese. • [Steam/Xbox] Fixed a bug where an incorrect popup would appear when rank increase occurred after applying the Dural DLC. • [Steam/Xbox] Fixed a visual glitch where combining Jacky’s “Half Chaps” and “Enamel Pants” costumes caused the pants to clip through. • [Steam/Xbox] Fixed a bug in Command Training where the command display window for some moves was not shown correctly. • [Steam/Xbox] Fixed unnatural display of stage type text on the pre-match loading screen when playing in Brazilian Portuguese. • [Steam/Xbox] Fixed a bug where the date format in the tournament entry and replay selection screens appeared in English format when playing in Latin American Spanish. • [Steam/PS5] Fixed a UI overlap issue in World Stage mode where selecting a booth and opening a menu simultaneously would cause the menu to remain open during other operations. • [Steam/PS5] Fixed a bug in World Stage mode where, after defeating the boss in “10 Years Later,” the unlock condition popup for that boss would briefly appear again when starting or ending another booth match. • [Steam/PS5] Fixed a bug where the playtime recorded in World Stage mode was shorter than the actual time played.
■PS5 Version Adjustments & Bug Fixes
• Fixed a bug where a blocked PS5 player attempting to join a room created by a Steam player through irregular means would cause the game to become unresponsive. • Fixed a bug where an “An error has occurred” popup would appear after idling on the Main Menu. • Fixed a bug in Room Match where, if the room creator canceled a team match while participants were viewing the user list or information log, the log would remain on screen. • Fixed a bug where a crash could occur even after a match was successfully established. • Fixed a visual bug where combining Akira’s “Festival Shorts” and “Kung Fu Shoes” caused a misalignment between the socks and his skin. • Fixed multiple graphical issues with Taka-Arashi’s “Type E” costume. • Fixed a bug where, if no replay was playing in the Main Menu while in full-screen mode, the control guide would not appear when the next replay started. • Fixed a bug where rapidly pressing the “View ID” button right after closing Player Menu on the Main Menu would prevent proper ID display. • Fixed a bug in Arcade Mode where the letters “NA” of “FINAL STAGE” would appear faintly before the rest of the text. • Fixed a crash that could occur when a replay started playing upon returning to the Main Menu. • Fixed a bug in Room Match where, while in full-screen mode, two invite button prompts would display in the button guide. • Fixed a bug where playing against opponents in any of the online modes would not register them in the “Played together” list of the Game Hub. • [PS5/Xbox] Fixed a bug where, if sticker features were restricted by parental controls, matches would fail to start even after matchmaking.
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Ver.1.05(2025.07.10)Updated Details
We’re excited to share the details of the Ver.1.05 update, released today for Virtua Fighter 5 R.E.V.O.
■Added a "Online" Tab to Replay Mode
The new "Online" tab allows you to view and download ranked match replays from other players. Up to 10 replays are selected from the most recent rank matches. **Note: Depending on the timing, your own replays might also be featured. You can now also view and download other players’ replays from the following locations: Player Data > Battle Log Replays currently playing from the Main Menu *Note: Replays downloaded from the Battle Log are only available for matches played in Ver.1.05 or later.
■Option to Hide Other Players’ Names
• A new setting has been added under Options > Game Settings > Show Player Names. • Selecting "Self Only" will hide other players’ names and display them as "*****."
■Display of Announcement Images Between Replays in the Main Menu
Announcement images can now be displayed between replays while in the main menu.
■Bug Fixes
•Fixed an issue where sound effects (SE) were not properly canceled during rollback. • Adjusted the "Replay Menu" so that when "Show UI" is set to OFF, the button guides at the bottom of the screen are hidden as well. • Fixed an issue where disconnecting during the player menu did not return the user to the main menu. • Fixed an issue in "Room Match" > "Room Search" where rooms with Private Rooms would still display even if the display setting was set to "Off." • Fixed a crash that could occur when entering a room at a specific time in Team Match of Room Match. • Fixed an issue where pausing could not be released in Room Matches. • Fixed a bug where player rank and other data might appear in OFFLINE VERSUS replays. • Corrected an issue in Replay Mode where "Sudden Death" was displayed as "ROUND ○." • Fixed an issue in Single Tournament results where emojis were displayed incorrectly as different characters. • Adjusted the trajectory display of the “Light Bracelet/Light Plate” when operating during replay playback. • Fixed a bug where repeatedly switching between the retry and replay windows on the final frame caused the round-end animation to repeat. • Fixed an issue where specific areas could be operated with the mouse during the results screen in OFFLINE VERSUS when using the 1P controller.
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Ver.1.04(2025.06.06)Updated Details
We’re excited to share the details of the Ver.1.04 update, released today for Virtua Fighter 5 R.E.V.O.
■New Features
• Added replay save and playback functionality.
■Feature Overview
• A replay mode icon has been added to the right side of the main menu.
• Matches played in "RANK MATCH," "ROOM MATCH," and "OFFLINE VERSUS" are saved in "My Replays."
• Up to 100 replays can be saved in "My Replays"; older replays will be deleted once the limit is exceeded.
• Replays downloaded from "My Replays" can be saved separately, up to an additional 100 slots.
• "Online" will allow viewing and downloading of other players' replays (to be supported in a future update).
■Replay Playback Features
• Pause / Play
• Rewind / Fast-forward by time
• Rewind / Fast-forward by frame
• Rewind / Fast-forward by round
• Switch control to 1P/2P (take control mid-replay)
• Change playback speed
■Replay Display Features
• Input history
• Detailed stats (damage, frame advantage/disadvantage)
• Command display
• Hit indicator display (High, Middle, Low)
• Evade direction
■Other bug fixes
■Features Planned for the Ver.1.05 Update
• Ability to view and download other players' replays
• Option to hide other players' usernames during gameplay
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Ver.1.03(2025.03.27)Updated Details
Virtua Fighter 5 R.E.V.O. Ver.1.03 update is now available!
■Ranked Match Improvements
• Match Ping will now be displayed as soon as a ranked match is found.
■Button/Key Mapping Improvements
• Up to two buttons/keys can now be assigned to a single function.
• Movement keys can now be adjusted using keyboard/mouse.
■Graphic Option Improvements
• Graphical setting changes are now reflected when pressing the ‘Apply’ button.
• Graphic Settings can now be saved upon exiting.
■Other Feature Updates
• An official data collection feature has been added.
■Bug fixes
• Fixed an issue where leaderboards were incorrectly displaying players’ highest rank achieved rather than their current rank.
• Fixed an issue where leaderboards would sometimes display incorrect information when filters were changed too quickly.
• Fixed an issue in Performance Improvement Settings where mismatched Sharpness Value and actual game results occurred when using ‘AMD FSR 1.0.’
• Fixed an issue where match replays would stop playing if the game remained on the Main Menu for an extended period.
■Other bug fixes
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Ver.1.02(2025.02.26)Updated Details
Virtua Fighter 5 R.E.V.O. Ver.1.02 update is now available!
■Adjustments to rollback-related features and menus.
• Removed "OFF" as an option from Options > Game Settings > Rollback (Beta)
• Changed the values in Options > Game Settings > Frame delay (Beta) from "0-10" to "1-6".
• When there is a difference between the player and opponent's frame delay settings during an online match, delay values for both will be adjusted to match the lower of the two.
• Updated the guidance text that appears on the Game Settings menu for rollback-related options.
• Effects and sound effects will not appear or play if they are inconsistent with rollback results.
■Matchmaking adjustments
• Adjusted the matchmaking system to prevent situations where a player would repeatedly match up with the same opponent.
■Added a basic data collection feature
*This is in preparation for collecting various types of data to provide a better overall gameplay experience. We plan to release statistics based on the collected data in the future, such as match-up charts and rank distribution.
■Fixed a bug where controller buttons could be assigned to keyboard and mouse keys if the game bar is activated by controller.
■Other bug fixes
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Ver.1.01(2025.02.04)Updated Details
Virtua Fighter 5 R.E.V.O. Ver. 1.01 update is now available!
• Introduced "Matching range" to matchmaking settings
• Options: "Same Area" and "Worldwide."
• Some effects are now skipped for Ranked rematches
• Adjusted the default volume for first-time game launches
• Handling accounts on the Ranking with fraudulent values
• Other minor bug fixes
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Ver.1.00(2025.01.14)Updated Details
Virtua Fighter 5 R.E.V.O. will be updated to Ver. 1.00 on 1/28. More balance adjustments and bug fixes will be implemented thanks to the feedback we received from Discord and fans around the world.
Bug Fixes
■Training Mode
• Fixed an issue where Akira is set as the CPU, and in "CPU Settings," "Reaction" is set to "Guard and Counterattack 4/Guard and Counterattack 5," and "Throw Direction" is set to ←, a normal throw was being executed.
• Fixed an issue where Jean is set as the CPU, and "CPU Settings," "Reaction" is set to "Counter," it was resulting in a large counter.
• Fixed the command for Vanessa's Takedown in the command list, which was showing the old input.
Battle Balance Adjustments
■General adjustments
・Backdash Counter Stun Adjustment
The total stun duration for backdash counter stuns, which occur when a middle kick-type move hits an opponent's backdash, has been reduced by 24 frames.
・Crouch Dash
For Taka-Arashi's crouch dash, it has been adjusted to enter a crouching state on frame 4, similar to other characters. This allows him to avoid throws with a crouch dash in situations where he is at a disadvantage of up to 5 frames.
Character changes
AkiraMove (Command) Changes Byakko Soushouda ((after guard break) 246P)
The input window for Byakko Soushouda after a guard break has been eased, so it can now be performed even if there is a neutral input before the backward input.
SarahMove (Command) Changes Heel Kick Moonsault (9KP+K+G)
Getting attacked during the recovery will result in a recovery counter hit.
Hide Side Kick (Deflect) (P+K)
The sabaki activation has been delayed by 5 frames, now starting from frame 8. The sabaki has been adjusted to only work against hand techniques, and no longer against foot techniques.
LauMove (Command) Changes Tenshin Engekishou (P+K)
Expanded the hitbox, making the attack less likely to miss.
WolfMove (Command) Changes Sky High Shoulder Through (From Deadly Move P+G)
Change to the normal effect on hit against Taka-Arashi, allowing for easier follow ups.
JeffryMove (Command) Changes Head Butt (46P+G)
Fixed an issue where the 46P+G command couldn't be performed while crouching.
Only One Buster ((on opponent's right) 46or64P+G)
Fixed an issue where the 46P+G command couldn't be performed while crouching.
Only One Buster ((on opponent's left) 46or64P+G)
Fixed an issue where the 46P+G command couldn't be performed while crouching.
Splash Mountain (2_6P+G)
Changed the damage from 75 to 80. No longer able to do follow ups after the throw.
PaiMove (Command) Changes Tenshin Oushoushou (46P+K)
The effect on hit was changed so that the damage from follow ups would not be too high.
Sei'en Katou (2_4P+G)
Changed the recovery after throw break from -3 to -6 frames.
ShunMove (Command) Changes Kasen Gyou'in Hontentai (From Kasen Gyou'in K)
Expanded the hitbox of the second attack, making the attack less likely to miss.
Rengeki Tenshin Ousoushu (46P+G)
Removed the drink point reduction on throw break.
AoiMove (Command) Changes Hou'oushu (3P)
Changed the recovery on guard from -2 to -6 frames.
Joudan Keri'ate~Datotsu~Tachikaze (KPK)
Fixed an issue where under certain circumstances, the move did not hit repeatedly.
Tengu Otoshi (2_3P+K)
Changed to no longer cause a stagger on recovery counter hit.
Tengu Otoshi~Kaname'uchi (2_3P+KP)
Changed the recovery on hit from +2 to +5 frames.
Ryusen (3or9P+K)
Shortened the dodge property by 5 frames, making it effective up to frame 4. Fixed an issue where the dodge direction was reversed.
Kiri'e Otoshi (2684(or8624)P+G)
Changed the damage from 60 to 65.
Lei-FeiMove (Command) Changes Touten Souchuhou (From Kyo Shiki P+K)
Changed the damage from 14 to 16, changed the recovery on side hit to +16 frames.
VanessaMove (Command) Changes Leopard Strike (Deflect) (From Defensive Style: 46P+K)
Shortened the total recovery frames, allowing for same follow ups on both a normal hit or a successful sabaki. Removed the special camera effect on successful sabaki.
Grand Spike (From Defensive Style: 2P+K)
Expanded the hitbox, making the attack less likely to miss.
Boomerang Hook (From Defensive Style: 3P+K)
Expanded the hitbox, making the attack less likely to miss.
Intrude Hook (From Defensive Style: (hold G) 2P)
Shortened the dodge property by 3 frames, making it effective up to frame 7.
Intercept Body Blow (From Defensive Style: (hold G) 8P)
Shortened the dodge property by 3 frames, making it effective up to frame 7.
Back Knuckle High~Switch Back Blow (From Defensive Style: 6PKP+K+G)
Changed to allow crouching while guarding from the side, instead of being put in a guard string.
Flag Back Knuckle~Intruder Step (From Offensive Style: 4PK6, etc.)
Fixed an issue where a special high attack would hit during the latter half of the move.
Stinger Strike (From Offensive Style: 41236P (can be charged))
Reduced the total recovery frames with max charge, allowing for easier follow ups on guard break.
Hunting Kick (From Offensive Style: 66KK)
Fixed an issue where the opponent's recovery from the Hunting Kick transition was faster than expected, allowing them to interrupt with a quick attack.
Intruder Step (From Offensive Style: 4PK6, etc.)
Fixed an issue where a special high attack would hit in the latter half of the move.
Quick Roll (From Intercept Position: 6(or4or2or8)P+K+G)
Modified it so that it can be executed without returning the directional input to neutral, making it more prioritized than Beck (From Intercept Position: P).
BradMove (Command) Changes Ten Kao~Sawk Kun (6KP)
Changed the total recovery frames to make it easier for attacks from Slipping to be blocked when performed into Slipping.
Ducking (6P+K+G)
Fixed an issue where a special high attack would hit during the latter half of the move.
Slipping (2or8P+K+G)
Fixed an issue where a special high attack would hit during the latter half of the move.
Long Ducking (6P+K+G6)
Fixed an issue where a special high attack would hit during the latter half of the move.
Double Dtee Sawk Lang Combination (From Long Ducking PPP)
Changed the recovery on hit against Taka-Arashi from -6 to +4 frames.
Crush Knee Kick (From Long Ducking K+G)
Added dodge frames against low attacks.
GohMove (Command) Changes Kokuryusatsu Ni~Tsukami (46P+KPP+G)
When throwing the opponent from behind, Kegon Otoshi ((opponent crouching) 2P+G) will now be performed.
Tsuchikumo (66P+G)
When throwing the opponent from behind, Kegon Otoshi ((opponent crouching) 2P+G) will now be performed.
Kumite Harai~Tsukami (4P+K+GP+G)
When throwing the opponent from behind, Kegon Otoshi ((opponent crouching) 2P+G) will now be performed.
Gohou Yuriori (deflect) (236P+K)
Fixed an issue where throws would not connect after a successful sabaki against certain characters.
Mukyu Yushu (41236P+G)
Changed the damage from 70 to 75.
EileenMove (Command) Changes Enkou Soutekitou (1P+KP)
Changed the effect on normal hit such that the total recovery is +4 frames.
El BlazeMove (Command) Changes Rising Back Spin Kick (46PPK)
Extended total recovery frames, making it more difficult to follow up.
Face Hit (2KPP)
Third hit no longer hits repeatedly against Taka-Arashi.
JeanMove (Command) Changes Ryoutezuki (66P+K)
Changed the recovery on guard from -15 to -16 frames, and the recovery on side guard from -9 to -10 frames. Can now can be countered by throws on side guard.
Deku Daken (46P+K, then KPP during guard)
Expanded the hitbox, making it less likely for follow ups to miss.
Taka-ArashiMove (Command) Changes Yoko Harite (4P)
Removed the damage scaling on mid-air hit.
Honda Zutsuki (4PP+K)
Changed the damage scaling from 70% to 50% on mid-air hit. This is part of the damage adjustment along with 4P.
Sokubi Otoshi (41236P)
Changed the effect on hit, allowing for easier follow ups.
Aka'oni Midaremage (P+K)
Changed the recovery on guard from -10 to -8 frames. No longer vulnerable to counterattacks.
Shiko (opponent down) (4K+G)
Changed the damage from 28 to 24. Reduced the frame advantage on side guard.

