Virtua Fighter 5 R.E.V.O. World Stage (Switch 2): all the updates (latest: Ver. 1.10)
On this page, you will find all there is to know about the various updates for Virtua Fighter 5 R.E.V.O. World Stage on Nintendo Switch 2.
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Virtua Fighter 5 R.E.V.O. World Stage – Ver. 1.10
- Release date: March 25th/26th 2026
- Patch notes:
Feature Adjustments
• 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 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.
Battle Balance Adjustments
• 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
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
| Move (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. |
- Additional notes: none
- Source: SEGA
How to download updates for Virtua Fighter 5 R.E.V.O. World Stage on Nintendo Switch 2?
To download the updates for Virtua Fighter 5 R.E.V.O. World Stage, you have three options:
- let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off
If not…
- try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;
OR
- select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.
To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.
