System Changes for Returning Players
A summary of system changes by version, for players returning after a long break
This covers only changes to the core system itself — the kind of things that can feel unfamiliar if you only remember an older version.
Character-specific move adjustments, simple frame/damage/hitbox tweaks, bug fixes, and online/graphics/mode changes are not included.
VF5R Side-turn, Bound & OM overhaul
Reinforced side-turn state system
Being at your opponent's side now applies different guard, hitstun, and combo rules than facing them head-on.
Introduced major & minor bounds
You can now bounce an airborne opponent off the ground and continue the combo afterward.
Removed OM-exclusive attacks
The universal P/K attack exclusive to Offensive Move has been removed. After moving with OM, the character's normal moves are used instead.
Final Showdown Throw, evade & back dash rule cleanup
Abolished multi-direction throw escape
You can no longer input throw escapes in multiple directions within a single defensive window. Only one throw escape direction is accepted at a time.
Simplified throw escape directions
Standing throw escapes are unified into 3 directions — 4·5·6P+G — and crouching throw escapes into 1·2·3P+G.
Added guard throw escape
You can now input a throw escape in one direction while holding guard. A strike will be blocked, and a throw from the chosen direction will be escaped.
Abolished 0-frame throws
Throws that used to connect instantly the moment your opponent's hitstun was caught (0F throws) have been removed. Normal throws now always go through a startup motion.
Abolished throw clash
The system where a throw and certain strikes colliding would cancel both actions has been removed.
Gain side position on a successful evade
Precisely evading an opponent's attack now puts them into a side-turned state against you.
Failed evade hits now count as counter
If you choose the wrong evade direction and get hit by a circular or semicircular attack, it now registers as a counter hit.
Removed universal evade attack
The universal P+K evade attack that used to activate during an evade has been removed. Now, the character's own native P+K move activates instead.
Abolished crouch-dash cancel from back dash
You can no longer cancel a back dash into a crouch dash or crouching back dash.
Back dash hits now count as counter
Getting hit during a back dash now results in a counter hit. Mid kicks inflict a dedicated back-dash hit state.
Removed stagger on elbows/mid kicks vs crouching opponents
Previously, hitting a crouching opponent with an elbow or mid kick caused a stagger. Now it's treated as normal hitstun.
Abolished half-guard
The system where certain mid attacks landing on a crouching guard would only deal partial damage with a stagger has been removed. Such mid attacks now register as a clean hit.
Jump hits now treated as airborne hits
Getting hit while jumping now applies airborne hit and air-combo rules instead of grounded hit rules.
Introduced destructible walls
Walls on some stages break under certain conditions. Broken walls stay open in subsequent rounds, changing the ring-out zones.
Final Showdown Ver.A Combo limits & wakeup attack changes
Repeated bound limit for the same move
The same bound move can only trigger a bound once per combo. Using a different bound move is still allowed.
Down attacks excluded from bound combo hit count
Down attacks no longer consume the hit-count limit for bound combos.
Limited repeated wall slams
Within a single ground combo, you can no longer keep extending it by repeating a wall slam the same way.
Abolished delayed wakeup attacks
You used to be able to deliberately delay a wakeup attack. Now you must choose it during the input window before getting up — inputting after that window means it won't come out.
Wakeup attacks now use fixed timing
Mashing K right before getting up gives a mid wakeup attack; mashing 2K gives a low wakeup attack. Once chosen, it activates at a fixed timing.
Changed hurtbox at the start of a jump
The hitbox state at the moment a jump begins has changed from crouching to standing.
VF esports Ver.2.0 Jab, weight class & counter-hit overhaul
Neutral P changed to an advancing jab
The advancing P that previously required a direction input now comes out with no direction needed — the basic P now steps toward the opponent by default.
Reorganized weight classes into 5 tiers
Weight classes were consolidated into super-heavyweight, heavyweight, middleweight, lightweight, and super-lightweight. The reduced weight gap between characters cleaned up air-combo requirements.
Certain recovery hits now count as stagger counter
Getting hit while recovering from a parry/sabaki, while transitioning from an attack into a stance, or after various cancel actions like K-cancel is now treated as a stagger counter instead of a normal hit.
Back dash mid-kick hit state can no longer be recovered
The dedicated hit state from mid kicks during a back dash can no longer be recovered with a shake input.
R.E.V.O World Stage Ver.1.10 Simplified breakfall input
Breakfall input changed to any button
Previously only P+K+G worked. Now the existing P+K+G, or any single one of P, K, or G, will trigger a breakfall — even pressing G alone works.
⚠️ While compiling this, some wording may be inaccurate or some details may differ from the current version. Please treat this as reference only, and verify the details through actual play or with other players.
