VF5 R.E.V.O. Companion
Data from virtua-fighter.com
v2026.4.5
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Commands use button and direction icons from numpad notation.
| P | Punch |
| K | Kick |
| G | Guard |
| + | Simultaneous press (e.g. P+K) |
| Directions (numpad layout, white = tap) | |
7 | Up-Back |
8 | Up |
9 | Up-Forward |
4 | Back |
6 | Forward |
1 | Down-Back |
2 | Down |
3 | Down-Forward |
| Hold modifiers (red = hold) | |
2_ | Hold Down |
6_ | Hold Forward |
Level — The hit level of the move.
| Attacks | |
| H | High attack |
| M | Mid attack |
| L | Low attack |
| sH | Special high: defeats low attacks when timed |
| sM | Special mid: can be crouch guarded |
| sL | Special low: can be guarded standing |
| H,M | Multi-hit: first hit High, second hit Mid |
| Throws | |
| HT | High throw |
| LT | Low throw |
| HCT | High catch throw: defeats standing attacks when timed |
| LCT | Low catch throw: defeats crouch attacks when timed |
| AT | Attacking throw: throw follow-up to an attack |
| TC | Throw combo: follow-up to a successful throw |
| Other | |
| DA | Down attack: against a downed opponent |
| DT | Down throw: throw against a downed opponent |
| Rev | Reversal: motion with deflecting properties |
| Sabaki | Attack with deflecting properties |
| Special | Special movement-based attack, no damage |
| Main Row | |
| E/A/T | Execute / Active / Total frames (e.g. 17/2/42) |
| GD | Frame difference when attack is guarded |
| NH | Frame difference on normal hit |
| CH | Frame difference on counter hit |
| Dmg | Base damage. Formats: 45, 45/w45 (wall dmg), 80/d40~ (distance-based), 25~40 (range) |
| Optional Row | |
| rC | Recovery frames on counter |
| Dodge | Dodge direction (F/B/X) |
| cNH | Frame difference on crouching normal hit |
| cCH | Frame difference on crouching counter hit |
| Sober | Drink points removed (Shun Di) |
| +x | Advantage by x frames |
| -x | Disadvantage by x frames |
| 0 | Even situation |
| D | Opponent knocked down |
| S | Opponent staggered |
Values assume hit detection on 1st active frame.
| Any | Linear attack, dodge any direction (hidden in card) |
| F | Half-circular, dodge to opponent's front only |
| B | Half-circular, dodge to opponent's back only |
| X | Full-circular or throw, cannot be dodged |
| G cancel | Move can be cancelled by pressing guard |
| Has same options as X | Same follow-ups as move X |
| Chargeable | Can be charged by holding input buttons |
| Super Replay | Triple replay when used as KO blow |
| Opponent crouching (X: ±Y) | Frame difference vs crouching opponent |
| Recovery CH: ±X | Frame difference during recovery counter hit |
| DP ± X | Shun Di drink points added/subtracted |