Virtua Fighter 5 REVO · v1.10 · Region: Asia
Elo rating
Overall, and on each character played 10+ times1317 #3,057 of 3,686 on the Elo list →
The overall rating moves on every match, whatever was picked; a character's rating adds this player's own adjustment on it. Both run from every recorded match since v1.10; how they are worked out is on the Elo list.
Characters played — VF5's own record
| Wolf | 24 | 241 | 141 | 100 | 58.5% |
|---|---|---|---|---|---|
| Lion | 23 | 188 | 121 | 67 | 64.4% |
| Brad | 20 | 77 | 57 | 20 | 74.0% |
| Sarah | 16 | 1 | 0 | 1 | 0.0% |
These are the totals VF5 keeps for each character, read from the newest replay stored for it. They cover the player's whole ranked career and take no period.
Inputs per second
128 of 242 rounds counted6.0 inputs a second (360 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.
By character played
| Lion | 6.2 | 369 | 97 |
|---|---|---|---|
| Wolf | 5.7 | 344 | 25 |
| Sarah | 4.3 | 261 | 6 |
By opponent's character
| Aoi | 6.9 | 411 | 8 |
|---|---|---|---|
| Lion | 5.5 | 328 | 28 |
| Akira | 6.8 | 409 | 14 |
| Jeffry | 5.0 | 301 | 12 |
| Lau | 6.4 | 382 | 22 |
| Eileen | 6.6 | 396 | 3 |
| Pai | 6.2 | 375 | 10 |
| Shun | 6.9 | 416 | 14 |
| El Blaze | 5.7 | 341 | 7 |
| Goh | 5.9 | 352 | 4 |
| Wolf | 4.3 | 261 | 6 |
An input is any change on the controller (a new stick direction, a button pressed or released) from the bell to the moment a round is decided, over the live time of the round. Only rounds whose inputs have been decoded are counted. Who you face changes the pace too: see the inputs-per-second article under News.
Against each character
| Aoi | 8 | 6 | 2 | 75.0% | +20.9 |
|---|---|---|---|---|---|
| Lion | 7 | 3 | 4 | 42.9% | -30.4 |
| Akira | 6 | 3 | 3 | 50.0% | -8.3 |
| Jeffry | 6 | 3 | 3 | 50.0% | -12.4 |
| Lau | 5 | 0 | 5 | 0.0% | -61.3 |
| Sarah | 5 | 5 | 0 | 100.0% | +35.4 |
| Taka | 5 | 5 | 0 | 100.0% | +37.7 |
| Eileen | 3 | 3 | 0 | 100.0% | +31.7 |
| Lei Fei | 3 | 2 | 1 | 66.7% | +7.9 |
| Pai | 3 | 3 | 0 | 100.0% | +37.8 |
| Shun | 3 | 3 | 0 | 100.0% | +56.1 |
| El Blaze | 2 | 0 | 2 | 0.0% | -53.3 |
| Goh | 2 | 2 | 0 | 100.0% | +43.3 |
| Jacky | 2 | 2 | 0 | 100.0% | +35.1 |
| Kage | 2 | 0 | 2 | 0.0% | -78.7 |
| Wolf | 2 | 0 | 2 | 0.0% | -91.0 |
No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.
A matchup row is the particular people played on that character, not the character in general: one strong regular moves it as much as the matchup does.
By ring shape
| Open | 12 | 3 | 9 | 25.0% | -40.2 |
|---|---|---|---|---|---|
| Full Fence | 10 | 9 | 1 | 90.0% | +24.3 |
| Low Fence | 9 | 6 | 3 | 66.7% | +9.9 |
| Octagon | 9 | 5 | 4 | 55.6% | -20.2 |
| Rectangle | 7 | 4 | 3 | 57.1% | -3.7 |
| Breakable Half Fence | 6 | 5 | 1 | 83.3% | +26.2 |
| Full Fence and Open | 3 | 1 | 2 | 33.3% | -28.4 |
| Half Fence | 3 | 2 | 1 | 66.7% | -1.1 |
| Breakable Full Fence | 2 | 2 | 0 | 100.0% | +67.8 |
| Single Wall | 2 | 2 | 0 | 100.0% | +42.2 |
No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.
With or without walls
| Stages | Matches | Win % | Expected | vs expected |
|---|---|---|---|---|
| Walls | 37 | 73.0% | 65.0% | +8.0 |
| No walls | 23 | 47.8% | 58.0% | -10.2 |
Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.
The fence-and-open stages and Training Room are on neither side, as on the stage report.
How these are tested
- Each match gets an expected result from the two players' ranks, read off the ladder's rank-against-rank win rates, and shifted by one number per player so the expected wins add up to the actual ones. A row's gap is how far above that expectation it sits, against the same measure over the player's other matches.
- Matches against the same opponent are not independent, so each test is widened by how unevenly this player's results fall across the people they played. Rows under 30 decided matches or 10 different opponents on either side carry no test, and each table is corrected for the number of rows tested in it.
- Not adjusted for: how strong an opponent is for their rank. Rank carries most of it; the rest needs a rating model.
Most played opponents
| ハミィ(DQ10の使者) (Rank 25) | 5 | 0 | 5 | 0.0% |
|---|---|---|---|---|
| 練氣小修士 (Rank 14) | 5 | 5 | 0 | 100.0% |
| 我的名字叫顺溜 (Rank 16) | 4 | 4 | 0 | 100.0% |
| 1963年生まれの爺さん (Rank 15) | 3 | 2 | 1 | 66.7% |
| kimxxxtt (Rank 22) | 3 | 2 | 1 | 66.7% |
| mikejunko (Rank 14) | 3 | 2 | 1 | 66.7% |
| nekoneko (Rank 14) | 3 | 3 | 0 | 100.0% |
| penta (Rank 21) | 3 | 2 | 1 | 66.7% |
| FLAT (Rank 24) | 2 | 2 | 0 | 100.0% |
| mm916927 (Rank 8) | 2 | 2 | 0 | 100.0% |
| sk901 (Rank 21) | 2 | 0 | 2 | 0.0% |
| yujiberra (Rank 23) | 2 | 2 | 0 | 100.0% |
| すずもも (Rank 21) | 2 | 2 | 0 | 100.0% |
| トローリロートル (Rank 23) | 2 | 0 | 2 | 0.0% |
| ホノン (Rank 11) | 2 | 2 | 0 | 100.0% |
| 夢精帝国連盟@団長 (Rank 5) | 2 | 0 | 2 | 0.0% |
| 无双殿堂 (Rank 21) | 2 | 0 | 2 | 0.0% |
| 暴れん棒2nd (Rank 24) | 2 | 0 | 2 | 0.0% |
| Fuji_Atsuka (Rank 16) | 1 | 1 | 0 | 100.0% |
| MAXマンピー (Rank 21) | 1 | 1 | 0 | 100.0% |
| Pyro (Rank 37) | 1 | 0 | 1 | 0.0% |
| Rayscott (Rank 16) | 1 | 1 | 0 | 100.0% |
| Sun-sin (Rank 21) | 1 | 1 | 0 | 100.0% |
| おぺ (Rank 23) | 1 | 1 | 0 | 100.0% |
| 森にゃっき~ (Rank 24) | 1 | 0 | 1 | 0.0% |
Most played opponents, most recent first
| 森にゃっき~ (Rank 24) | 2026/10/17 | 1 | 0 | 1 | 0.0% |
|---|---|---|---|---|---|
| MAXマンピー (Rank 21) | 2026/10/17 | 1 | 1 | 0 | 100.0% |
| FLAT (Rank 24) | 2026/10/16 | 2 | 2 | 0 | 100.0% |
| 1963年生まれの爺さん (Rank 15) | 2026/10/16 | 3 | 2 | 1 | 66.7% |
| ハミィ(DQ10の使者) (Rank 25) | 2026/10/14 | 5 | 0 | 5 | 0.0% |
| Pyro (Rank 37) | 2026/10/14 | 1 | 0 | 1 | 0.0% |
| kimxxxtt (Rank 22) | 2026/10/14 | 3 | 2 | 1 | 66.7% |
| sk901 (Rank 21) | 2026/10/13 | 2 | 0 | 2 | 0.0% |
| おぺ (Rank 23) | 2026/10/12 | 1 | 1 | 0 | 100.0% |
| yujiberra (Rank 23) | 2026/10/05 | 2 | 2 | 0 | 100.0% |
| トローリロートル (Rank 23) | 2026/09/02 | 2 | 0 | 2 | 0.0% |
| 夢精帝国連盟@団長 (Rank 5) | 2026/06/13 | 2 | 0 | 2 | 0.0% |
| Sun-sin (Rank 21) | 2026/04/17 | 1 | 1 | 0 | 100.0% |
| Rayscott (Rank 16) | 2026/04/15 | 1 | 1 | 0 | 100.0% |
| penta (Rank 21) | 2026/04/15 | 3 | 2 | 1 | 66.7% |
| すずもも (Rank 21) | 2026/04/14 | 2 | 2 | 0 | 100.0% |
| 无双殿堂 (Rank 21) | 2026/04/12 | 2 | 0 | 2 | 0.0% |
| 暴れん棒2nd (Rank 24) | 2026/04/11 | 2 | 0 | 2 | 0.0% |
| 練氣小修士 (Rank 14) | 2026/04/06 | 5 | 5 | 0 | 100.0% |
| 我的名字叫顺溜 (Rank 16) | 2026/04/06 | 4 | 4 | 0 | 100.0% |
| Fuji_Atsuka (Rank 16) | 2026/03/29 | 1 | 1 | 0 | 100.0% |
| ホノン (Rank 11) | 2026/03/29 | 2 | 2 | 0 | 100.0% |
| mm916927 (Rank 8) | 2026/03/29 | 2 | 2 | 0 | 100.0% |
| nekoneko (Rank 14) | 2026/03/29 | 3 | 3 | 0 | 100.0% |
| mikejunko (Rank 14) | 2026/03/29 | 3 | 2 | 1 | 66.7% |
Round openings
Every character
| evade up | 12 | 8.6% |
|---|---|---|
| Juchou Senshou8P+K | 11 | 7.9% |
| guardG | 8 | 5.7% |
| evade down into Elbow Butt4P | 7 | 5.0% |
| forward movement into Elbow Butt4P | 7 | 5.0% |
| Low Drop Kick62K | 6 | 4.3% |
| Screw Hook63214P into Screw Lariat63214PP | 6 | 4.3% |
| punchP into Koushu RensuiPP | 5 | 3.6% |
| Koushu RensuiPP into Rensui SoushuPPP+K | 4 | 2.9% |
| Sway Back4P+K+G into Mighty Knee UpperK | 4 | 2.9% |
| Elbow Butt4P into punchP | 3 | 2.1% |
| Rapid Short UpperP+KP into Rapid CombinationP+KPP | 3 | 2.1% |
| Souji SenpuP+K | 3 | 2.1% |
| Spine Whip4P into Lumpini Combination4PK | 3 | 2.1% |
| Tourou Teihozen (Deflect)4P+K+G | 3 | 2.1% |
41 further openings account for the other 55 rounds.
Counted from 39 of the 64 matches played. The rest were not pulled for openings.
Wolf
- Career
- 141–100 · 58.5%
- This season
- 16 matches · 56.2%
- Peak rank
- 24
Significant Tells
Too few rounds to test opener patterns.
| evade down into Elbow Butt4P | 7 | 13.0% |
|---|---|---|
| forward movement into Elbow Butt4P | 7 | 13.0% |
| Low Drop Kick62K | 6 | 11.1% |
| Screw Hook63214P into Screw Lariat63214PP | 6 | 11.1% |
| Elbow Butt4P into punchP | 3 | 5.6% |
| guardG | 3 | 5.6% |
| Elbow Butt4P | 2 | 3.7% |
| backdash into guardG | 2 | 3.7% |
| evade up | 2 | 3.7% |
| forward movement into Low Smash2K | 2 | 3.7% |
| no input | 2 | 3.7% |
| Body Blow6P into Rolling Back Elbow6PP+K | 1 | 1.9% |
| Neck Cut Kick8K+G | 1 | 1.9% |
| One-Hand Reverse Hammer4P+K | 1 | 1.9% |
| Quick Shoulder66P+K | 1 | 1.9% |
8 further openings account for the other 8 rounds.
Counted from 14 of the 16 matches played. The rest were not pulled for openings.
Lion
- Career
- 121–67 · 64.4%
- This season
- 37 matches · 64.9%
- Peak rank
- 23
Significant Tells
Too few rounds to test opener patterns.
| Juchou Senshou8P+K | 11 | 21.6% |
|---|---|---|
| evade up | 8 | 15.7% |
| punchP into Koushu RensuiPP | 5 | 9.8% |
| Koushu RensuiPP into Rensui SoushuPPP+K | 4 | 7.8% |
| Souji SenpuP+K | 3 | 5.9% |
| Tourou Teihozen (Deflect)4P+K+G | 3 | 5.9% |
| evade up into guardG | 3 | 5.9% |
| Koushutai44K into Taizan Soukoushu4P+K | 2 | 3.9% |
| guardG | 2 | 3.9% |
| up-back kick+guard7K+G into kickK | 2 | 3.9% |
| Banchu6P into Banchu Renkanshu6PP | 1 | 2.0% |
| Taizan Soukoushu4P+K | 1 | 2.0% |
| Tourou Teihozen (Deflect)4P+K+G into crouch | 1 | 2.0% |
| backdash into punchP | 1 | 2.0% |
| crouch into Senkyutai1K | 1 | 2.0% |
3 further openings account for the other 3 rounds.
Counted from 14 of the 37 matches played. The rest were not pulled for openings.
Brad
- Career
- 57–20 · 74.0%
- This season
- 9 matches · 77.8%
- Peak rank
- 20
Significant Tells
Too few rounds to test opener patterns.
| Sway Back4P+K+G into Mighty Knee UpperK | 4 | 13.8% |
|---|---|---|
| Rapid Short UpperP+KP into Rapid CombinationP+KPP | 3 | 10.3% |
| Spine Whip4P into Lumpini Combination4PK | 3 | 10.3% |
| guardG | 3 | 10.3% |
| Destruction Body3P+K | 2 | 6.9% |
| Jolt Upper3P into Jolt Double Shot3PP+K | 2 | 6.9% |
| evade up | 2 | 6.9% |
| Elbow Hook6P into Elbow Hook~Screw High Kick6PK | 1 | 3.5% |
| Jolt Upper3P | 1 | 3.5% |
| Spine Whip4P into Pap Sawk Kao46K+G | 1 | 3.5% |
| Spine Whip4P into crouch | 1 | 3.5% |
| backward movement into Sawk Klab6P+K | 1 | 3.5% |
| crouch into Jaguar Tail2K+G | 1 | 3.5% |
| kickK into forward dash | 1 | 3.5% |
| punchP into Stop Kick4K | 1 | 3.5% |
2 further openings account for the other 2 rounds.
Sarah
- Career
- 0–1 · 0.0%
- This season
- 2 matches · 0.0%
- Peak rank
- 16
Significant Tells
Too few rounds to test opener patterns.
| Step to FlamingoP+K+GP+K+G | 2 | 33.3% |
|---|---|---|
| Switch StepP+K+G into Step to FlamingoP+K+GP+K+G | 1 | 16.7% |
| forward movement into Back Spin KickK+G | 1 | 16.7% |
| offensive move | 1 | 16.7% |
| throwP+G | 1 | 16.7% |
How these are tested
A tell is a habit in how this player starts a round: something they do clearly more often in one situation than in the others — backing off more in round 2, say, or opening with one move more against one character. Each situation is compared with how they actually opened their rounds, and a tell is listed only if it is too strong to be a fluke even after allowing for how many situations were checked on this page. Anything weaker is left out, so a character with no tells listed may still have habits, just none the data can show for certain.
- An opener is filed by what the player did first: attack (a named move or any button), move in (forward dash, forward movement or crouch dash forward), wait (guard, crouch or no input), back off (backdash, crouch dash back or backward movement) or evade. Each is also tested as the exact opener: the character's five most used, and the rest together.
- Up to ten things known before a round starts are tested against the opener: which round it is, the opponent's character, the ring shape, how the player opened the round before and how the opponent did, whether they won or lost the round before, who landed the first hit of the round before, whether they go into it ahead, level or behind, and -- where a Shun is playing -- the drink points he starts it on: the player's own if they are Shun, the opponent's if they face one. Each is a chi-square test, divided by how much more alike the rounds of one match are than separate rounds would be, and never made more generous by it. Checked by shuffling the data so that nothing is there: the tests then find something no more often than chance allows.
- Round results and drink points come from each match's round record, matched to its openers by the two players and the date. A match whose record is missing, lacks rounds the openers have, or does not add up to the match's result sits out of those four tests only. These four are compared only between rounds of the same number -- the score and the drinks follow from which round it is (every match starts level and on no drinks), so a pattern that is only “the first round is different” is not counted as one of theirs. Drawn rounds count toward neither side of the score, and the round after one has no previous result. Drink points are grouped as on the Shun report (none, 1–4, 5–9 and so on), with neighbouring groups joined where they are thin.
- A character is tested with at least 300 rounds from 30 matches. Rare cases are pooled before testing, and a pattern is only named where it holds up after correcting for every test on this page (0 here; about 0.0 would come up by chance alone before the correction).
Tests behind each character's list
- Wolf: not tested (too few rounds)
- Lion: not tested (too few rounds)
- Brad: not tested (too few rounds)
- Sarah: not tested (too few rounds)
