Virtua Fighter 5 REVO · v1.10 · Region: Oceania
Elo rating
Overall, and on each character played 10+ times1193 Not ranked yet: the list needs 50 matches. See 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 | 21 | 852 | 276 | 576 | 32.4% |
|---|---|---|---|---|---|
| El Blaze | 21 | 441 | 159 | 282 | 36.0% |
| Jacky | 18 | 47 | 22 | 25 | 46.8% |
| Sarah | 16 | 24 | 5 | 19 | 20.8% |
| Jeffry | 16 | 8 | 2 | 6 | 25.0% |
| Goh | — | 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
34 of 70 rounds counted7.1 inputs a second (428 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).
By character played
| Wolf | 7.6 | 457 | 13 |
|---|---|---|---|
| Jacky | 6.8 | 409 | 21 |
By opponent's character
| Akira | 6.5 | 393 | 17 |
|---|---|---|---|
| Aoi | 7.8 | 467 | 3 |
| Jean | 7.6 | 454 | 6 |
| Goh | 8.0 | 479 | 4 |
| Sarah | 7.5 | 452 | 4 |
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
| Akira | 8 | 3 | 5 | 37.5% | +24.5 |
|---|---|---|---|---|---|
| Jacky | 3 | 0 | 3 | 0.0% | -13.4 |
| Aoi | 2 | 0 | 2 | 0.0% | -10.5 |
| Jean | 2 | 0 | 2 | 0.0% | -9.9 |
| Goh | 1 | 0 | 1 | 0.0% | -18.6 |
| Jeffry | 1 | 0 | 1 | 0.0% | -17.1 |
| Sarah | 1 | 0 | 1 | 0.0% | -0.5 |
| Wolf | 1 | 0 | 1 | 0.0% | -9.3 |
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
| Rectangle | 5 | 1 | 4 | 20.0% | -4.5 |
|---|---|---|---|---|---|
| Full Fence | 4 | 0 | 4 | 0.0% | -6.3 |
| Octagon | 4 | 0 | 4 | 0.0% | -10.1 |
| Low Fence | 3 | 2 | 1 | 66.7% | +45.0 |
| Breakable Full Fence | 1 | 0 | 1 | 0.0% | -17.1 |
| Half Fence | 1 | 0 | 1 | 0.0% | -12.0 |
| Single Wall | 1 | 0 | 1 | 0.0% | -18.6 |
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 | 15 | 6.7% | 13.1% | -6.4 |
| No walls | 4 | 50.0% | 26.0% | +24.0 |
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
| kothiyasanae (Rank 46) | 2 | 0 | 2 | 0.0% |
|---|---|---|---|---|
| yabo (Rank 23) | 2 | 0 | 2 | 0.0% |
| ウシジマ (Rank 22) | 2 | 0 | 2 | 0.0% |
| 流形 (Rank 9) | 2 | 2 | 0 | 100.0% |
| 茶太まる (Rank 11) | 2 | 0 | 2 | 0.0% |
| 김멋있다 (Rank 16) | 2 | 1 | 1 | 50.0% |
| EZSD (Rank 17) | 1 | 0 | 1 | 0.0% |
| NullPointerExceptionVoidNo.1 (Rank 21) | 1 | 0 | 1 | 0.0% |
| Tombstone (Rank 19) | 1 | 0 | 1 | 0.0% |
| natty (Rank 36) | 1 | 0 | 1 | 0.0% |
| ばけたばけろう (Rank 23) | 1 | 0 | 1 | 0.0% |
| カルティカ (Rank 42) | 1 | 0 | 1 | 0.0% |
| 和那 (Rank 21) | 1 | 0 | 1 | 0.0% |
Most played opponents, most recent first
| 김멋있다 (Rank 16) | 2026/08/27 | 2 | 1 | 1 | 50.0% |
|---|---|---|---|---|---|
| NullPointerExceptionVoidNo.1 (Rank 21) | 2026/08/17 | 1 | 0 | 1 | 0.0% |
| 茶太まる (Rank 11) | 2026/08/03 | 2 | 0 | 2 | 0.0% |
| yabo (Rank 23) | 2026/07/23 | 2 | 0 | 2 | 0.0% |
| カルティカ (Rank 42) | 2026/06/20 | 1 | 0 | 1 | 0.0% |
| 和那 (Rank 21) | 2026/06/08 | 1 | 0 | 1 | 0.0% |
| ウシジマ (Rank 22) | 2026/05/07 | 2 | 0 | 2 | 0.0% |
| EZSD (Rank 17) | 2026/04/17 | 1 | 0 | 1 | 0.0% |
| Tombstone (Rank 19) | 2026/04/17 | 1 | 0 | 1 | 0.0% |
| kothiyasanae (Rank 46) | 2026/03/30 | 2 | 0 | 2 | 0.0% |
| ばけたばけろう (Rank 23) | 2026/03/29 | 1 | 0 | 1 | 0.0% |
| 流形 (Rank 9) | 2026/03/28 | 2 | 2 | 0 | 100.0% |
| natty (Rank 36) | 2026/03/28 | 1 | 0 | 1 | 0.0% |
Round openings
Every character
| backdash into backward movement | 6 | 8.2% |
|---|---|---|
| backdash | 4 | 5.5% |
| crouch into Dragon Combination 11P+K | 4 | 5.5% |
| Low Drop Kick62K | 3 | 4.1% |
| Middle Smash6P into Middle Smash Sword6PK | 3 | 4.1% |
| crouch into Arrow Knuckle1P+K | 3 | 4.1% |
| crouch into Low Spin Kick | 3 | 4.1% |
| crouch into Slant Back Knuckle1P | 3 | 4.1% |
| forward movement into Elbow Butt4P | 3 | 4.1% |
| Fade Roll Kick7K | 2 | 2.7% |
| Knee Attack6K | 2 | 2.7% |
| backdash into guardG | 2 | 2.7% |
| backdash into throwP+G | 2 | 2.7% |
| backward movement into guardG | 2 | 2.7% |
| Arrow Knuckle1P+K into crouch | 1 | 1.4% |
30 further openings account for the other 30 rounds.
Wolf
- Career
- 276–576 · 32.4%
- This season
- 7 matches · 0.0%
- Peak rank
- 21
Significant Tells
Too few rounds to test opener patterns.
| backdash into backward movement | 5 | 21.7% |
|---|---|---|
| Low Drop Kick62K | 3 | 13.0% |
| forward movement into Elbow Butt4P | 3 | 13.0% |
| backdash | 2 | 8.7% |
| Comet Hook1P into Knuckle Part1PP | 1 | 4.3% |
| Elbow Butt4P into Knuckle Part1PP | 1 | 4.3% |
| Knee Lift6K | 1 | 4.3% |
| R.A.W. AvengerP+K+G into Deadly Move Front6P+K+G | 1 | 4.3% |
| backdash into throwP+G | 1 | 4.3% |
| forward dash into forward movement | 1 | 4.3% |
| forward movement into Knuckle Part1PP | 1 | 4.3% |
| forward movement into Low Hammer2P | 1 | 4.3% |
| guardG | 1 | 4.3% |
| up-back kick7K | 1 | 4.3% |
Jacky
- Career
- 22–25 · 46.8%
- This season
- 5 matches · 20.0%
- Peak rank
- 18
Significant Tells
Too few rounds to test opener patterns.
| crouch into Dragon Combination 11P+K | 4 | 19.1% |
|---|---|---|
| Middle Smash6P into Middle Smash Sword6PK | 3 | 14.3% |
| crouch into Slant Back Knuckle1P | 3 | 14.3% |
| backdash into guardG | 2 | 9.5% |
| crouch into Low Spin Kick1K+G | 2 | 9.5% |
| Beat KnuckleP+K into Dragon Combination 11P+K | 1 | 4.8% |
| Dragon Combination 11P+K | 1 | 4.8% |
| Middle Kick~Jab3KP into Spin Kick Combination3KPK | 1 | 4.8% |
| Middle Smash Back Knuckle6PP into Rib CrushPP6PPP | 1 | 4.8% |
| Slant Back Knuckle1P into crouch | 1 | 4.8% |
| Spinning Back Knuckle4P into Double Back Knuckle4PP | 1 | 4.8% |
| punchP into Punch High KickPK | 1 | 4.8% |
El Blaze
- Career
- 159–282 · 36.0%
- This season
- 3 matches · 0.0%
- Peak rank
- 21
Significant Tells
Too few rounds to test opener patterns.
| Fade Roll Kick7K | 2 | 16.7% |
|---|---|---|
| backward movement into guardG | 2 | 16.7% |
| Jumping Hammer Knuckle8P+K | 1 | 8.3% |
| back kick+guard4K+G | 1 | 8.3% |
| backdash into throwP+G | 1 | 8.3% |
| backward movement into Shadow Strike6P | 1 | 8.3% |
| crouch into Backswing Rocket1P+K | 1 | 8.3% |
| crouch into Low Spin Kick2K+G | 1 | 8.3% |
| evade up into Shadow Strike6P | 1 | 8.3% |
| no input | 1 | 8.3% |
Jeffry
- Career
- 2–6 · 25.0%
- This season
- 3 matches · 66.7%
- Peak rank
- 16
Significant Tells
Too few rounds to test opener patterns.
| crouch into Arrow Knuckle1P+K | 3 | 25.0% |
|---|---|---|
| Knee Attack6K | 2 | 16.7% |
| Arrow Knuckle1P+K into crouch | 1 | 8.3% |
| Body CrushP+K | 1 | 8.3% |
| Elbow Butt6P into Elbow Hammer6PP | 1 | 8.3% |
| backdash into Knee Push4K | 1 | 8.3% |
| crouch into Double Upper3PP | 1 | 8.3% |
| crouch into Tsunami Beat3K+G | 1 | 8.3% |
| punchP into Double KnucklePP | 1 | 8.3% |
Sarah
- Career
- 5–19 · 20.8%
- This season
- 1 matches · 0.0%
- Peak rank
- 16
Significant Tells
Too few rounds to test opener patterns.
| backdash | 2 | 40.0% |
|---|---|---|
| backdash into Back Knuckle4P | 1 | 20.0% |
| backdash into Quick Knee and Toe Kick6KK | 1 | 20.0% |
| backdash into backward movement | 1 | 20.0% |
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)
- Jacky: not tested (too few rounds)
- El Blaze: not tested (too few rounds)
- Jeffry: not tested (too few rounds)
- Sarah: not tested (too few rounds)
