VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Aoi

Cliffster

  • Pai
  • Jeffry
  • Goh
  • Wolf
Career matches2,048
Career win rate52.1%
Round win rate49.6%
Peak rank27
Distinct opponents14
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1492 #2,068 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

Aoi261,29363865549.3%
Pai2726215610659.5%
Goh2521711210551.6%
Jeffry251921098356.8%
Wolf2384533163.1%

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

159 of 258 rounds counted

5.6 inputs a second (334 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi5.6336123
Pai5.633628
Jeffry5.13068

By opponent's character

Akira5.734276
Lei Fei5.533252
Taka5.432315
Shun5.33198
Wolf5.13068

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

Akira1971236.8%-11.2
Lei Fei135838.5%-15.9
Kage75271.4%+6.5
Jeffry660100.0%+32.1
Brad54180.0%+25.4
Taka51420.0%-16.8
El Blaze42250.0%+1.0
Shun220100.0%+45.1
Wolf21150.0%-6.0
Jacky1010.0%-25.3
Sarah110100.0%+5.6

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

Half Fence1771041.2%-10.8
Low Fence117463.6%+4.7
Single Wall94544.4%-2.5
Rectangle84450.0%-0.8
Breakable Half Fence75271.4%+27.5
Breakable Full Fence42250.0%-8.6
Full Fence2020.0%-74.9
Full Fence and Open220100.0%+45.1
Octagon110100.0%+45.9
Open110100.0%+38.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls3948.7%51.3%-2.6
No walls2157.1%54.2%+2.9

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

Most played opponents, most recent first

LilLag808 (Rank 27)2026/10/06113827.3%
TayoTayoTaka (Rank 29)2026/10/0651420.0%
billFISHRMAN (Rank 25)2026/10/02220100.0%
WinnersLose6405 (Rank 21)2026/10/02220100.0%
Not-Batman (Rank 24)2026/10/0221150.0%
MrWurldWyd (Rank 27)2026/10/021971236.8%
Garou_7 (Rank 17)2026/04/16220100.0%
Sankofa (Rank 23)2026/04/16220100.0%
Da-Goat-Pawn (Rank 32)2026/04/041010.0%
Koopz (Rank 21)2026/04/04440100.0%
ROOBY (Rank 26)2026/04/0442250.0%
RecurringFoidEffect (Rank 27)2026/04/0432166.7%
DoctorB (Rank 22)2026/04/0475271.4%
Josh_Biggosch (Rank 1)2026/04/04110100.0%

Round openings

Every character

NirentotsuPP into Nirentotsu OuchuPPP209.5%
punchP into NirentotsuPP188.5%
punchP into RenshouPP146.6%
RenshouPP into RaigekishouPPP125.7%
back punch+kick+guard4P+K+G94.3%
guardG into back punch+kick+guard4P+K+G94.3%
backdash into backward movement73.3%
guardG into down-back punch+kick1P+K73.3%
crouch into Maegeri3K62.8%
guardG into Batousatsu3KP52.4%
backdash into Sou'unha66K41.9%
guardG into backdash41.9%
crouch into Double Upper3PP31.4%
guardG into Kasumi Renshou2KPP31.4%
guardG into Knee Push Wild Hook4KP31.4%

66 further openings account for the other 87 rounds.

Counted from 52 of the 65 matches played. The rest were not pulled for openings.

Aoi

Career
638–655 · 49.3%
This season
36 matches · 38.9%
Peak rank
26

First hit in 51.4% of 105 rounds. Won 51.9% of the rounds they struck first, 35.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

NirentotsuPP into Nirentotsu OuchuPPP2018.9%
punchP into NirentotsuPP1817.0%
back punch+kick+guard4P+K+G98.5%
guardG into back punch+kick+guard4P+K+G98.5%
crouch into Maegeri3K65.7%
backdash into Sou'unha66K43.8%
guardG into Kasumi Renshou2KPP32.8%
guardG into Tsumujisakura6PP32.8%
guardG into backdash32.8%
Chudan Hiji'ate6P into Tsumujisakura6PP21.9%
Hou'oushu3P21.9%
backdash into Raijinha6K21.9%
crouch into Kusanagi2K+G21.9%
guardG into down-back punch+kick1P+K21.9%
guardG into evade down21.9%

18 further openings account for the other 19 rounds.

Counted from 27 of the 36 matches played. The rest were not pulled for openings.

Pai

Career
156–106 · 59.5%
This season
15 matches · 46.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into RenshouPP1427.4%
RenshouPP into RaigekishouPPP1223.5%
guardG into down-back punch+kick1P+K59.8%
Meishouho4P+K+G23.9%
Souka Rensui3PP into Souka Raigekishou3PPP23.9%
guardG into Senchutai3K23.9%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK12.0%
Meishouho4P+K+G into punchP12.0%
RaigekishouPPP into Renkan TenshinkyakuPPPK12.0%
Rikensui1P12.0%
Sensaitai2K into Renka Sentai2KK12.0%
backdash into backward movement12.0%
evade down into guardG12.0%
forward movement into crouch12.0%
guardG into Danshitsu6K12.0%

5 further openings account for the other 5 rounds.

Counted from 11 of the 15 matches played. The rest were not pulled for openings.

Jeffry

Career
109–83 · 56.8%
This season
9 matches · 88.9%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement411.4%
crouch into Double Upper3PP38.6%
guardG into Knee Push Wild Hook4KP38.6%
punchP into throwP+G38.6%
Scoop Kick4K+G into Heavy Back Knuckle4P25.7%
crouch into Side Kick3K25.7%
punchP into Double KnucklePP25.7%
punchP into crouch25.7%
Knee Push4K into Knee Push Wild Hook4KP12.9%
Smash Upper3P into Double Upper3PP12.9%
backdash into Middle Hell Stab6P+K12.9%
backdash into Side Kick3K12.9%
crouch into Ducking Low2K+G12.9%
crouch into Full Swing Upper33P12.9%
crouch into Grizzly Hammer1PP12.9%

7 further openings account for the other 7 rounds.

Goh

Career
112–105 · 51.6%
This season
4 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into Batousatsu3KP531.2%
backdash into Garyu66K212.5%
backdash into Raijinsatsu6K+G16.2%
backdash into backward movement16.2%
crouch into Denkou3PP16.2%
evade up into Batousatsu3KP16.2%
guardG into Maegeri3K16.2%
guardG into Ni'oudaoshi3K+G16.2%
kickK into Denkou3PP16.2%
punchP into Tsurane ShoudaPP16.2%
punchP into backdash16.2%

Wolf

Career
53–31 · 63.1%
This season
1 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K133.3%
guardG into Arrow Knuckle3P133.3%
guardG into crouch133.3%

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

  • Aoi: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)