VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Wolf

WxY

  • Vanessa
  • Aoi
  • Kage
  • Jeffry
  • Goh
  • Jacky
  • Sarah
Career matches779
Career win rate42.8%
Round win rate43.3%
Peak rank22
Distinct opponents51
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1195 #3,444 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

Wolf222689916936.9%
Vanessa22161669541.0%
Jeffry22156916558.3%
Kage2162273543.5%
Aoi1858243441.4%
Jacky1639132633.3%
Goh162581732.0%
Sarah16105550.0%

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

352 of 520 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.4326135
Vanessa6.639477
Aoi6.337650
Kage6.237158
Goh5.935622
Jacky5.633810

By opponent's character

Akira6.0362110
Aoi5.834954
Lei Fei6.136728
Jacky6.337925
Pai5.835116
Kage5.332016
Wolf5.633625
Vanessa5.533117
El Blaze6.539118
Goh6.43837
Jean6.13667
Sarah5.53286
Taka6.338010
Shun6.23698
Lion6.03625

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

Akira34102429.4%-10.3
Aoi28181064.3%+29.8
Lei Fei113827.3%-17.8
Jacky103730.0%-11.7
Pai95455.6%+18.7
Kage7070.0%-39.9
Wolf72528.6%-6.0
Vanessa54180.0%+33.9
El Blaze42250.0%+8.9
Goh3030.0%-21.7
Jean3030.0%-60.8
Sarah32166.7%+28.4
Taka31233.3%+13.8
Jeffry2020.0%-3.8
Lau21150.0%+2.8
Shun21150.0%+0.7
Brad1010.0%-21.7
Lion1010.0%-21.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

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

Octagon24121250.0%+5.8
Breakable Full Fence1761135.3%+4.4
Breakable Half Fence156940.0%+10.4
Half Fence1521313.3%-30.6
Rectangle158753.3%+13.3
Low Fence145935.7%-0.8
Open1331023.1%-12.8
Single Wall85362.5%+20.9
Full Fence72528.6%-13.3
Full Fence and Open2020.0%-43.7

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
Walls9338.7%38.7%-0.0
No walls3537.1%37.3%-0.1

Walls against open: +0.1 points (95% range -21.0 to +21.2), p 0.992 — no measurable difference.

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

はげまん (Rank 24)2026/07/296060.0%
Pharita (Rank 21)2026/07/21440100.0%
CHASER (Rank 22)2026/07/2141325.0%
dalmax72 (Rank 21)2026/07/2154180.0%
omuretukun (Rank 23)2026/07/0481712.5%
Shako_P (Rank 22)2026/07/044040.0%
委員ちょ (Rank 21)2026/07/0487187.5%
hapi (Rank 19)2026/07/0471614.3%
ttfour@サラしかできないw (Rank 22)2026/06/2732166.7%
TigerMask (Rank 21)2026/06/0432166.7%
방가방가 (Rank 13)2026/06/042020.0%
6132da (Rank 21)2026/06/0421150.0%
ぽん (Rank 23)2026/06/0451420.0%
t4a (Rank 19)2026/06/0331233.3%
Rayscott (Rank 21)2026/06/032020.0%
threedaysgrace (Rank 21)2026/05/26220100.0%
ヘビ吉 (Rank 14)2026/05/2621150.0%
GaaMANジール (Rank 25)2026/05/1831233.3%
potimaru1059 (Rank 22)2026/05/184040.0%
你好~我有甲級屠龍检证 (Rank 21)2026/05/1884450.0%
聖☆奈♡♡ (Rank 25)2026/05/0931233.3%
kuni_sato (Rank 24)2026/05/092020.0%
ー男ー (Rank 16)2026/04/21440100.0%
え~る (Rank 23)2026/04/192020.0%
bpenn23 (Rank 17)2026/04/1132166.7%

Round openings

Every character

punchP into kickK366.9%
Body Blow6P into Rolling Back Elbow6PP+K234.4%
punchP into NirentotsuPP173.3%
evade up into forward dash142.7%
Offensive Style: punch into One TwoPP122.3%
punchP into Jab Straight122.3%
Defensive Style: kick into Switch Left SlicerKK112.1%
evade up into Sou'unha66K91.7%
forward movement into punchP91.7%
evade up into backdash81.5%
guardG81.5%
punchP into ResshouPP81.5%
Jab StraightPP into One Two UpperPPP71.3%
evade up into throwP+G71.3%
Offensive Style: Combo Upper into Combo StraightPPPP61.1%

198 further openings account for the other 334 rounds.

Wolf

Career
99–169 · 36.9%
This season
45 matches · 51.1%
Peak rank
22

First hit in 53.0% of 168 rounds. Won 53.9% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into kickK2917.2%
Body Blow6P into Rolling Back Elbow6PP+K2313.6%
punchP into Jab StraightPP105.9%
Jab StraightPP into One Two UpperPPP74.1%
evade up into Knee Lift6K63.5%
evade up into forward dash53.0%
forward movement into Hammer KickPK53.0%
forward movement into punchP53.0%
Low Drop Kick62K42.4%
evade down into forward dash42.4%
evade up into Quick Shoulder66P+K42.4%
guardG42.4%
kickK into Double High KickKK42.4%
punchP into Level Back CrushP+K42.4%
Heavy Middle Kick3K+G31.8%

35 further openings account for the other 52 rounds.

Vanessa

Career
66–95 · 41.0%
This season
37 matches · 35.1%
Peak rank
22

First hit in 31.5% of 146 rounds. Won 50.0% of the rounds they struck first, 35.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: punch into One TwoPP128.2%
Defensive Style: kick into Switch Left SlicerKK117.5%
Offensive Style: Combo Upper into Combo StraightPPPP64.1%
Offensive Style: evade up into Long Barrel Blow66P64.1%
Defensive Style: evade up into forward dash53.4%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP42.7%
Defensive Style: punch into Jab~BodyPP42.7%
Defensive Style: evade up into backdash32.0%
Defensive Style: kick into Heavy HookP+K32.0%
Defensive Style: punch into kickK32.0%
Offensive Style: evade down into Long Barrel Blow66P32.0%
Offensive Style: evade up into forward dash32.0%
Offensive Style: forward movement into One TwoPP32.0%
Offensive Style: punch32.0%
Offensive Style: punch into kickK32.0%

58 further openings account for the other 74 rounds.

Aoi

Career
24–34 · 41.4%
This season
19 matches · 52.6%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into NirentotsuPP1723.9%
evade up into Sou'unha66K912.7%
evade up into backdash57.0%
Tenchi In'youP+K+G34.2%
punchP34.2%
NirentotsuPP into Nirentotsu OuchuPPP22.8%
Ouda6P+K22.8%
evade down into Sou'unha66K22.8%
evade up into forward dash22.8%
guardG22.8%
kickK22.8%
kickK into Sayo'arashiP+K22.8%
Chudan Hiji'ate6P into Tsumujisakura6PP11.4%
Ouda6P+K into Oushu Hiji'ate6P+KP11.4%
Ouda6P+K into Raijinha6K11.4%

17 further openings account for the other 17 rounds.

Kage

Career
27–35 · 43.5%
This season
15 matches · 20.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into ResshouPP813.8%
Engetsugeri9K+G35.2%
Rasen4P into Rasen Urageri4PK35.2%
crouch into Nirenkyaku3KK35.2%
crouch into Tsumujigeri2K+G35.2%
punchP into kickK35.2%
Hiji'uchi6P23.5%
Rasen4P into Yokoshutou4P+K23.5%
evade up into forward dash23.5%
evade up into guardG23.5%
forward dash into throwP+G23.5%
forward movement into HagasanePK23.5%
kickK23.5%
punchP into HagasanePK23.5%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP11.7%

18 further openings account for the other 18 rounds.

Jeffry

Career
91–65 · 58.3%
This season
7 matches · 28.6%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Hell Stab6P+K413.3%
forward movement into Knuckle KickPK413.3%
evade up into forward dash310.0%
evade up into Middle Hell Stab6P+K26.7%
forward movement into punchP26.7%
Double KnucklePP into Double Knuckle~UpperPPP13.3%
Elbow Butt6P into Elbow Hammer6PP13.3%
backdash13.3%
evade down13.3%
evade up into Ducking Low2K+G13.3%
evade up into Knee Attack6K13.3%
evade up into Toe Kick2K13.3%
evade up into backdash13.3%
evade up into guardG13.3%
evade up into throwP+G13.3%

5 further openings account for the other 5 rounds.

Goh

Career
8–17 · 32.0%
This season
6 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into kickK313.6%
evade up into Kurogane Kudaki66P29.1%
Gohou Yuriori (Deflect)236P+K14.5%
Hiji'ate6P into kickK14.5%
Raikou3P into Denkou3PP14.5%
Ropputsubushi6P+K14.5%
crouch into Batousatsu3KP14.5%
evade down into Soukyu46P14.5%
evade up into Hiji'ate6P14.5%
evade up into Jibishou3P+K14.5%
evade up into Sune'uchi2P14.5%
evade up into forward dash14.5%
evade up into guardG14.5%
evade up into kickK14.5%
forward movement into Shouda~KasumigoroshiPK14.5%

4 further openings account for the other 4 rounds.

Jacky

Career
13–26 · 33.3%
This season
4 matches · 25.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P into Bil Jee6P+K316.7%
Jab StraightPP into Jab Double StraightPPP211.1%
Middle Smash6P211.1%
forward dash into throwP+G211.1%
Dash Hammer Kick66K15.6%
Spinning KickK+G15.6%
evade down into Dash Hammer Kick66K15.6%
evade down into Middle Smash Back Knuckle6PP15.6%
evade down into throwP+G15.6%
evade up into Middle Smash6P15.6%
evade up into throwP+G15.6%
punchP into Jab StraightPP15.6%
punchP into evade up15.6%

Sarah

Career
5–5 · 50.0%
This season
2 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into throwP+G228.6%
evade up into Feather Scarecrow8K114.3%
evade up into forward dash114.3%
kickK114.3%
punchP into Jab StraightPP114.3%
punchP into kickK114.3%

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

  • Wolf: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Sarah: not tested (too few rounds)