VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

テオ

  • Goh
  • Akira
  • Jeffry
Career matches3,234
Career win rate54.8%
Round win rate54.2%
Peak rank33
Distinct opponents330
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1620 #1,224 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

Wolf331,57285471854.3%
Goh3265935530453.9%
Jeffry3358331127253.3%
Akira3039924115860.4%
Taka—21101147.6%

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

1,757 of 2,728 rounds counted

5.1 inputs a second (306 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf4.9294588
Goh5.0300670
Akira5.5328499

By opponent's character

Wolf5.2313176
Akira5.3320197
Jacky4.9296145
Sarah5.0299164
Jean4.929485
Jeffry5.130698
Pai5.1306106
Goh5.130493
Lau4.929584
Kage4.929763
Lion5.4322109
Brad5.1306106
Shun5.331768
Lei Fei5.130453
Vanessa5.130447
El Blaze5.331649
Aoi5.030355
Taka5.030228
Eileen4.728231

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

Wolf68402858.8%-0.5
Akira66343251.5%-8.1
Jacky53242945.3%-14.1
Sarah50381276.0%+17.4
Jean40241660.0%+2.0
Jeffry40271367.5%+9.6
Pai40231757.5%-2.8
Goh38211755.3%-4.5
Lau38191950.0%-8.7
Kage35231265.7%+10.2
Lion35201557.1%-1.1
Brad32211165.6%+8.0
Shun2617965.4%+7.8
Lei Fei25141156.0%+2.0
Vanessa2191242.9%-7.6
El Blaze2071335.0%-21.0
Aoi1613381.2%+25.1
Taka138561.5%+4.6
Eileen126650.0%-11.7

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Full Fence82523063.4%+7.8
Octagon73413256.2%-3.2
Rectangle72413156.9%-0.6
Breakable Full Fence71422959.1%+1.6
Open71413057.8%-2.2
Single Wall68383055.9%-2.0
Breakable Half Fence53262749.1%-9.9
Low Fence50292158.0%+0.9
Half Fence46331371.7%+11.7
Full Fence and Open41202148.8%-9.2

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls39759.2%58.1%+1.1
No walls18957.1%58.3%-1.2

Walls against open: +2.3 points (95% range -6.1 to +10.7), p 0.599 — 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

雷電 (Rank 31)2026/10/1475271.4%
nanami.madogiwa (Rank 32)2026/10/1453260.0%
bakureturanbu (Rank 31)2026/10/1062433.3%
ガリバー (Rank 32)2026/10/1041325.0%
temp002 (Rank 30)2026/10/1052340.0%
SAMCHAY® (Rank 31)2026/10/0964266.7%
44884 (Rank 32)2026/10/0441325.0%
なっちゃんねる (Rank 28)2026/10/0252340.0%
openpen (Rank 31)2026/08/29440100.0%
danimura (Rank 34)2026/08/2862433.3%
ma_hime1007 (Rank 32)2026/08/2594544.4%
warukumadorikuma (Rank 29)2026/08/2443175.0%
zephyr_dural (Rank 30)2026/08/2485362.5%
misoazy (Rank 27)2026/08/0454180.0%
鳩男 (Rank 29)2026/08/0253260.0%
AMUSEUM (Rank 32)2026/08/0264266.7%
markey39 (Rank 27)2026/07/2765183.3%
ワクワク (Rank 32)2026/07/25105550.0%
画面見てないリオン (Rank 34)2026/06/2442250.0%
mahiro_725 (Rank 35)2026/06/0562433.3%
HIGE (Rank 30)2026/05/3141325.0%
shuri_nero (Rank 33)2026/05/1684450.0%
soul-to-denchi (Rank 32)2026/05/1342250.0%
Oo-Mujirushi-oO (Rank 29)2026/05/1154180.0%
タピる。 (Rank 36)2026/05/1052340.0%

Round openings

Every character

guardG into evade up32412.9%
guardG into evade down2228.8%
crouch dash forward into evade down1917.6%
guardG into throw escape1536.1%
evade down into guardG1244.9%
guardG into throwP+G562.2%
evade down into throw escape522.1%
crouch into Heavy Middle Kick3K+G491.9%
Arrow Knuckle3P471.9%
evade up into forward dash441.8%
punchP361.4%
evade up into throw escape351.4%
backdash into Elbow Butt4P311.2%
Rolling Savate6K+G301.2%
guardG into punchP281.1%

283 further openings account for the other 1,093 rounds.

Counted from 616 of the 668 matches played. The rest were not pulled for openings.

Wolf

Career
854–718 · 54.3%
This season
329 matches · 55.3%
Peak rank
33

First hit in 45.2% of 1,342 rounds. Won 55.0% of the rounds they struck first, 50.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 24.5% of rounds, against 14.3% in their other rounds.
  • Against Lau: moves in first in 35.0% of rounds, against 16.7% against everyone else.
  • After winning a round: attacks straight away in 29.0% of rounds, against 6.7% after losing one.
  • When behind: waits first in 61.3% of rounds, against 38.7% when ahead or level.
  • In round 2: opens with “G guard into evade up” in 19.3% of rounds, against 11.8% in their other rounds.
  • Against Jacky: opens with “evade down into G guard” in 13.3% of rounds, against 4.2% against everyone else.
  • After opening the round before with “G guard into evade up”: opens with “G guard into evade up” in 31.1% of rounds, against 10.5% after anything else.
  • After losing a round: opens with “G guard into throw escape” in 13.1% of rounds, against 2.5% after winning one.
  • When behind: opens with “G guard into evade up” in 21.1% of rounds, against 9.4% when ahead or level.

How is this tested?

guardG into evade up18413.6%
guardG into evade down1279.4%
guardG into throw escape967.1%
crouch dash forward into evade down957.0%
evade down into guardG654.8%
crouch into Heavy Middle Kick3K+G493.6%
Arrow Knuckle3P473.5%
guardG into throwP+G433.2%
backdash into Elbow Butt4P312.3%
punchP312.3%
Rolling Savate6K+G302.2%
Mow Down Chop1P+K241.8%
evade up into throw escape241.8%
evade down into throw escape221.6%
guardG into punchP221.6%

126 further openings account for the other 463 rounds.

By stage type

Record against each character on walled and open stages, as Wolf

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira5–6 · 45%6–14 · 30%too few to test
Jean7–4 · 64%8–3 · 73%too few to test
Kage9–8 · 53%3–1 · 75%too few to test
Goh11–9 · 55%2–1 · 67%too few to test
Jacky5–7 · 42%2–4 · 33%too few to test
Wolf3–3 · 50%8–6 · 57%too few to test
Pai13–5 · 72%1–1 · 50%too few to test
Lau3–5 · 38%2–3 · 40%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Goh

Career
355–304 · 53.9%
This season
173 matches · 58.4%
Peak rank
32

First hit in 43.5% of 706 rounds. Won 59.0% of the rounds they struck first, 52.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 29.5% of rounds, against 18.0% in their other rounds.
  • After winning a round: attacks straight away in 28.5% of rounds, against 6.1% after losing one.
  • When ahead: backs off first in 11.7% of rounds, against 3.4% when level or behind.
  • After being hit first in the round before: moves in first in 15.2% of rounds, against 10.8% after landing the first hit.
  • In round 1: opens with “evade down into G guard” in 11.6% of rounds, against 3.6% in their other rounds.
  • Against Sarah: opens with “crouch dash forward into evade down” in 15.7% of rounds, against 5.3% against everyone else.
  • After opening the round before with “G guard into evade down”: opens with “G guard into evade down” in 18.8% of rounds, against 7.5% after anything else.
  • After losing a round: opens with “G guard into throw escape” in 13.9% of rounds, against 2.4% after winning one.

How is this tested?

guardG into evade up9914.0%
guardG into evade down7811.1%
crouch dash forward into evade down486.8%
guardG into throw escape476.7%
evade down into guardG395.5%
Garyu66K263.7%
Ni'oudaoshi3K+G263.7%
evade down into throw escape223.1%
kickK223.1%
evade up into forward dash182.5%
backdash into Karura4P+K111.6%
crouch dash forward into Ni'oudaoshi3K+G111.6%
guardG into Ni'oudaoshi3K+G101.4%
guardG into throwP+G101.4%
evade up into crouch dash forward91.3%

102 further openings account for the other 230 rounds.

By stage type

Record against each character on walled and open stages, as Goh

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah13–7 · 65%3–0 · 100%too few to test
Wolf11–2 · 85%2–4 · 33%too few to test
Jacky8–8 · 50%3–1 · 75%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Akira

Career
241–158 · 60.4%
This season
123 matches · 68.3%
Peak rank
30

First hit in 46.2% of 279 rounds. Won 65.9% of the rounds they struck first, 67.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down3211.3%
forward dash into guardG196.7%
forward movement into forward dash196.7%
evade down into guardG165.7%
forward movement into guardG134.6%
guardG into evade up124.2%
forward dash into forward movement113.9%
Rimon Chouchu66P103.5%
Yakuho Chouchu666P82.8%
guardG82.8%
guardG into throw escape82.8%
Koboku214P72.5%
evade down into throw escape72.5%
guardG into evade down72.5%
crouch dash forward into Rimon Chouchu66P51.8%

59 further openings account for the other 101 rounds.

Counted from 71 of the 123 matches played. The rest were not pulled for openings.

Jeffry

Career
311–272 · 53.3%
This season
43 matches · 48.8%
Peak rank
33

First hit in 41.0% of 173 rounds. Won 52.1% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up2916.8%
crouch dash forward into evade down169.2%
guardG into evade down105.8%
evade up into forward dash95.2%
Overblow Shoulder66P+K84.6%
backdash into Kenka Hook46P74.0%
crouch into Tsunami Beat3K+G63.5%
Middle Hell Stab6P+K52.9%
crouch into Low Knuckle2P42.3%
evade down into guardG42.3%
evade up into crouch dash forward42.3%
Full Swing Upper33P31.7%
crouch dash forward into Dash Elbow66P31.7%
crouch dash forward into Double KnucklePP31.7%
crouch dash forward into Middle Hell Stab6P+K31.7%

43 further openings account for the other 59 rounds.

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 (31 here; about 1.6 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Wolf: 9 of 16 tests hold up
  • Goh: 8 of 15 tests hold up
  • Akira: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)