VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

まこと

  • El Blaze
  • Goh
  • Sarah
Career matches1,026
Career win rate56.5%
Round win rate54.8%
Peak rank26
Distinct opponents67
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1426 #2,496 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

Wolf2636220016255.2%
El Blaze2535819816055.3%
Sarah23157847353.5%
Goh23149985165.8%

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

189 of 467 rounds counted

5.9 inputs a second (354 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze6.0362135
Wolf5.633654

By opponent's character

Akira5.734434
Jacky5.432316
Kage6.539012
Jeffry5.83473
Wolf6.136727
Goh6.036018
Lion5.63378
Sarah5.43228
Lau5.935423
Aoi6.33807
El Blaze6.438411
Lei Fei5.734010
Pai6.13684
Brad6.43864
Vanessa5.33194

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

Akira1910952.6%-16.5
Jacky1611568.8%+3.0
Kage127558.3%+0.1
Jeffry114736.4%-8.0
Wolf107370.0%+0.6
Goh83537.5%-21.4
Lion75271.4%+9.3
Sarah74357.1%+5.9
Lau660100.0%+17.4
Aoi53260.0%-9.1
El Blaze43175.0%+0.2
Lei Fei440100.0%+36.3
Pai42250.0%+10.7
Jean220100.0%+37.4
Brad1010.0%-56.8
Eileen110100.0%+38.3
Shun1010.0%-6.3
Taka110100.0%+31.9
Vanessa110100.0%+37.1

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

Single Wall1910952.6%-7.8
Half Fence1512380.0%+22.6
Low Fence1551033.3%-26.2
Breakable Half Fence136746.1%-18.3
Open137653.9%-8.0
Rectangle115645.5%-15.7
Breakable Full Fence108280.0%+14.3
Full Fence and Open660100.0%+29.0
Octagon660100.0%+38.4
Full Fence220100.0%+24.5

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
Walls5768.4%62.7%+5.7
No walls4746.8%58.8%-12.0

Walls against open: +17.6 points (95% range -1.9 to +37.1), p 0.076 — 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

pallmtree (Rank 27)2026/06/0821150.0%
SouzaTheo (Rank 23)2026/06/072020.0%
音の勢-リック (Rank 28)2026/05/312020.0%
a39611619 (Rank 24)2026/05/31220100.0%
manekinecogames (Rank 23)2026/05/31440100.0%
ロク (Rank 26)2026/05/2321150.0%
Fuji_Atsuka (Rank 21)2026/05/21770100.0%
kouchant0051 (Rank 22)2026/05/2132166.7%
TigerMask (Rank 21)2026/05/19220100.0%
のびもあ (Rank 24)2026/05/1931233.3%
kobaman (Rank 24)2026/05/1931233.3%
ツーツ (Rank 21)2026/05/17330100.0%
shinkita (Rank 21)2026/05/17440100.0%
XiaoMing.SH (Rank 26)2026/05/162020.0%
家庭内最弱の剛君 (Rank 27)2026/05/162020.0%
紫荆一头牛 (Rank 24)2026/05/12220100.0%
komainu (Rank 25)2026/05/122020.0%
ZR615C (Rank 24)2026/05/112020.0%
Shako_P (Rank 23)2026/05/1132166.7%
spiral (Rank 22)2026/05/1153260.0%
すずもも (Rank 23)2026/05/1052340.0%
도룡만쓴다/RSA (Rank 21)2026/05/05220100.0%
meine (Rank 24)2026/04/2142250.0%
ozemon (Rank 24)2026/04/203030.0%
nightfly1028 (Rank 21)2026/04/20440100.0%

Round openings

Every character

guardG12927.4%
guardG into throw escape5611.9%
throw escape367.6%
guardG into Shadow Strike6P102.1%
forward movement into throwP+G91.9%
guardG into punchP81.7%
forward movement into throw escape71.5%
guardG into Tsukikage6K71.5%
backdash into Backswing Rocket1P+K51.1%
guardG into Knee Lift6K51.1%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G40.8%
Quick HookPP into Keen Edge ComboPPP40.8%
backdash into Rocket Discharge6P+K+G40.8%
evade up into Savate4K40.8%
forward movement into punchP40.8%

117 further openings account for the other 179 rounds.

El Blaze

Career
198–160 · 55.3%
This season
72 matches · 62.5%
Peak rank
25

First hit in 45.4% of 282 rounds. Won 57.0% of the rounds they struck first, 52.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG8329.4%
guardG into throw escape4114.5%
throw escape279.6%
guardG into Shadow Strike6P103.5%
forward movement into throwP+G62.1%
forward movement into throw escape62.1%
backdash into Backswing Rocket1P+K51.8%
guardG into punchP51.8%
Quick HookPP into Keen Edge ComboPPP41.4%
backdash into Rocket Discharge6P+K+G41.4%
guardG into Jumping Hammer Knuckle8P+K41.4%
guardG into Volcano Upper4P+K41.4%
Jumping Hammer Knuckle8P+K31.1%
Low Drop Kick1K+G31.1%
guardG into Shadow Fang6PK31.1%

62 further openings account for the other 74 rounds.

Wolf

Career
200–162 · 55.2%
This season
23 matches · 65.2%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG99.8%
guardG into throw escape88.7%
throw escape88.7%
guardG into Knee Lift6K55.4%
evade up into Savate4K44.3%
Savate4K33.3%
backdash into Heavy Middle Kick3K+G33.3%
backdash into Rolling Savate6K+G33.3%
backdash into Short Shoulder46P+K33.3%
guardG into Body Blow6P33.3%
punchP into evade down33.3%
Low Hammer2P into forward dash22.2%
guardG into Gasp Kneel Palm Bomb6P+K22.2%
guardG into Knuckle Part1PP22.2%
guardG into Low Hammer2P22.2%

28 further openings account for the other 32 rounds.

Goh

Career
98–51 · 65.8%
This season
17 matches · 52.9%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1928.8%
guardG into Tsukikage6K710.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G46.1%
guardG into throw escape46.1%
Ni'oudaoshi3K+G34.5%
forward movement into throwP+G34.5%
guardG into Denkou3PP34.5%
guardG into Shouzuka Okuri1P+K34.5%
forward movement into punchP23.0%
guardG into Karura4P+K23.0%
punchP into Tsurane ShoudaPP23.0%
Sune'uchi2P into forward movement11.5%
backdash into Kurogane Kudaki66P11.5%
crouch into Denkou3PP11.5%
guardG into Aragami4K11.5%

10 further openings account for the other 10 rounds.

Sarah

Career
84–73 · 53.5%
This season
8 matches · 62.5%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1858.1%
guardG into throw escape39.7%
guardG into Switch Kick4K26.5%
guardG into punchP26.5%
Hide Side Kick (Deflect)P+K13.2%
Jab StraightPP into Flash Piston PunchPPP13.2%
Low Spin Kick3K+G13.2%
guardG into Hide Side Kick (Deflect)P+K13.2%
guardG into Low Spin Kick3K+G13.2%
guardG into Rising Elbow6P13.2%

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

  • El Blaze: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Sarah: not tested (too few rounds)