VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

DesperationMove

  • Jeffry
  • Akira
  • Goh
  • Lion
  • Kage
  • Jacky
  • Jean
  • Taka
  • Lau
Career matches3,461
Career win rate59.7%
Round win rate56.8%
Peak rank29
Distinct opponents69
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1571 #1,536 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

Wolf2970140229957.4%
Goh2566438028457.2%
Jeffry2847928219758.9%
Akira2744525519057.3%
Jacky2740025015062.5%
Lion2837724313464.5%
Taka25148965264.9%
Jean24115635254.8%
Kage2674561875.7%
Lau2258401869.0%

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

820 of 828 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.8347308
Jeffry5.6334109
Akira6.3378121
Goh5.5329111
Lion5.935296
Kage5.633921
Jacky5.432317
Jean5.532815
Taka6.035911
Lau5.935411

By opponent's character

Sarah5.6337225
Jean5.734296
El Blaze6.237075
Brad5.532950
Aoi6.237248
Kage6.136637
Jeffry5.935440
Lei Fei5.432736
Jacky5.935337
Vanessa5.532838
Akira5.834631
Pai5.935428
Goh5.734220
Lau6.237416
Shun6.338116
Dural6.237012
Lion4.62775
Wolf5.43227
Taka5.53323

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

Sarah57352261.4%+0.6
Jean2619773.1%+6.0
El Blaze1912763.2%+2.7
Brad149564.3%+4.8
Aoi136746.1%-5.4
Kage117463.6%+9.4
Jeffry107370.0%-1.3
Lei Fei109190.0%+17.1
Jacky93633.3%-3.3
Vanessa95455.6%-2.7
Akira85362.5%+16.5
Pai73442.9%-17.6
Goh52340.0%-22.6
Lau41325.0%-15.4
Shun42250.0%-7.0
Dural3030.0%-49.9
Lion21150.0%-28.9
Wolf21150.0%-4.5
Taka110100.0%+3.1

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

Breakable Half Fence33211263.6%+0.3
Single Wall27141351.9%-4.7
Full Fence25111444.0%-13.1
Low Fence2011955.0%-1.4
Rectangle2013765.0%+12.0
Open189950.0%+7.6
Breakable Full Fence1510566.7%-4.1
Full Fence and Open1311284.6%+16.0
Half Fence129375.0%+5.1
Octagon95455.6%-6.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11460.5%61.5%-1.0
No walls6552.3%52.5%-0.2

Walls against open: -0.9 points (95% range -14.8 to +13.0), p 0.904 — 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

Johnnybwai (Rank 23)2026/09/2775271.4%
Scorcho (Rank 28)2026/09/04159660.0%
IphanatikI (Rank 33)2026/09/0372528.6%
ulilb1ckard (Rank 32)2026/09/0272528.6%
u_madNES (Rank 24)2026/08/28440100.0%
Pudding (Rank 41)2026/08/278080.0%
Jaguar (Rank 35)2026/07/3032166.7%
FatTarma (Rank 23)2026/06/1932166.7%
ColonelMeanders (Rank 22)2026/06/191411378.6%
lflstrucking (Rank 26)2026/06/1964266.7%
temp-6250323 (Rank 23)2026/06/19440100.0%
H.P.Starcraft (Rank 27)2026/06/1831233.3%
VectorMan- (Rank 33)2026/06/1441325.0%
NoOneSpecific (Rank 28)2026/06/1073442.9%
Lucas (Rank 27)2026/06/09107370.0%
Angelus619 (Rank 26)2026/06/0965183.3%
uklonist (Rank 30)2026/06/0431233.3%
EZE (Rank 26)2026/06/0432166.7%
brucelabestia (Rank 34)2026/06/0242250.0%
justaname00 (Rank 31)2026/06/0231233.3%
itrap (Rank 30)2026/06/0231233.3%
ISAIK (Rank 11)2026/05/29440100.0%
wavy_route9 (Rank 23)2026/05/281312192.3%
Sevensided253 (Rank 25)2026/05/28104640.0%
Based_Ganja (Rank 31)2026/05/2452340.0%

Round openings

Every character

backdash into evade down546.5%
backdash into evade up465.5%
Arrow Knuckle3P303.6%
Jab StraightPP into One Two UpperPPP273.2%
punchP263.1%
punchP into Jab Straight263.1%
Hiji'ate6P172.0%
Rimon Chouchu66P into backward movement161.9%
crouch dash forward into throw escape131.6%
punchP into Double KnucklePP121.4%
Low Drop Kick62K111.3%
Rimon Chouchu66P111.3%
punchP into Jouho Senshou46P111.3%
backdash91.1%
punchP into backdash91.1%

259 further openings account for the other 513 rounds.

Wolf

Career
402–299 · 57.4%
This season
79 matches · 60.8%
Peak rank
29

First hit in 52.6% of 308 rounds. Won 61.1% of the rounds they struck first, 50.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 72.2% of rounds, against 54.9% in their other rounds.
  • After losing a round: attacks straight away in 83.7% of rounds, against 48.1% after winning one.
  • When behind: attacks straight away in 85.1% of rounds, against 54.8% when ahead.
  • After losing a round: opens with “3P Arrow Knuckle” in 18.3% of rounds, against 7.0% after winning one.

How is this tested?

Arrow Knuckle3P309.6%
Jab StraightPP into One Two UpperPPP278.6%
backdash into evade up258.0%
punchP into Jab StraightPP258.0%
backdash into evade down216.7%
Low Drop Kick62K113.5%
punchP82.5%
Heavy Middle Kick3K+G72.2%
crouch dash forward into throw escape72.2%
punchP into Arrow Knuckle3P72.2%
Low Hammer2P61.9%
crouch dash back into crouch51.6%
evade down into Short Shoulder46P+K51.6%
evade up into throw escape51.6%
punchP into Screw Hook63214P51.6%

72 further openings account for the other 120 rounds.

Akira

Career
255–190 · 57.3%
This season
30 matches · 46.7%
Peak rank
27

First hit in 52.1% of 121 rounds. Won 49.2% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into backward movement1613.2%
Rimon Chouchu66P119.1%
punchP into Jouho Senshou46P119.1%
backdash into evade down97.4%
backdash into evade up86.6%
punchP54.1%
Ekishou3P43.3%
forward dash into Jouho Touken6P43.3%
punchP into Hachimon KaidaPP43.3%
backdash into Jouho Touken6P32.5%
evade down into throw escape32.5%
evade up into Jouho Senshou46P32.5%
backdash into Rimon Chouchu66P21.6%
crouch dash back into punchP21.6%
evade down21.6%

30 further openings account for the other 34 rounds.

Goh

Career
380–284 · 57.2%
This season
29 matches · 72.4%
Peak rank
25

First hit in 47.3% of 110 rounds. Won 67.3% of the rounds they struck first, 62.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P1715.3%
punchP into Hiji'ate6P76.3%
punchP into Tsurane ShoudaPP76.3%
Fudousatsu Arata66P+K65.4%
backdash into evade down65.4%
Kurogane Kudaki66P43.6%
Garyu66K32.7%
backdash into evade up32.7%
backdash into punchP32.7%
punchP32.7%
Ni'oudaoshi3K+G21.8%
Sune Kudaki43P21.8%
Sune'uchi2P21.8%
backdash into Hiji'ate6P21.8%
backdash into backward movement21.8%

37 further openings account for the other 42 rounds.

Jeffry

Career
282–197 · 58.9%
This season
31 matches · 61.3%
Peak rank
28

First hit in 50.9% of 110 rounds. Won 66.1% of the rounds they struck first, 55.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Double KnucklePP1210.9%
backdash into evade down109.1%
Elbow Butt6P into Elbow Hammer6PP87.3%
Elbow Butt6P65.5%
punchP into Elbow Butt6P54.5%
backdash into evade up43.6%
punchP43.6%
Dash Elbow66P into Dash Elbow Upper66PP32.7%
Double KnucklePP into Double Knuckle~UpperPPP32.7%
Low Knuckle2P32.7%
no input32.7%
punchP into backdash32.7%
Ducking Low2K+G21.8%
Kenka Kick66K+G21.8%
backdash21.8%

37 further openings account for the other 40 rounds.

Lion

Career
243–134 · 64.5%
This season
25 matches · 68.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Koushu RensuiPP into Rensui SoushuPPP+K77.3%
punchP into Koushu RensuiPP77.3%
Banchu6P into Banchu Renkanshu6PP55.2%
Koushu RensuiPP into Renkan SenshouPPP55.2%
punchP into Banchu6P55.2%
backdash into evade up44.2%
Banchu6P33.1%
punchP33.1%
Banchu6P into backdash22.1%
Banchu6P into backward movement22.1%
Katousui2P into evade down22.1%
Senshippo66P22.1%
Shicchi Soutai3K+G22.1%
backdash into evade down22.1%
evade up into throw escape22.1%

38 further openings account for the other 43 rounds.

Kage

Career
56–18 · 75.7%
This season
5 matches · 40.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

ResshouPP into SandangekiPPP523.8%
backdash into evade down314.3%
Ryu'eikyaku66K29.5%
Tsumujigeri2K+G29.5%
Hiji'uchi6P14.8%
Rasen4P into Hagakure-ryu In Shippujin4P+K+G14.8%
SandangekiPPP into Sandan UrageriPPPK14.8%
Ura Tsumujigeri44K14.8%
backdash14.8%
punchP into Kodachinuki4K14.8%
punchP into ResshouPP14.8%
punchP into Ryubigeri4KK14.8%
punchP into backdash14.8%

Jacky

Career
250–150 · 62.5%
This season
4 matches · 0.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G317.6%
backdash into evade up211.8%
Jab StraightPP into Jab Double StraightPPP15.9%
Middle Smash6P15.9%
Squat Straight2P15.9%
Squat Straight2P into evade down15.9%
backdash into Long Stride Back Knuckle4P+K15.9%
crouch dash forward into throw escape15.9%
punchP into Jab StraightPP15.9%
punchP into Middle Smash6P15.9%
punchP into Middle Smash Back Knuckle6PP15.9%
punchP into Rage Kick1PK15.9%
punchP into Slant Back Knuckle1P15.9%
punchP into Spinning Kick Low Spin KickK+GK15.9%

Jean

Career
63–52 · 54.8%
This season
4 matches · 50.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down213.3%
punchP into Shitanagi Shutou1P213.3%
punchP into Yoko'enpi6P213.3%
Kake'uchi46P into kickK16.7%
KounirenPP into KagizukiPPP16.7%
backdash into Gyaku Seikenzuki66P16.7%
backdash into Hou'ou Kourui Otoshi4K+G16.7%
evade down into crouch dash back16.7%
evade up into Shitanagi Shutou1P16.7%
punchP16.7%
punchP into KounirenPP16.7%
punchP into throw escape16.7%

Taka

Career
96–52 · 64.9%
This season
4 matches · 50.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input320.0%
punchP into Tsuppari 2PP320.0%
Shita Harite2P213.3%
Morotezuki66P into Morote Tsuppari66PP16.7%
Takatsumehashi3P+K16.7%
backdash into Hiji'ate6P16.7%
backdash into Morotezuki66P16.7%
punchP16.7%
punchP into Morote Tsuppari66PP16.7%
punchP into Tsuyubarai 22P+KP16.7%

Lau

Career
40–18 · 69.0%
This season
3 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P into Hou'ou Soushou6PP19.1%
Kensou4P into Kensou Danteki4PK19.1%
Souko Sensou66P+K19.1%
backdash into Saishikkyaku4K19.1%
backdash into evade down19.1%
crouch dash back into crouch19.1%
evade down into crouch dash back19.1%
punchP19.1%
punchP into Senkyaku Renkan Sakurokushou3KPP19.1%
punchP into down-back kick1K19.1%
throw escape19.1%

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: 4 of 14 tests hold up
  • Akira: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Lau: not tested (too few rounds)