Virtua Fighter 5 REVO · v1.10
Elo rating
Overall, and on each character played 10+ times1313 Not ranked yet: the list needs 50 matches. See 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
| Vanessa | 25 | 332 | 195 | 137 | 58.7% |
|---|---|---|---|---|---|
| Wolf | 22 | 81 | 50 | 31 | 61.7% |
| Goh | 20 | 39 | 27 | 12 | 69.2% |
| Jacky | 2 | 3 | 1 | 2 | 33.3% |
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
229 of 229 rounds counted6.8 inputs a second (406 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.
By character played
| Vanessa | 6.8 | 408 | 178 |
|---|---|---|---|
| Wolf | 6.5 | 389 | 32 |
| Goh | 6.8 | 406 | 16 |
| Jacky | 7.3 | 438 | 3 |
By opponent's character
| Aoi | 6.7 | 399 | 62 |
|---|---|---|---|
| Akira | 6.7 | 403 | 24 |
| Pai | 7.4 | 442 | 19 |
| Vanessa | 6.2 | 373 | 18 |
| Sarah | 7.1 | 424 | 18 |
| Shun | 6.9 | 417 | 14 |
| Wolf | 7.7 | 464 | 15 |
| Eileen | 6.7 | 404 | 13 |
| Jacky | 6.5 | 390 | 12 |
| Goh | 6.0 | 358 | 8 |
| Jeffry | 6.6 | 398 | 10 |
| Kage | 6.6 | 396 | 8 |
| Lion | 7.0 | 417 | 3 |
| Taka | 6.5 | 390 | 5 |
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
| Aoi | 16 | 8 | 8 | 50.0% | -11.4 |
|---|---|---|---|---|---|
| Akira | 6 | 3 | 3 | 50.0% | -11.9 |
| Pai | 5 | 2 | 3 | 40.0% | -15.0 |
| Vanessa | 5 | 5 | 0 | 100.0% | +56.3 |
| Sarah | 4 | 3 | 1 | 75.0% | +22.5 |
| Shun | 4 | 2 | 2 | 50.0% | +2.3 |
| Wolf | 4 | 3 | 1 | 75.0% | +30.7 |
| Eileen | 3 | 2 | 1 | 66.7% | -1.0 |
| Jacky | 3 | 3 | 0 | 100.0% | +38.9 |
| Goh | 2 | 0 | 2 | 0.0% | -65.3 |
| Jeffry | 2 | 0 | 2 | 0.0% | -76.8 |
| Kage | 2 | 0 | 2 | 0.0% | -55.0 |
| Lion | 1 | 1 | 0 | 100.0% | +24.1 |
| Taka | 1 | 1 | 0 | 100.0% | +50.9 |
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
| Breakable Half Fence | 13 | 7 | 6 | 53.9% | -5.2 |
|---|---|---|---|---|---|
| Full Fence | 12 | 7 | 5 | 58.3% | -2.7 |
| Rectangle | 7 | 3 | 4 | 42.9% | -9.0 |
| Half Fence | 6 | 4 | 2 | 66.7% | +9.1 |
| Low Fence | 5 | 3 | 2 | 60.0% | +1.9 |
| Octagon | 5 | 3 | 2 | 60.0% | +2.8 |
| Breakable Full Fence | 3 | 3 | 0 | 100.0% | +47.4 |
| Full Fence and Open | 2 | 2 | 0 | 100.0% | +54.8 |
| Single Wall | 2 | 0 | 2 | 0.0% | -71.3 |
No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.
With or without walls
| Stages | Matches | Win % | Expected | vs expected |
|---|---|---|---|---|
| Walls | 46 | 58.7% | 57.3% | +1.4 |
| No walls | 7 | 42.9% | 61.3% | -18.4 |
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
| ishida (Rank 13) | 5 | 5 | 0 | 100.0% |
|---|---|---|---|---|
| あかげら (Rank 21) | 3 | 1 | 2 | 33.3% |
| 亀 (Rank 25) | 3 | 1 | 2 | 33.3% |
| 김코난 (Rank 26) | 3 | 1 | 2 | 33.3% |
| hexa-RAh (Rank 25) | 2 | 1 | 1 | 50.0% |
| kimxxxtt (Rank 23) | 2 | 1 | 1 | 50.0% |
| ttfour@サラしかできないw (Rank 24) | 2 | 2 | 0 | 100.0% |
| あなたのかみさま (Rank 24) | 2 | 2 | 0 | 100.0% |
| かみのぎBK (Rank 14) | 2 | 0 | 2 | 0.0% |
| こて (Rank 28) | 2 | 2 | 0 | 100.0% |
| しろ☆おび。@のびしろF (Rank 26) | 2 | 0 | 2 | 0.0% |
| ゆずらいち (Rank 13) | 2 | 2 | 0 | 100.0% |
| 保坂 縁 (Rank 11) | 2 | 2 | 0 | 100.0% |
| 委員ちょ (Rank 21) | 2 | 1 | 1 | 50.0% |
| 流形 (Rank 11) | 2 | 2 | 0 | 100.0% |
| 聖☆奈♡♡ (Rank 25) | 2 | 1 | 1 | 50.0% |
| 落魄豬肉咖 (Rank 17) | 2 | 2 | 0 | 100.0% |
| 민족의영웅리재명 (Rank 27) | 2 | 0 | 2 | 0.0% |
| Lacid (Rank 21) | 1 | 1 | 0 | 100.0% |
| Wonda15426 (Rank 27) | 1 | 0 | 1 | 0.0% |
| lemon-sour (Rank 22) | 1 | 0 | 1 | 0.0% |
| neary (Rank 22) | 1 | 0 | 1 | 0.0% |
| らっしゅ (Rank 21) | 1 | 0 | 1 | 0.0% |
| サーちゃん (Rank 22) | 1 | 1 | 0 | 100.0% |
| ボンボン俺シール (Rank 25) | 1 | 1 | 0 | 100.0% |
Most played opponents, most recent first
| こて (Rank 28) | 2026/09/23 | 2 | 2 | 0 | 100.0% |
|---|---|---|---|---|---|
| 김코난 (Rank 26) | 2026/09/10 | 3 | 1 | 2 | 33.3% |
| あなたのかみさま (Rank 24) | 2026/09/09 | 2 | 2 | 0 | 100.0% |
| しろ☆おび。@のびしろF (Rank 26) | 2026/09/06 | 2 | 0 | 2 | 0.0% |
| kimxxxtt (Rank 23) | 2026/09/06 | 2 | 1 | 1 | 50.0% |
| 민족의영웅리재명 (Rank 27) | 2026/08/23 | 2 | 0 | 2 | 0.0% |
| 亀 (Rank 25) | 2026/08/22 | 3 | 1 | 2 | 33.3% |
| lemon-sour (Rank 22) | 2026/08/21 | 1 | 0 | 1 | 0.0% |
| サーちゃん (Rank 22) | 2026/08/20 | 1 | 1 | 0 | 100.0% |
| 委員ちょ (Rank 21) | 2026/08/20 | 2 | 1 | 1 | 50.0% |
| neary (Rank 22) | 2026/08/18 | 1 | 0 | 1 | 0.0% |
| Lacid (Rank 21) | 2026/08/18 | 1 | 1 | 0 | 100.0% |
| Wonda15426 (Rank 27) | 2026/08/17 | 1 | 0 | 1 | 0.0% |
| ボンボン俺シール (Rank 25) | 2026/08/17 | 1 | 1 | 0 | 100.0% |
| あかげら (Rank 21) | 2026/08/03 | 3 | 1 | 2 | 33.3% |
| らっしゅ (Rank 21) | 2026/08/02 | 1 | 0 | 1 | 0.0% |
| ttfour@サラしかできないw (Rank 24) | 2026/07/23 | 2 | 2 | 0 | 100.0% |
| 流形 (Rank 11) | 2026/07/21 | 2 | 2 | 0 | 100.0% |
| hexa-RAh (Rank 25) | 2026/07/15 | 2 | 1 | 1 | 50.0% |
| 聖☆奈♡♡ (Rank 25) | 2026/07/14 | 2 | 1 | 1 | 50.0% |
| 落魄豬肉咖 (Rank 17) | 2026/07/06 | 2 | 2 | 0 | 100.0% |
| ゆずらいち (Rank 13) | 2026/07/06 | 2 | 2 | 0 | 100.0% |
| ishida (Rank 13) | 2026/07/05 | 5 | 5 | 0 | 100.0% |
| 保坂 縁 (Rank 11) | 2026/07/05 | 2 | 2 | 0 | 100.0% |
| かみのぎBK (Rank 14) | 2026/07/05 | 2 | 0 | 2 | 0.0% |
Round openings
Every character
| Offensive Style: forward movement into punchP | 33 | 14.4% |
|---|---|---|
| Offensive Style: backdash into Bunker Buster9P | 27 | 11.8% |
| Defensive Style: Stinger Low Blow | 17 | 7.4% |
| Offensive Style: Pile Bunker | 10 | 4.4% |
| Offensive Style: forward movement into Jab~High KickPK | 7 | 3.1% |
| forward movement into punchP | 7 | 3.1% |
| Offensive Style: HAWK Strike | 5 | 2.2% |
| Offensive Style: forward movement into kickK | 5 | 2.2% |
| Offensive Style: punch | 4 | 1.8% |
| backdash into Rolling Elbow43P | 4 | 1.8% |
| Offensive Style: Bunker Buster | 3 | 1.3% |
| Offensive Style: forward dash into throwP+G | 3 | 1.3% |
| Offensive Style: guard | 3 | 1.3% |
| Rolling Savate6K+G | 3 | 1.3% |
| backdash into Karura4P+K | 3 | 1.3% |
73 further openings account for the other 95 rounds.
Vanessa
- Career
- 195–137 · 58.7%
- This season
- 45 matches · 57.8%
- Peak rank
- 25
First hit in 36.0% of 178 rounds. Won 64.1% of the rounds they struck first, 49.1% of the rounds they were struck first.
Significant Tells
Too few rounds to test opener patterns.
| Offensive Style: forward movement into punchP | 33 | 18.5% |
|---|---|---|
| Offensive Style: backdash into Bunker Buster9P | 27 | 15.2% |
| Defensive Style: Stinger Low Blow | 17 | 9.6% |
| Offensive Style: Pile Bunker | 10 | 5.6% |
| Offensive Style: forward movement into Jab~High KickPK | 7 | 3.9% |
| Offensive Style: HAWK Strike | 5 | 2.8% |
| Offensive Style: forward movement into kickK | 5 | 2.8% |
| Offensive Style: punch | 4 | 2.2% |
| Offensive Style: Bunker Buster | 3 | 1.7% |
| Offensive Style: forward dash into throwP+G | 3 | 1.7% |
| Offensive Style: guard | 3 | 1.7% |
| Defensive Style: Switch Shoulder | 2 | 1.1% |
| Defensive Style: Wheel Kick | 2 | 1.1% |
| Defensive Style: Wind Elbow | 2 | 1.1% |
| Offensive Style: Long Barrel Blow | 2 | 1.1% |
45 further openings account for the other 53 rounds.
Wolf
- Career
- 50–31 · 61.7%
- This season
- 8 matches · 50.0%
- Peak rank
- 22
Significant Tells
Too few rounds to test opener patterns.
| forward movement into punchP | 5 | 15.6% |
|---|---|---|
| backdash into Rolling Elbow43P | 4 | 12.5% |
| Rolling Savate6K+G | 3 | 9.4% |
| crouch into Low Drop Kick62K | 3 | 9.4% |
| Comet Hook1P into Knuckle Part1PP | 2 | 6.2% |
| Knee Lift6K into crouch | 2 | 6.2% |
| Tomahawk Chop9P | 2 | 6.2% |
| forward dash into throwP+G | 2 | 6.2% |
| forward movement into Elbow Butt4P | 2 | 6.2% |
| throwP+G | 2 | 6.2% |
| Pounding Elbow9P+K into guardG | 1 | 3.1% |
| forward movement into crouch | 1 | 3.1% |
| forward movement into throwP+G | 1 | 3.1% |
| guardG into Pounding Elbow9P+K | 1 | 3.1% |
| punchP | 1 | 3.1% |
Goh
- Career
- 27–12 · 69.2%
- This season
- 4 matches · 50.0%
- Peak rank
- 20
Significant Tells
Too few rounds to test opener patterns.
| backdash into Karura4P+K | 3 | 18.8% |
|---|---|---|
| crouch into Denkou3PP | 2 | 12.5% |
| crouch into Raikou3P | 2 | 12.5% |
| Raikou3P into Kirin33P | 1 | 6.2% |
| Raikou3P into evade down | 1 | 6.2% |
| Soukyu46P into forward dash | 1 | 6.2% |
| backward movement into Hiji'ate6P | 1 | 6.2% |
| forward movement into Shouda~KasumigoroshiPK | 1 | 6.2% |
| forward movement into punchP | 1 | 6.2% |
| guardG | 1 | 6.2% |
| no input | 1 | 6.2% |
| punchP into kickK | 1 | 6.2% |
Jacky
- Career
- 1–2 · 33.3%
- This season
- 1 matches · 100.0%
- Peak rank
- 2
Significant Tells
Too few rounds to test opener patterns.
| Spinning Back Knuckle4P into Double Back Knuckle4PP | 1 | 33.3% |
|---|---|---|
| forward movement into Jab Double StraightPPP | 1 | 33.3% |
| forward movement into punchP | 1 | 33.3% |
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
- Vanessa: not tested (too few rounds)
- Wolf: not tested (too few rounds)
- Goh: not tested (too few rounds)
- Jacky: not tested (too few rounds)
