VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

ChoyaHAYAGlup

  • Goh
  • Taka
Career matches2,247
Career win rate62.0%
Round win rate54.0%
Peak rank36
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1758 #528 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

Wolf3699961938062.0%
Goh3694357237160.7%
Taka3230520310266.6%

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

273 of 443 rounds counted

9.6 inputs a second (575 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh10.261293
Wolf9.3561124
Taka9.255156

By opponent's character

Sarah8.752029
Jacky9.456410
Lion9.959247
Wolf9.858645
Akira9.657538
Shun9.154528
Aoi9.758114
Lau9.054218
Eileen10.462323
Pai12.87673
Brad9.15456
Goh10.563312

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

Sarah20101050.0%+7.6
Jacky169756.2%-9.9
Lion113827.3%-11.4
Wolf107370.0%+6.9
Akira87187.5%+16.5
Shun87187.5%+30.4
Aoi76185.7%+26.2
Lau71614.3%-31.1
Eileen62433.3%-25.2
Pai52340.0%-7.8
Brad43175.0%+3.4
Goh31233.3%-30.4
Jean220100.0%+11.7
Kage110100.0%+13.9
Lei Fei1010.0%-35.5

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 Fence22121054.5%-5.2
Breakable Full Fence148657.1%+6.8
Single Wall128466.7%+14.3
Full Fence115645.5%-23.7
Rectangle116554.5%+4.0
Open96366.7%+5.1
Low Fence85362.5%+6.7
Octagon72528.6%-14.4
Half Fence64266.7%+15.8
Full Fence and Open32166.7%-3.0

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
Walls7152.1%55.0%-2.9
No walls2965.5%57.1%+8.4

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

Most played opponents, most recent first

JoeWoahTho (Rank 33)2026/09/122020.0%
FredFuchs (Rank 37)2026/09/124040.0%
leefung._ (Rank 32)2026/09/12220100.0%
TerryIrvin (Rank 33)2026/07/2931233.3%
LordBaconTheBoss (Rank 29)2026/07/2976185.7%
NeonKay64 (Rank 37)2026/07/2931233.3%
MoldMonkey93 (Rank 32)2026/07/1431233.3%
BeavisAndButt-Head69 (Rank 31)2026/07/1487187.5%
phanatik (Rank 34)2026/07/022020.0%
Pudding (Rank 39)2026/07/02157846.7%
RentalAnimator (Rank 39)2026/06/29113827.3%
rich.tapestry (Rank 33)2026/06/06220100.0%
xChimerax (Rank 32)2026/06/0621150.0%
Setsuna_X (Rank 37)2026/05/18110100.0%
chexmixofdeath (Rank 33)2026/05/1865183.3%
BeTTyBLuE187 (Rank 32)2026/05/0531233.3%
unclefester (Rank 21)2026/05/05220100.0%
mattjhernandez52 (Rank 20)2026/05/05220100.0%
BLACKSTAR (Rank 32)2026/04/21220100.0%
Da-Goat-Pawn (Rank 32)2026/04/21138561.5%
Akai (Rank 38)2026/04/0441325.0%
XTN (Rank 32)2026/04/0431233.3%
un. (Rank 29)2026/04/04220100.0%
MetalheadHunter (Rank 14)2026/04/04220100.0%
DNola9 (Rank 25)2026/04/04110100.0%

Round openings

Every character

kickK7116.0%
backdash into Sune Kudaki43P347.7%
forward dash into Ropputsubushi6P+K225.0%
Kirin33P194.3%
backdash into Karura4P+K194.3%
Screw Hook63214P into Screw Lariat63214PP184.0%
backdash into Elbow Butt4P153.4%
evade up into Screw Lariat63214PP143.1%
backdash into Heavy Middle Kick3K+G122.7%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K102.2%
Tsuyubarai2P+K into Tsuyubarai 22P+KP102.2%
Raijinsatsu6K+G92.0%
Elbow Butt4P into punchP81.8%
forward movement into Elbow Butt4P81.8%
forward dash into Quick Shoulder66P+K71.6%

85 further openings account for the other 168 rounds.

Goh

Career
572–371 · 60.7%
This season
54 matches · 51.9%
Peak rank
36

First hit in 51.4% of 216 rounds. Won 57.7% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK6227.7%
backdash into Sune Kudaki43P3415.2%
forward dash into Ropputsubushi6P+K229.8%
Kirin33P198.5%
backdash into Karura4P+K198.5%
Raijinsatsu6K+G94.0%
forward dash into Tsukikage6K73.1%
Soukyu46P52.2%
backdash into Kyousengeri46K52.2%
backdash into Maegeri3K52.2%
Raikou3P into Denkou3PP31.3%
backdash into Batousatsu3KP31.3%
Garyu66K into Tsukikage6K20.9%
Hoderi4P into Hoderi~Shikigami4PP20.9%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G20.9%

19 further openings account for the other 25 rounds.

Wolf

Career
619–380 · 62.0%
This season
42 matches · 59.5%
Peak rank
36

First hit in 57.9% of 164 rounds. Won 56.8% of the rounds they struck first, 55.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP1811.0%
backdash into Elbow Butt4P159.2%
evade up into Screw Lariat63214PP148.5%
backdash into Heavy Middle Kick3K+G127.3%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K106.1%
Elbow Butt4P into punchP84.9%
forward movement into Elbow Butt4P84.9%
forward dash into Quick Shoulder66P+K74.3%
forward dash into Gasp Kneel Palm Bomb6P+K63.7%
Gasp Kneel Palm Bomb6P+K53.0%
evade up into Knuckle Part1PP53.0%
punchP into Jab StraightPP53.0%
evade down into Elbow Butt4P42.4%
Comet Hook1P into Knuckle Part1PP31.8%
backdash into Mow Down Chop1P+K31.8%

32 further openings account for the other 41 rounds.

Taka

Career
203–102 · 66.6%
This season
13 matches · 61.5%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tsuyubarai2P+K into Tsuyubarai 22P+KP1017.9%
kickK916.1%
Aka'oni MidaremageP+K610.7%
Hiji'ate6P into punchP47.1%
Senju Harite 263214PP into Senju Harite 363214PPP47.1%
Kachi'age33P+K35.4%
Ao'oni Midaremage214P+K23.6%
Morotezuki66P into Morote Tsuppari66PP23.6%
Tsuyubarai2P+K23.6%
guardG into Tsuyubarai2P+K23.6%
punchP into Marutahiza6K23.6%
Ao'oni Midaremage214P+K into Aka'oni MidaremageP+K11.8%
Kumoyaburi4P+K into Ten'yaburi4P+KP11.8%
backdash into Gozougeri4K11.8%
evade down into Takatsumehashi3P+K11.8%

6 further openings account for the other 6 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Taka: not tested (too few rounds)