Virtua Fighter 5 REVO · v1.10 · Region: Asia
Elo rating
Overall, and on each character played 10+ times1818 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
| Jacky | 40 | 2,298 | 1,223 | 1,075 | 53.2% |
|---|---|---|---|---|---|
| Jean | — | 1,455 | 805 | 650 | 55.3% |
| Kage | — | 854 | 487 | 367 | 57.0% |
| Wolf | 37 | 430 | 263 | 167 | 61.2% |
| Lion | — | 293 | 179 | 114 | 61.1% |
| El Blaze | 35 | 239 | 135 | 104 | 56.5% |
| Lau | — | 228 | 137 | 91 | 60.1% |
| Dural | — | 123 | 80 | 43 | 65.0% |
| Goh | 35 | 111 | 70 | 41 | 63.1% |
| Pai | 35 | 105 | 69 | 36 | 65.7% |
| Taka | — | 100 | 64 | 36 | 64.0% |
| Brad | — | 99 | 66 | 33 | 66.7% |
| Shun | 33 | 7 | 3 | 4 | 42.9% |
| Jeffry | 33 | 3 | 3 | 0 | 100.0% |
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
88 of 88 rounds counted9.7 inputs a second (582 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.
By character played
| Goh | 9.4 | 564 | 27 |
|---|---|---|---|
| Jacky | 9.3 | 556 | 14 |
| Jeffry | 10.0 | 600 | 15 |
| Wolf | 10.3 | 621 | 18 |
| El Blaze | 9.3 | 561 | 7 |
| Pai | 10.3 | 619 | 4 |
| Shun | 9.6 | 577 | 3 |
By opponent's character
| Vanessa | 10.0 | 600 | 15 |
|---|---|---|---|
| Lion | 9.2 | 553 | 13 |
| Sarah | 10.1 | 606 | 13 |
| Shun | 9.3 | 557 | 11 |
| Akira | 9.5 | 572 | 9 |
| Goh | 9.9 | 597 | 9 |
| Brad | 9.5 | 572 | 4 |
| Eileen | 11.1 | 666 | 5 |
| Jacky | 9.1 | 547 | 3 |
| Kage | 9.6 | 577 | 3 |
| Lei Fei | 9.2 | 549 | 3 |
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
| Vanessa | 4 | 4 | 0 | 100.0% | +26.6 |
|---|---|---|---|---|---|
| Lion | 3 | 2 | 1 | 66.7% | -3.5 |
| Sarah | 3 | 2 | 1 | 66.7% | -12.1 |
| Shun | 3 | 2 | 1 | 66.7% | -19.1 |
| Akira | 2 | 0 | 2 | 0.0% | -87.8 |
| Goh | 2 | 2 | 0 | 100.0% | +26.6 |
| Brad | 1 | 1 | 0 | 100.0% | +24.4 |
| Eileen | 1 | 1 | 0 | 100.0% | +23.9 |
| Jacky | 1 | 1 | 0 | 100.0% | +26.8 |
| Kage | 1 | 1 | 0 | 100.0% | +26.8 |
| Lei Fei | 1 | 1 | 0 | 100.0% | +17.7 |
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 Full Fence | 4 | 3 | 1 | 75.0% | -6.9 |
|---|---|---|---|---|---|
| Half Fence | 4 | 3 | 1 | 75.0% | -1.8 |
| Low Fence | 3 | 2 | 1 | 66.7% | -3.5 |
| Open | 3 | 3 | 0 | 100.0% | +26.7 |
| Breakable Half Fence | 2 | 2 | 0 | 100.0% | +18.6 |
| Octagon | 2 | 2 | 0 | 100.0% | +26.6 |
| Full Fence | 1 | 1 | 0 | 100.0% | +23.9 |
| Rectangle | 1 | 0 | 1 | 0.0% | -80.4 |
| Single Wall | 1 | 0 | 1 | 0.0% | -87.1 |
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 | 14 | 78.6% | 78.6% | -0.0 |
| No walls | 7 | 71.4% | 74.7% | -3.3 |
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
| けいすけ新宿 (Rank 32) | 4 | 4 | 0 | 100.0% |
|---|---|---|---|---|
| 外神田 (Rank 37) | 3 | 2 | 1 | 66.7% |
| panda_kage0 (Rank 37) | 2 | 1 | 1 | 50.0% |
| spimer-man (Rank 36) | 2 | 1 | 1 | 50.0% |
| FoooooL (Rank 36) | 1 | 1 | 0 | 100.0% |
| Ka2 (Rank 37) | 1 | 1 | 0 | 100.0% |
| Shinnpon (Rank 35) | 1 | 1 | 0 | 100.0% |
| Takii (Rank 36) | 1 | 1 | 0 | 100.0% |
| Uecchi-Ver53 (Rank 32) | 1 | 0 | 1 | 0.0% |
| fixed-star_61 (Rank 33) | 1 | 1 | 0 | 100.0% |
| kantoku0219 (Rank 34) | 1 | 0 | 1 | 0.0% |
| papermoon_7 (Rank 36) | 1 | 1 | 0 | 100.0% |
| xu.simon29 (Rank 34) | 1 | 1 | 0 | 100.0% |
| るりじゃいき (Rank 34) | 1 | 1 | 0 | 100.0% |
| アドリブ使い (Rank 33) | 1 | 1 | 0 | 100.0% |
Most played opponents, most recent first
| Takii (Rank 36) | 2026/09/15 | 1 | 1 | 0 | 100.0% |
|---|---|---|---|---|---|
| FoooooL (Rank 36) | 2026/09/15 | 1 | 1 | 0 | 100.0% |
| spimer-man (Rank 36) | 2026/09/15 | 2 | 1 | 1 | 50.0% |
| papermoon_7 (Rank 36) | 2026/06/15 | 1 | 1 | 0 | 100.0% |
| 外神田 (Rank 37) | 2026/06/15 | 3 | 2 | 1 | 66.7% |
| fixed-star_61 (Rank 33) | 2026/06/15 | 1 | 1 | 0 | 100.0% |
| xu.simon29 (Rank 34) | 2026/06/15 | 1 | 1 | 0 | 100.0% |
| Shinnpon (Rank 35) | 2026/06/15 | 1 | 1 | 0 | 100.0% |
| Uecchi-Ver53 (Rank 32) | 2026/06/15 | 1 | 0 | 1 | 0.0% |
| kantoku0219 (Rank 34) | 2026/06/15 | 1 | 0 | 1 | 0.0% |
| Ka2 (Rank 37) | 2026/06/15 | 1 | 1 | 0 | 100.0% |
| アドリブ使い (Rank 33) | 2026/06/15 | 1 | 1 | 0 | 100.0% |
| panda_kage0 (Rank 37) | 2026/06/15 | 2 | 1 | 1 | 50.0% |
| るりじゃいき (Rank 34) | 2026/06/15 | 1 | 1 | 0 | 100.0% |
| けいすけ新宿 (Rank 32) | 2026/05/19 | 4 | 4 | 0 | 100.0% |
Round openings
Every character
| forward movement into punchP | 13 | 14.8% |
|---|---|---|
| backdash into evade down | 10 | 11.4% |
| backdash into evade up | 5 | 5.7% |
| backdash into Ni'oudaoshi3K+G | 3 | 3.4% |
| throwP+G | 3 | 3.4% |
| backdash | 2 | 2.3% |
| backdash into Batousatsu3KP | 2 | 2.3% |
| backdash into Full Swing Double Hammer41236P+K | 2 | 2.3% |
| backdash into Karura4P+K | 2 | 2.3% |
| backdash into Maegeri3K | 2 | 2.3% |
| backdash into Quick Shoulder66P+K | 2 | 2.3% |
| backdash into throwP+G | 2 | 2.3% |
| crouch into Low Spin Kick1K+G | 2 | 2.3% |
| punchP into crouch dash forward | 2 | 2.3% |
| Arrow Knuckle3P into guardG | 1 | 1.1% |
35 further openings account for the other 35 rounds.
Goh
- Career
- 70–41 · 63.1%
- This season
- 6 matches · 50.0%
- Peak rank
- 35
Significant Tells
Too few rounds to test opener patterns.
| backdash into Ni'oudaoshi3K+G | 3 | 11.1% |
|---|---|---|
| backdash into evade down | 3 | 11.1% |
| backdash into Batousatsu3KP | 2 | 7.4% |
| backdash into Karura4P+K | 2 | 7.4% |
| backdash into Maegeri3K | 2 | 7.4% |
| backdash into throwP+G | 2 | 7.4% |
| Ni'oudaoshi3K+G | 1 | 3.7% |
| Shouzuka Okuri1P+K into forward movement | 1 | 3.7% |
| backdash | 1 | 3.7% |
| backdash into Hiji'ate6P | 1 | 3.7% |
| backdash into Hoderi4P | 1 | 3.7% |
| backdash into Kirin33P | 1 | 3.7% |
| backdash into Kokuryusatsu Ni46P+KP | 1 | 3.7% |
| backdash into Kurogane Kudaki66P | 1 | 3.7% |
| backdash into Kyousengeri46K | 1 | 3.7% |
4 further openings account for the other 4 rounds.
Wolf
- Career
- 263–167 · 61.2%
- This season
- 4 matches · 75.0%
- Peak rank
- 37
Significant Tells
Too few rounds to test opener patterns.
| forward movement into punchP | 7 | 38.9% |
|---|---|---|
| backdash into Quick Shoulder66P+K | 2 | 11.1% |
| Arrow Knuckle3P into guardG | 1 | 5.6% |
| Body Blow6P into crouch | 1 | 5.6% |
| backdash into Heavy Middle Kick3K+G | 1 | 5.6% |
| backdash into evade down | 1 | 5.6% |
| backdash into evade up | 1 | 5.6% |
| backdash into throw escape | 1 | 5.6% |
| crouch into Low Hammer2P | 1 | 5.6% |
| forward movement into One Two UpperPPP | 1 | 5.6% |
| punchP into forward movement | 1 | 5.6% |
Jeffry
- Career
- 3–0 · 100.0%
- This season
- 4 matches · 100.0%
- Peak rank
- 33
Significant Tells
Too few rounds to test opener patterns.
| forward movement into punchP | 4 | 26.7% |
|---|---|---|
| backdash into Full Swing Double Hammer41236P+K | 2 | 13.3% |
| backdash into evade down | 2 | 13.3% |
| Elbow Butt6P into forward movement | 1 | 6.7% |
| backdash into Head Attack46P+K | 1 | 6.7% |
| crouch into Low Knuckle2P | 1 | 6.7% |
| forward dash into Middle Hell Stab6P+K | 1 | 6.7% |
| forward dash into backward movement | 1 | 6.7% |
| punchP into crouch dash forward | 1 | 6.7% |
| throwP+G | 1 | 6.7% |
Jacky
- Career
- 1,223–1,075 · 53.2%
- This season
- 4 matches · 75.0%
- Peak rank
- 40
Significant Tells
Too few rounds to test opener patterns.
| backdash into evade down | 3 | 21.4% |
|---|---|---|
| crouch into Low Spin Kick1K+G | 2 | 14.3% |
| Groin Kick6K+G | 1 | 7.1% |
| backdash into Beat Spin KickP+KK | 1 | 7.1% |
| backdash into Middle Smash Back Knuckle6PP | 1 | 7.1% |
| backdash into Spinning KickK+G | 1 | 7.1% |
| backdash into evade up | 1 | 7.1% |
| evade up into Standing Knee Kick Combo: Spark4KKK | 1 | 7.1% |
| forward movement into Jab StraightPP | 1 | 7.1% |
| forward movement into punchP | 1 | 7.1% |
| throwP+G | 1 | 7.1% |
El Blaze
- Career
- 135–104 · 56.5%
- This season
- 2 matches · 100.0%
- Peak rank
- 35
Significant Tells
Too few rounds to test opener patterns.
Pai
- Career
- 69–36 · 65.7%
- This season
- 1 matches · 100.0%
- Peak rank
- 35
Significant Tells
Too few rounds to test opener patterns.
| backdash | 1 | 25.0% |
|---|---|---|
| backdash into Honrakukyaku46K+G | 1 | 25.0% |
| backdash into evade down | 1 | 25.0% |
| crouch into Souchuken2P | 1 | 25.0% |
Shun
- Career
- 3–4 · 42.9%
- This season
- 1 matches · 100.0%
- Peak rank
- 33
Significant Tells
Too few rounds to test opener patterns.
| Rensai Gakushu46PP into Rengeki Gakushu46PPP | 1 | 33.3% |
|---|---|---|
| backdash into Rensai Gakushu46PP | 1 | 33.3% |
| punchP into crouch dash forward | 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
- Goh: not tested (too few rounds)
- Wolf: not tested (too few rounds)
- Jeffry: not tested (too few rounds)
- Jacky: not tested (too few rounds)
- El Blaze: not tested (too few rounds)
- Pai: not tested (too few rounds)
- Shun: not tested (too few rounds)
