VirtuAnalytics

Novel Insights Through Data & Analysis

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

Taka

ThebigThonk

  • Wolf
  • Goh
  • Jeffry
Career matches5,823
Career win rate54.2%
Round win rate52.0%
Peak rank37
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1706 #782 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

Taka374,5142,4442,07054.1%
Jeffry3066834832052.1%
Wolf3352330322057.9%
Goh27118605850.9%

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

530 of 825 rounds counted

5.5 inputs a second (329 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.4325321
Taka5.6338189
Jeffry5.030320

By opponent's character

Akira5.130644
Jacky5.432477
Lei Fei5.432652
Lau5.834639
Pai5.834932
Wolf5.432456
Sarah5.633515
Jean5.432640
Jeffry5.432334
Kage5.834519
Eileen4.929420
Brad5.834623
El Blaze5.231417
Goh5.733918
Lion6.136815
Vanessa5.533117
Shun5.935212

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

Akira2271531.8%-14.0
Jacky2114766.7%+11.6
Lei Fei1991047.4%-1.4
Lau1771041.2%-12.8
Pai1711664.7%+12.8
Wolf179852.9%-7.7
Sarah157846.7%-4.0
Jean128466.7%+8.9
Jeffry95455.6%+1.8
Kage81712.5%-25.0
Aoi74357.1%+10.9
Eileen76185.7%-3.1
Brad62433.3%-9.2
Taka65183.3%+3.6
El Blaze54180.0%+23.3
Goh550100.0%+39.6
Lion53260.0%+13.1
Vanessa41325.0%-12.5
Shun31233.3%-4.1

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

Half Fence36171947.2%-4.2
Octagon28171160.7%+4.8
Low Fence24111345.8%-8.1
Breakable Half Fence1881044.4%-1.6
Rectangle1811761.1%+4.0
Breakable Full Fence1771041.2%-16.4
Open1712570.6%+5.4
Full Fence and Open137653.9%+2.0
Single Wall138561.5%+15.9
Full Fence129375.0%+27.6

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
Walls12953.5%52.8%+0.7
No walls5457.4%55.4%+2.0

Walls against open: -1.3 points (95% range -17.7 to +15.0), p 0.872 — 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

Akai (Rank 41)2026/08/3152340.0%
無謀 (Rank 32)2026/08/3131233.3%
SugarBear (Rank 35)2026/07/1695455.6%
JAWattack (Rank 28)2026/06/1385362.5%
n.fangy (Rank 36)2026/06/13102820.0%
ItsameBS (Rank 32)2026/06/1385362.5%
samtheseed (Rank 36)2026/06/1331233.3%
Goat_intheshell/ttv (Rank 33)2026/06/0731233.3%
hgamery (Rank 31)2026/06/0794544.4%
francischarb (Rank 3)2026/06/0754180.0%
MadameSassú (Rank 29)2026/06/0753260.0%
HappyFriendLau (Rank 33)2026/06/06129375.0%
Crashing_Blow2003 (Rank 31)2026/06/0543175.0%
ChilePiquín (Rank 32)2026/06/0453260.0%
UltraSeBassツ (Rank 34)2026/05/3173442.9%
DUCKSEASON (Rank 35)2026/05/304040.0%
BLACKALERT!!! (Rank 42)2026/05/2931233.3%
onuelito (Rank 37)2026/05/19105550.0%
CannabisBreaker (Rank 35)2026/05/1931233.3%
Firebird710 (Rank 29)2026/05/1752340.0%
Prinny (Rank 27)2026/05/1673442.9%
TTVmf_dva (Rank 31)2026/05/124040.0%
fivey70 (Rank 24)2026/05/1076185.7%
Frankster35 (Rank 26)2026/05/0682625.0%
Sjcodan (Rank 31)2026/03/2843175.0%

Round openings

Every character

punchP into kickK749.0%
evade down into Elbow Butt4P283.4%
punchP into Hammer KickPK273.3%
backdash into Karura4P+K212.5%
punchP into Tsuppari 2PP202.4%
Low Drop Kick62K172.1%
kickK161.9%
punchP161.9%
Low Hammer2P into forward dash151.8%
Shita Harite2P151.8%
Morotezuki66P into Morote Tsuppari66PP141.7%
backdash into Elbow Butt4P141.7%
evade up141.7%
punchP into forward dash141.7%
Low Hammer2P131.6%

200 further openings account for the other 507 rounds.

Wolf

Career
303–220 · 57.9%
This season
76 matches · 60.5%
Peak rank
33

First hit in 57.7% of 319 rounds. Won 56.5% of the rounds they struck first, 51.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP into kickK6720.9%
evade down into Elbow Butt4P288.7%
punchP into Hammer KickPK278.4%
Low Drop Kick62K175.3%
Low Hammer2P into forward dash154.7%
backdash into Elbow Butt4P144.4%
Low Hammer2P134.0%
forward movement into Elbow Butt4P134.0%
forward movement into Low Smash2K113.4%
Elbow Butt4P into punchP103.1%
R.A.W. AvengerP+K+G51.6%
Screw Hook63214P into Screw Lariat63214PP51.6%
Low Hammer2P into Knee Lift6K41.2%
Quick Shoulder66P+K41.2%
forward movement into Face Lift Kick3K41.2%

59 further openings account for the other 84 rounds.

Taka

Career
2,444–2,070 · 54.1%
This season
69 matches · 52.2%
Peak rank
37

First hit in 48.7% of 269 rounds. Won 65.7% of the rounds they struck first, 42.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Tsuppari 2PP207.4%
Shita Harite2P155.6%
Morotezuki66P into Morote Tsuppari66PP145.2%
kickK134.8%
Kirikabu Kudaki1P+K114.1%
Morotezuki66P103.7%
Morotezuki66P into punchP93.4%
Tsuppari 2PP into Tsuppari 3PPP83.0%
evade up into Kirikabu Kudaki1P+K83.0%
punchP83.0%
evade up72.6%
evade up into Takatsumehashi3P+K72.6%
punchP into forward dash72.6%
punchP into throwP+G72.6%
crouch dash back into Kachi'age33P+K62.2%

66 further openings account for the other 119 rounds.

Goh

Career
60–58 · 50.9%
This season
53 matches · 50.9%
Peak rank
27

First hit in 41.6% of 209 rounds. Won 58.6% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K219.9%
punchP into Tsurane ShoudaPP125.7%
punchP73.3%
punchP into forward dash73.3%
Hiji'ate6P62.8%
Sune'uchi2P62.8%
evade up into throw escape62.8%
Kyousengeri46K52.4%
backdash into Kokuryusatsu Ichi46P+K52.4%
backdash into Kyousengeri46K52.4%
punchP into kickK52.4%
Hiji'ate6P into forward movement41.9%
Maegeri3K into Batousatsu3KP41.9%
Sune Kudaki43P41.9%
backdash into Batousatsu3KP41.9%

68 further openings account for the other 110 rounds.

Jeffry

Career
348–320 · 52.1%
This season
7 matches · 0.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ducking Low2K+G312.5%
punchP into Double KnucklePP312.5%
backdash into Torpedo Head Butt4P+K28.3%
crouch dash back into Toe Kick2K28.3%
evade up28.3%
punchP into Knuckle KickPK28.3%
punchP into kickK28.3%
Low Knuckle2P into backward movement14.2%
backdash into Drop Anchor1K+G14.2%
backdash into Knee Push Wild Hook4KP14.2%
backdash into throw escape14.2%
crouch dash back14.2%
crouch dash back into Stunner KnuckleKP14.2%
evade up into Elbow Butt6P14.2%
punchP into Body CrushP+K14.2%

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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: 0 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)