Virtua Fighter 5 REVO · v1.10
Elo rating
Overall, and on each character played 10+ times1326 #3,020 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
| Aoi | 24 | 353 | 186 | 167 | 52.7% |
|---|---|---|---|---|---|
| Akira | 22 | 147 | 79 | 68 | 53.7% |
| Jacky | 22 | 91 | 59 | 32 | 64.8% |
| Kage | 22 | 85 | 47 | 38 | 55.3% |
| Jeffry | 22 | 81 | 52 | 29 | 64.2% |
| Pai | 22 | 72 | 49 | 23 | 68.1% |
| Wolf | 22 | 61 | 45 | 16 | 73.8% |
| Lei Fei | 16 | 19 | 6 | 13 | 31.6% |
| El Blaze | 16 | 12 | 7 | 5 | 58.3% |
| Lau | 16 | 12 | 8 | 4 | 66.7% |
| Jean | 16 | 2 | 2 | 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
283 of 283 rounds counted7.5 inputs a second (450 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.
By character played
| Akira | 8.2 | 493 | 76 |
|---|---|---|---|
| Kage | 7.3 | 441 | 58 |
| Wolf | 6.1 | 368 | 32 |
| Jacky | 8.0 | 480 | 28 |
| Aoi | 7.7 | 465 | 29 |
| Jeffry | 7.2 | 433 | 28 |
| Pai | 6.9 | 417 | 13 |
| Lau | 7.4 | 445 | 8 |
| El Blaze | 6.1 | 366 | 4 |
| Jean | 9.2 | 552 | 3 |
| Lei Fei | 7.4 | 446 | 4 |
By opponent's character
| Aoi | 7.4 | 446 | 79 |
|---|---|---|---|
| Eileen | 7.4 | 446 | 27 |
| Akira | 7.8 | 466 | 24 |
| Jean | 7.6 | 454 | 24 |
| Lau | 7.8 | 469 | 19 |
| Pai | 8.0 | 482 | 19 |
| Sarah | 7.8 | 468 | 15 |
| Shun | 7.5 | 452 | 14 |
| Brad | 7.2 | 432 | 13 |
| Kage | 6.9 | 416 | 12 |
| Jacky | 7.7 | 460 | 10 |
| Lion | 7.7 | 460 | 9 |
| Wolf | 7.2 | 431 | 6 |
| El Blaze | 6.9 | 413 | 3 |
| Jeffry | 6.4 | 386 | 4 |
| Taka | 6.9 | 413 | 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 | 22 | 17 | 5 | 77.3% | +5.0 |
|---|---|---|---|---|---|
| Eileen | 8 | 8 | 0 | 100.0% | +28.4 |
| Akira | 7 | 7 | 0 | 100.0% | +37.0 |
| Jean | 6 | 3 | 3 | 50.0% | -16.5 |
| Lau | 5 | 3 | 2 | 60.0% | -4.0 |
| Pai | 4 | 1 | 3 | 25.0% | -37.5 |
| Sarah | 4 | 2 | 2 | 50.0% | -19.6 |
| Shun | 4 | 3 | 1 | 75.0% | +7.2 |
| Brad | 3 | 1 | 2 | 33.3% | -27.4 |
| Kage | 3 | 3 | 0 | 100.0% | +35.8 |
| Jacky | 2 | 0 | 2 | 0.0% | -52.2 |
| Lion | 2 | 1 | 1 | 50.0% | -22.9 |
| Wolf | 2 | 1 | 1 | 50.0% | -12.1 |
| El Blaze | 1 | 1 | 0 | 100.0% | +25.7 |
| Jeffry | 1 | 0 | 1 | 0.0% | -41.1 |
| Taka | 1 | 0 | 1 | 0.0% | -58.1 |
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
| Breakable Half Fence | 12 | 8 | 4 | 66.7% | -6.3 |
|---|---|---|---|---|---|
| Breakable Full Fence | 10 | 5 | 5 | 50.0% | -21.1 |
| Full Fence | 9 | 7 | 2 | 77.8% | +17.4 |
| Octagon | 8 | 6 | 2 | 75.0% | +6.7 |
| Open | 7 | 3 | 4 | 42.9% | -28.1 |
| Rectangle | 7 | 5 | 2 | 71.4% | +7.9 |
| Low Fence | 6 | 5 | 1 | 83.3% | +13.9 |
| Full Fence and Open | 5 | 4 | 1 | 80.0% | +4.0 |
| Single Wall | 5 | 3 | 2 | 60.0% | -4.4 |
| Half Fence | 4 | 3 | 1 | 75.0% | +16.0 |
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 | 50 | 68.0% | 67.0% | +1.0 |
| No walls | 18 | 61.1% | 67.9% | -6.8 |
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
| 委員ちょ@レバーレス練 (Rank 21) | 21 | 17 | 4 | 81.0% |
|---|---|---|---|---|
| MAXマンピー (Rank 21) | 7 | 7 | 0 | 100.0% |
| shizuhachan (Rank 18) | 4 | 3 | 1 | 75.0% |
| みらめたる (Rank 22) | 3 | 2 | 1 | 66.7% |
| 김멋있다 (Rank 22) | 3 | 3 | 0 | 100.0% |
| ttfour@サラしかできないw (Rank 21) | 2 | 1 | 1 | 50.0% |
| yasai (Rank 22) | 2 | 2 | 0 | 100.0% |
| 2month (Rank 24) | 1 | 0 | 1 | 0.0% |
| Q (Rank 25) | 1 | 1 | 0 | 100.0% |
| ShadowKey_77X!Rise (Rank 21) | 1 | 1 | 0 | 100.0% |
| Wednesday (Rank 13) | 1 | 0 | 1 | 0.0% |
| anachan194 (Rank 24) | 1 | 0 | 1 | 0.0% |
| minato (Rank 21) | 1 | 1 | 0 | 100.0% |
| naska3th (Rank 26) | 1 | 0 | 1 | 0.0% |
| shinkita (Rank 24) | 1 | 0 | 1 | 0.0% |
| super-yellow-monkey (Rank 21) | 1 | 1 | 0 | 100.0% |
| tama (Rank 23) | 1 | 1 | 0 | 100.0% |
| y.o.y (Rank 22) | 1 | 1 | 0 | 100.0% |
| ぬ (Rank 21) | 1 | 1 | 0 | 100.0% |
| ばくちーラウ (Rank 21) | 1 | 1 | 0 | 100.0% |
| ゅろぽ (Rank 23) | 1 | 1 | 0 | 100.0% |
| サーちゃん (Rank 22) | 1 | 1 | 0 | 100.0% |
| 三輪ですが@SRGM (Rank 24) | 1 | 0 | 1 | 0.0% |
| 安全パイ (Rank 25) | 1 | 0 | 1 | 0.0% |
| 時宣院日要 (Rank 21) | 1 | 0 | 1 | 0.0% |
Most played opponents, most recent first
| 委員ちょ@レバーレス練 (Rank 21) | 2026/10/18 | 21 | 17 | 4 | 81.0% |
|---|---|---|---|---|---|
| shinkita (Rank 24) | 2026/10/17 | 1 | 0 | 1 | 0.0% |
| anachan194 (Rank 24) | 2026/10/17 | 1 | 0 | 1 | 0.0% |
| tama (Rank 23) | 2026/10/16 | 1 | 1 | 0 | 100.0% |
| MAXマンピー (Rank 21) | 2026/10/15 | 7 | 7 | 0 | 100.0% |
| サーちゃん (Rank 22) | 2026/10/13 | 1 | 1 | 0 | 100.0% |
| y.o.y (Rank 22) | 2026/10/13 | 1 | 1 | 0 | 100.0% |
| shizuhachan (Rank 18) | 2026/10/13 | 4 | 3 | 1 | 75.0% |
| Q (Rank 25) | 2026/10/12 | 1 | 1 | 0 | 100.0% |
| 時宣院日要 (Rank 21) | 2026/10/08 | 1 | 0 | 1 | 0.0% |
| 김멋있다 (Rank 22) | 2026/10/02 | 3 | 3 | 0 | 100.0% |
| みらめたる (Rank 22) | 2026/10/02 | 3 | 2 | 1 | 66.7% |
| 三輪ですが@SRGM (Rank 24) | 2026/09/27 | 1 | 0 | 1 | 0.0% |
| ゅろぽ (Rank 23) | 2026/09/23 | 1 | 1 | 0 | 100.0% |
| yasai (Rank 22) | 2026/09/22 | 2 | 2 | 0 | 100.0% |
| 2month (Rank 24) | 2026/09/16 | 1 | 0 | 1 | 0.0% |
| ttfour@サラしかできないw (Rank 21) | 2026/09/12 | 2 | 1 | 1 | 50.0% |
| ぬ (Rank 21) | 2026/09/06 | 1 | 1 | 0 | 100.0% |
| super-yellow-monkey (Rank 21) | 2026/09/05 | 1 | 1 | 0 | 100.0% |
| naska3th (Rank 26) | 2026/09/05 | 1 | 0 | 1 | 0.0% |
| 安全パイ (Rank 25) | 2026/09/04 | 1 | 0 | 1 | 0.0% |
| Wednesday (Rank 13) | 2026/09/02 | 1 | 0 | 1 | 0.0% |
| ShadowKey_77X!Rise (Rank 21) | 2026/08/31 | 1 | 1 | 0 | 100.0% |
| minato (Rank 21) | 2026/08/31 | 1 | 1 | 0 | 100.0% |
| ばくちーラウ (Rank 21) | 2026/08/31 | 1 | 1 | 0 | 100.0% |
Round openings
Every character
| evade down into guardG | 49 | 25.6% |
|---|---|---|
| evade up into guardG | 16 | 8.4% |
| evade up into crouch dash forward | 5 | 2.6% |
| evade up into evade down | 5 | 2.6% |
| evade down into punchP | 4 | 2.1% |
| evade up | 4 | 2.1% |
| Souka Housui3P+K | 3 | 1.6% |
| Souka Housui3P+K into guardG | 3 | 1.6% |
| evade down into Beat KnuckleP+K | 3 | 1.6% |
| evade down into Souka Housui3P+K | 3 | 1.6% |
| evade down into throwP+G | 3 | 1.6% |
| evade up into Koboku214P | 3 | 1.6% |
| evade up into Souka Housui3P+K | 3 | 1.6% |
| throwP+G | 3 | 1.6% |
| Arrow Knuckle3P | 2 | 1.1% |
73 further openings account for the other 82 rounds.
Counted from 51 of the 73 matches played. The rest were not pulled for openings.
Akira
- Career
- 79–68 · 53.7%
- This season
- 20 matches · 65.0%
- Peak rank
- 22
Significant Tells
Too few rounds to test opener patterns.
| evade down into guardG | 11 | 20.8% |
|---|---|---|
| evade up into guardG | 5 | 9.4% |
| evade up into evade down | 4 | 7.5% |
| Souka Housui3P+K | 3 | 5.7% |
| Souka Housui3P+K into guardG | 3 | 5.7% |
| evade down into Souka Housui3P+K | 3 | 5.7% |
| evade up | 3 | 5.7% |
| evade up into Koboku214P | 3 | 5.7% |
| evade up into Souka Housui3P+K | 3 | 5.7% |
| evade down into throwP+G | 2 | 3.8% |
| evade up into crouch dash forward | 2 | 3.8% |
| crouch into Souka Housui3P+K | 1 | 1.9% |
| crouch into guardG | 1 | 1.9% |
| evade down | 1 | 1.9% |
| evade down into Geimon Tessen46P+K+G | 1 | 1.9% |
7 further openings account for the other 7 rounds.
Counted from 14 of the 20 matches played. The rest were not pulled for openings.
Wolf
- Career
- 45–16 · 73.8%
- This season
- 9 matches · 77.8%
- Peak rank
- 22
Significant Tells
Too few rounds to test opener patterns.
| evade down into guardG | 9 | 28.1% |
|---|---|---|
| Arrow Knuckle3P | 2 | 6.2% |
| crouch into Arrow Knuckle3P | 2 | 6.2% |
| evade down into Knee Lift6K | 2 | 6.2% |
| Arrow Knuckle3P into forward dash | 1 | 3.1% |
| Arrow Knuckle3P into guardG | 1 | 3.1% |
| Arrow Knuckle3P into throwP+G | 1 | 3.1% |
| Low Drop Kick62K | 1 | 3.1% |
| Low Smash2K | 1 | 3.1% |
| R.A.W. AvengerP+K+G into backward movement | 1 | 3.1% |
| Savate4K | 1 | 3.1% |
| Screw Hook63214P into Screw Lariat63214PP | 1 | 3.1% |
| crouch into Low Smash2K | 1 | 3.1% |
| evade down into Arrow Knuckle3P | 1 | 3.1% |
| evade down into Short Shoulder46P+K | 1 | 3.1% |
6 further openings account for the other 6 rounds.
Jacky
- Career
- 59–32 · 64.8%
- This season
- 8 matches · 75.0%
- Peak rank
- 22
Significant Tells
Too few rounds to test opener patterns.
| evade down into guardG | 10 | 35.7% |
|---|---|---|
| evade up into guardG | 4 | 14.3% |
| evade down into Beat KnuckleP+K | 3 | 10.7% |
| evade up into Beat KnuckleP+K | 2 | 7.1% |
| evade up into Double Back Knuckle4PP | 2 | 7.1% |
| Middle Smash6P | 1 | 3.6% |
| Slant Back Knuckle1P into Rage Kick1PK | 1 | 3.6% |
| Spinning Back Knuckle4P into Spinning Arm Kick4PK | 1 | 3.6% |
| backward movement into Beat KnuckleP+K | 1 | 3.6% |
| evade down into Rage Kick1PK | 1 | 3.6% |
| guardG into Beat KnuckleP+K | 1 | 3.6% |
| guardG into evade down | 1 | 3.6% |
Aoi
- Career
- 186–167 · 52.7%
- This season
- 7 matches · 57.1%
- Peak rank
- 24
Significant Tells
Too few rounds to test opener patterns.
| evade down into guardG | 7 | 28.0% |
|---|---|---|
| evade up into crouch dash forward | 3 | 12.0% |
| Tenchi In'youP+K+G | 2 | 8.0% |
| evade down into Hou'oushu3P | 2 | 8.0% |
| throwP+G | 2 | 8.0% |
| Chudan Hiji'ate6P into throwP+G | 1 | 4.0% |
| Hou'oushu3P into throwP+G | 1 | 4.0% |
| Ouda6P+K into Oushu Hiji'ate6P+KP | 1 | 4.0% |
| crouch | 1 | 4.0% |
| evade down into Nami'okoshi3K+G | 1 | 4.0% |
| evade up into Gedan Shouda2P | 1 | 4.0% |
| evade up into crouch | 1 | 4.0% |
| evade up into guardG | 1 | 4.0% |
| guardG into evade up | 1 | 4.0% |
Counted from 6 of the 7 matches played. The rest were not pulled for openings.
Kage
- Career
- 47–38 · 55.3%
- This season
- 15 matches · 66.7%
- Peak rank
- 22
Significant Tells
Too few rounds to test opener patterns.
| evade down into guardG | 5 | 22.7% |
|---|---|---|
| Tsumujigeri2K+G | 2 | 9.1% |
| evade down into punchP | 2 | 9.1% |
| Hagakure-ryu You Jumonji KamaeP+K+G into backward movement | 1 | 4.5% |
| Rakujin Gaeri44P into crouch | 1 | 4.5% |
| Ryubisen44K+G into crouch | 1 | 4.5% |
| Senpujin2P+K into Hagakure-ryu You Jumonji KamaeP+K+G | 1 | 4.5% |
| backdash into Shippuzan3PP | 1 | 4.5% |
| crouch into Shippuzan3PP | 1 | 4.5% |
| evade down into Shippuzan3PP | 1 | 4.5% |
| evade up into Shippuzan3PP | 1 | 4.5% |
| evade up into Tsumujigeri2K+G | 1 | 4.5% |
| evade up into crouch | 1 | 4.5% |
| evade up into guardG | 1 | 4.5% |
| guardG into Shippuzan3PP | 1 | 4.5% |
1 further openings account for the other 1 rounds.
Counted from 6 of the 15 matches played. The rest were not pulled for openings.
Jeffry
- Career
- 52–29 · 64.2%
- This season
- 7 matches · 85.7%
- Peak rank
- 22
Significant Tells
Too few rounds to test opener patterns.
| evade down into guardG | 5 | 33.3% |
|---|---|---|
| Ducking Low2K+G | 1 | 6.7% |
| Middle Hell Stab6P+K | 1 | 6.7% |
| backward movement into crouch | 1 | 6.7% |
| crouch into Ducking Low2K+G | 1 | 6.7% |
| evade down into punchP | 1 | 6.7% |
| evade up into Ducking Low2K+G | 1 | 6.7% |
| evade up into Grizzly Hammer1PP | 1 | 6.7% |
| evade up into Knee Attack6K | 1 | 6.7% |
| evade up into Sunlit Body Upper3P+K | 1 | 6.7% |
| evade up into guardG | 1 | 6.7% |
Counted from 4 of the 7 matches played. The rest were not pulled for openings.
Pai
- Career
- 49–23 · 68.1%
- This season
- 4 matches · 75.0%
- Peak rank
- 22
Significant Tells
Too few rounds to test opener patterns.
| Senchuken6P | 1 | 20.0% |
|---|---|---|
| Souanshou3P+K into guardG | 1 | 20.0% |
| backward movement into evade down | 1 | 20.0% |
| evade down into guardG | 1 | 20.0% |
| evade down into throwP+G | 1 | 20.0% |
Counted from 1 of the 4 matches played. The rest were not pulled for openings.
El Blaze
- Career
- 7–5 · 58.3%
- This season
- 1 matches · 0.0%
- Peak rank
- 16
Significant Tells
Too few rounds to test opener patterns.
| Backswing Rocket1P+K | 1 | 25.0% |
|---|---|---|
| evade down into Backswing Rocket1P+K | 1 | 25.0% |
| evade down into punchP | 1 | 25.0% |
| evade up into guardG | 1 | 25.0% |
Lei Fei
- Career
- 6–13 · 31.6%
- This season
- 1 matches · 0.0%
- Peak rank
- 16
Significant Tells
Too few rounds to test opener patterns.
| evade up into guardG | 2 | 50.0% |
|---|---|---|
| evade down into SokutankyakuK+G | 1 | 25.0% |
| punchP into Toushou66P | 1 | 25.0% |
Jean
- Career
- 2–0 · 100.0%
- This season
- 1 matches · 100.0%
- Peak rank
- 16
Significant Tells
Too few rounds to test opener patterns.
| evade down into guardG | 1 | 33.3% |
|---|---|---|
| evade up | 1 | 33.3% |
| evade up into guardG | 1 | 33.3% |
Not counted here: Lau. Their matches were not pulled for openings.
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
- Akira: not tested (too few rounds)
- Wolf: not tested (too few rounds)
- Jacky: not tested (too few rounds)
- Aoi: not tested (too few rounds)
- Kage: not tested (too few rounds)
- Jeffry: not tested (too few rounds)
- Pai: not tested (too few rounds)
- El Blaze: not tested (too few rounds)
- Lei Fei: not tested (too few rounds)
- Jean: not tested (too few rounds)
