VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

鳩男

  • Sarah
Career matches14,346
Career win rate49.0%
Round win rate48.4%
Peak rank33
Distinct opponents861
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1556 #1,636 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

Wolf328,6524,2164,43648.7%
Sarah335,6942,8122,88249.4%

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

14,718 of 17,518 rounds counted

5.5 inputs a second (332 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.533310,402
Sarah5.53304,316

By opponent's character

Akira5.63391,624
Jacky5.63371,297
Wolf5.83461,255
Jeffry5.53291,135
Pai5.6334969
Goh5.7343873
Shun5.4326896
Jean5.6337777
Kage5.3320730
Lau5.6334705
Sarah5.3319735
Lion5.5333642
Aoi5.5328619
Lei Fei5.3317527
Vanessa5.5332494
El Blaze5.4324378
Brad5.4325394
Dural5.5330262
Taka5.2315217
Eileen5.2313189

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

Akira46422324148.1%+2.7
Jacky39620119550.8%+4.7
Wolf37920617354.4%+6.3
Jeffry32015316747.8%-0.3
Pai27211116140.8%-8.2
Goh26311914445.2%-0.1
Shun25913512452.1%+5.4
Jean2278714038.3%-6.5
Kage2218613538.9%-6.0
Lau2108912142.4%-2.2
Sarah20710010748.3%+2.1
Lion1989810049.5%+3.9
Aoi1888410444.7%-4.7
Lei Fei152737948.0%+0.6
Vanessa145608541.4%-6.6
El Blaze126695754.8%+7.3
Brad118477139.8%-8.0
Dural71373452.1%+6.3
Taka62303248.4%-0.8
Eileen58193932.8%-14.3

0 of 20 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 20 questions at once; about 1.0 would by chance alone.

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

Full Fence47323024348.6%+2.2
Half Fence45419825643.6%-2.4
Low Fence44821023846.9%+0.0
Breakable Half Fence44421323148.0%+1.8
Breakable Full Fence42919723245.9%-1.7
Octagon42320721648.9%+1.4
Open41921220750.6%+4.1
Rectangle41118422744.8%-1.8
Single Wall37116920245.5%-2.7
Full Fence and Open1998511442.7%-3.5

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls2,63446.7%46.7%-0.1
No walls1,23847.7%47.2%+0.5

Walls against open: -0.6 points (95% range -4.1 to +3.0), p 0.748 — 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

EVOyan (Rank 29)2026/10/1733201360.6%
きてぃ☆ (Rank 29)2026/10/172251722.7%
マクシミリアン15世 (Rank 33)2026/10/162662023.1%
Koutei (Rank 33)2026/10/1654282651.9%
ラオゥ (Rank 33)2026/10/1625101540.0%
nekomanma-01414 (Rank 29)2026/10/142011955.0%
igyoken55 (Rank 31)2026/10/142681830.8%
ヘニオ (Rank 33)2026/10/1230141646.7%
striker0123 (Rank 31)2026/10/1120101050.0%
ふぇに (Rank 35)2026/10/1124101441.7%
BANANA (Rank 31)2026/10/1028141450.0%
タイヨウ (Rank 31)2026/10/091991047.4%
ロストマン (Rank 29)2026/10/072081240.0%
goripon_actor (Rank 28)2026/10/022114766.7%
monky-d-taku (Rank 30)2026/09/2923121152.2%
獣王(設定2) (Rank 31)2026/09/242115671.4%
takapiron1021 (Rank 33)2026/09/232161528.6%
asari0727 (Rank 30)2026/09/2233181554.5%
tawava (Rank 30)2026/09/1223121152.2%
Uecchi-Ver53 (Rank 31)2026/09/0931112035.5%
会長さん (Rank 34)2026/09/0321101147.6%
HB (Rank 30)2026/09/022161528.6%
misoazy (Rank 27)2026/08/311881044.4%
soul-to-denchi (Rank 34)2026/08/271871138.9%
れもん@のびしろF (Rank 32)2026/08/191911857.9%

Round openings

Every character

backdash into evade up1,0536.6%
guardG into throw escape7224.5%
evade down into crouch dash forward6694.2%
crouch dash forward into evade down6384.0%
crouch dash forward into throw escape5663.5%
backdash into evade down5533.5%
Rolling Savate6K+G5483.4%
evade up into crouch dash forward5283.3%
guardG into evade down4843.0%
evade up into evade down3502.2%
throw escape2811.8%
Quick Shoulder66P+K into forward movement2691.7%
backdash into Rolling Elbow43P2461.5%
crouch dash forward2221.4%
crouch dash forward into guardG2221.4%

697 further openings account for the other 8,607 rounds.

Counted from 3,943 of the 4,336 matches played. The rest were not pulled for openings.

Wolf

Career
4,216–4,436 · 48.7%
This season
3,250 matches · 47.2%
Peak rank
32

First hit in 42.6% of 12,682 rounds. Won 51.1% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 39.0% of rounds, against 16.7% in their other rounds.
  • Against Akira: attacks straight away in 25.6% of rounds, against 17.5% against everyone else.
  • After opening the round before by moving in: backs off first in 30.6% of rounds, against 21.2% after anything else.
  • After winning a round: backs off first in 36.9% of rounds, against 10.7% after losing one.
  • When ahead: backs off first in 36.8% of rounds, against 15.4% when level or behind.
  • In round 1: opens with “crouch dash forward into throw escape” in 7.0% of rounds, against 2.7% in their other rounds.
  • Against Shun: opens with “backdash into evade up” in 15.4% of rounds, against 6.1% against everyone else.
  • On Rectangle stages: opens with “crouch dash forward into throw escape” in 6.3% of rounds, against 3.7% on the other stages.
  • After opening the round before with “crouch dash forward into throw escape”: opens with “crouch dash forward into throw escape” in 7.1% of rounds, against 2.5% after anything else.
  • After winning a round: opens with “backdash into evade up” in 11.9% of rounds, against 3.6% after losing one.
  • When ahead: opens with “backdash into evade up” in 12.2% of rounds, against 5.2% when level or behind.

How is this tested?

backdash into evade up8466.6%
guardG into throw escape6184.8%
evade down into crouch dash forward5784.5%
Rolling Savate6K+G5484.3%
crouch dash forward into throw escape4823.8%
backdash into evade down4713.7%
crouch dash forward into evade down4333.4%
evade up into crouch dash forward4323.4%
guardG into evade down3712.9%
evade up into evade down2822.2%
Quick Shoulder66P+K into forward movement2692.1%
throw escape2512.0%
backdash into Rolling Elbow43P2461.9%
crouch dash forward1941.5%
backdash into throwP+G1851.4%

455 further openings account for the other 6,530 rounds.

Counted from 3,145 of the 3,250 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Wolf

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira96–112 · 46%44–44 · 50%-1.7
Jacky104–107 · 49%38–40 · 49%+2.5
Wolf103–71 · 59%35–43 · 45%+15.1
Jeffry74–67 · 52%37–28 · 57%-1.7
Goh49–69 · 42%27–27 · 50%-9.2
Shun66–56 · 54%30–25 · 55%-1.4
Pai39–61 · 39%27–35 · 44%-3.0
Lion46–53 · 46%26–16 · 62%-13.4
Kage39–56 · 41%18–24 · 43%-1.7
Lau37–55 · 40%22–23 · 49%-10.7
Aoi41–46 · 47%17–26 · 40%+7.4
Jean25–59 · 30%17–31 · 35%-3.4
Sarah33–41 · 45%24–13 · 65%-19.3
Lei Fei35–36 · 49%13–23 · 36%+11.0
Vanessa27–46 · 37%15–8 · 65%too few to test
El Blaze33–22 · 60%11–10 · 52%too few to test
Brad16–25 · 39%13–24 · 35%-2.3
Taka10–11 · 48%14–12 · 54%too few to test
Eileen7–12 · 37%4–8 · 33%too few to test
Dural17–13 · 57%0–2 · 0%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

105 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Sarah

Career
2,812–2,882 · 49.4%
This season
1,086 matches · 45.4%
Peak rank
33

First hit in 47.6% of 3,201 rounds. Won 51.5% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 42.2% of rounds, against 22.4% in their other rounds.
  • Against Akira: attacks straight away in 27.5% of rounds, against 15.6% against everyone else.
  • After opening the round before by moving in: backs off first in 27.9% of rounds, against 18.9% after anything else.
  • After winning a round: backs off first in 33.8% of rounds, against 9.4% after losing one.
  • When ahead: backs off first in 32.9% of rounds, against 13.0% when level or behind.
  • In round 1: opens with “crouch dash forward into evade down” in 11.7% of rounds, against 4.6% in their other rounds.
  • Against Kage: opens with “G guard into evade down” in 9.5% of rounds, against 3.1% against everyone else.
  • On Breakable Half Fence stages: opens with “evade up into crouch dash forward” in 5.4% of rounds, against 2.5% on the other stages.
  • After winning a round: opens with “backdash into evade up” in 12.0% of rounds, against 3.8% after losing one.
  • When ahead: opens with “backdash into evade up” in 11.9% of rounds, against 5.1% when level or behind.

How is this tested?

backdash into evade up2076.4%
crouch dash forward into evade down2056.4%
guardG into evade down1133.5%
guardG into throw escape1043.2%
evade up into crouch dash forward963.0%
evade down into crouch dash forward912.8%
crouch dash forward into throw escape842.6%
backdash into evade down822.5%
crouch dash forward into Dragon Smash Cannon1K702.2%
Snap Side Chop3P into Snap Side Chop Double3PP682.1%
evade up into evade down682.1%
crouch dash forward into guardG561.7%
guardG into Crescent Heel4K+G541.7%
evade down into guardG531.6%
crouch dash forward into Quick Knee6K421.3%

316 further openings account for the other 1,829 rounds.

Counted from 798 of the 1,086 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Sarah

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira29–31 · 48%18–9 · 67%too few to test
Wolf23–21 · 52%13–15 · 46%too few to test
Jean17–19 · 47%8–4 · 67%too few to test
Jacky15–18 · 45%9–8 · 53%too few to test
Sarah13–17 · 43%5–11 · 31%too few to test
Kage9–22 · 29%5–10 · 33%too few to test
Jeffry7–21 · 25%12–9 · 57%too few to test
Shun17–15 · 53%4–7 · 36%too few to test
Pai10–14 · 42%2–9 · 18%too few to test
Goh12–10 · 55%9–4 · 69%too few to test
Lau12–12 · 50%4–4 · 50%too few to test
Vanessa4–8 · 33%3–7 · 30%too few to test
Lei Fei9–7 · 56%6–5 · 55%too few to test
Aoi6–8 · 43%4–8 · 33%too few to test
El Blaze10–12 · 45%3–1 · 75%too few to test
Lion11–5 · 69%4–5 · 44%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

288 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

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 (35 here; about 1.8 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Wolf: 11 of 18 tests hold up
  • Sarah: 10 of 17 tests hold up