VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Wolf

あの事件から三年…。

  • Lau
  • Jeffry
Career matches556
Career win rate70.0%
Round win rate55.5%
Peak rank41
Distinct opponents134
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1882 #174 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

Wolf4148635313372.6%
Lau3347252253.2%
Jeffry3323111247.8%

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

1,042 of 1,311 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.03581,029
Lau6.136813

By opponent's character

Jacky6.0358120
Akira6.136492
Pai5.9357122
Lion6.438386
Sarah5.835089
Kage5.734371
Aoi5.633743
Lau5.633868
Wolf6.337758
Shun5.834552
Lei Fei5.935345
Goh6.136447
Vanessa6.136844
Eileen5.935629
Taka6.036023
El Blaze6.035721
Jean6.438220
Jeffry7.14257
Dural6.23735

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

Jacky3730781.1%+23.1
Akira32211165.6%+6.2
Pai31171454.8%-7.6
Lion25131252.0%-4.7
Sarah2315865.2%+5.2
Kage22101245.5%-15.7
Aoi2013765.0%+6.3
Lau2013765.0%+0.4
Wolf1761135.3%-29.2
Shun147750.0%-7.8
Lei Fei134930.8%-21.0
Goh127558.3%-5.2
Vanessa118372.7%+12.0
Eileen106460.0%+4.4
Taka96366.7%+5.0
Brad73442.9%-18.8
El Blaze74357.1%-6.9
Jean76185.7%+29.4
Jeffry43175.0%+18.9
Dural110100.0%+51.2

1 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Rectangle42281466.7%+9.6
Half Fence3931879.5%+20.9
Full Fence36251169.4%+14.9
Low Fence33171651.5%-5.2
Single Wall33171651.5%-9.2
Breakable Half Fence32211165.6%+0.3
Open30201066.7%+4.7
Octagon29151451.7%-9.9
Breakable Full Fence28101835.7%-28.3
Full Fence and Open137653.9%-7.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20663.1%60.4%+2.8
No walls9656.2%59.4%-3.1

Walls against open: +5.9 points (95% range -7.4 to +19.1), p 0.385 — 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

再戦感謝です (Rank 39)2026/10/1165183.3%
ゼータ(MSZ-006) (Rank 40)2026/10/1163350.0%
kubinashi-rider- (Rank 43)2026/10/1131233.3%
VLW_PS (Rank 36)2026/10/11440100.0%
RAGNA (Rank 38)2026/10/1151420.0%
ミルク警察 (Rank 39)2026/10/1196366.7%
くりたろう (Rank 39)2026/10/1152340.0%
まっきー氏 (Rank 39)2026/10/114040.0%
VF12360-PC (Rank 38)2026/10/1194544.4%
no-0809 (Rank 39)2026/10/1142250.0%
Lidly (Rank 38)2026/10/1131233.3%
ちび太☆らふぁ~る (Rank 42)2026/10/1184450.0%
苦道訓|kudoukun_goh (Rank 41)2026/10/1143175.0%
自作マニア@むめい。 (Rank 41)2026/10/1196366.7%
じゃんぬ (Rank 42)2026/10/1152340.0%
ぷこ (Rank 36)2026/10/06117463.6%
momotaiga (Rank 39)2026/10/06440100.0%
NaNa (Rank 35)2026/10/06440100.0%
キネマ (Rank 31)2026/08/2754180.0%
ラーメソマソ (Rank 37)2026/07/043030.0%
goyok (Rank 41)2026/07/0471614.3%
klkun (Rank 40)2026/07/0453260.0%
nobita2025 (Rank 37)2026/07/04330100.0%
hanabilei (Rank 40)2026/07/0461516.7%
ダンシングまるこ (Rank 36)2026/04/1851420.0%

Round openings

Every character

forward movement into punchP11916.0%
punchP476.3%
forward movement into Jab StraightPP324.3%
Low Hammer2P314.2%
evade down into forward dash304.0%
evade up into forward dash273.6%
evade up into crouch dash forward263.5%
Knee Lift6K202.7%
Arrow Knuckle3P162.2%
backdash into Mow Down Chop1P+K152.0%
backdash into evade down152.0%
crouch dash forward into guardG152.0%
evade down into crouch dash forward131.8%
backdash into evade up121.6%
forward dash into evade down111.5%

147 further openings account for the other 313 rounds.

Counted from 183 of the 322 matches played. The rest were not pulled for openings.

Wolf

Career
353–133 · 72.6%
This season
282 matches · 59.9%
Peak rank
41

First hit in 52.4% of 578 rounds. Won 62.0% of the rounds they struck first, 53.1% of the rounds they were struck first.

Significant Tells

  • Against Kage: evades first in 47.9% of rounds, against 18.9% against everyone else.
  • Against Kage: opens with “evade down into forward dash” in 25.0% of rounds, against 2.5% against everyone else.
  • On Rectangle stages: opens with “forward movement into PP Jab Straight” in 15.1% of rounds, against 3.3% on the other stages.
  • After opening the round before with “forward movement into P punch”: opens with “forward movement into P punch” in 36.0% of rounds, against 10.6% after anything else.

How is this tested?

forward movement into punchP9416.3%
punchP406.9%
forward movement into Jab StraightPP325.5%
Low Hammer2P315.4%
evade down into forward dash254.3%
Knee Lift6K203.5%
evade up into forward dash203.5%
Arrow Knuckle3P162.8%
evade up into crouch dash forward162.8%
backdash into Mow Down Chop1P+K152.6%
crouch dash forward into guardG152.6%
backdash into evade down122.1%
forward movement into One Two UpperPPP111.9%
backdash into Short Shoulder46P+K101.7%
Rolling Savate6K+G91.6%

98 further openings account for the other 212 rounds.

Counted from 143 of the 282 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
Pai8–2 · 80%6–9 · 40%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.

139 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?

Lau

Career
25–22 · 53.2%
This season
26 matches · 53.9%
Peak rank
33

First hit in 49.1% of 108 rounds. Won 47.2% of the rounds they struck first, 56.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2119.3%
evade up into crouch dash forward109.2%
Chugeki6P87.3%
backdash into evade up76.4%
evade down into crouch dash forward65.5%
backdash into Sako Soushou4P+K43.7%
backdash into evade down32.8%
evade up into forward dash32.8%
punchP32.8%
Fukko Kensou1P21.8%
RenshouPP into Renshou Senputai3PPK21.8%
Souchuken2P21.8%
evade down into Chugeki6P21.8%
evade down into Shakashou3P21.8%
evade up into Junho Chushou33P21.8%

31 further openings account for the other 32 rounds.

Jeffry

Career
11–12 · 47.8%
This season
14 matches · 71.4%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Knuckle2P610.9%
evade down into forward dash47.3%
evade up into forward dash47.3%
forward movement into punchP47.3%
punchP47.3%
evade down into Elbow Butt6P35.5%
evade up into Dash Elbow66P35.5%
Ducking Low2K+G23.6%
evade down into crouch dash forward23.6%
forward dash into Ducking Low2K+G23.6%
forward movement into Double KnucklePP23.6%
Knee Attack6K11.8%
Knee Push4K11.8%
Low Knuckle2P into crouch11.8%
backdash into Elbow Butt6P11.8%

15 further openings account for the other 15 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 (15 here; about 0.8 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: 4 of 15 tests hold up
  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)