VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

hatoman[otoware]

  • El Blaze
  • Brad
  • Vanessa
Career matches6,862
Career win rate47.2%
Round win rate50.7%
Peak rank29
Distinct opponents94
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1470 #2,210 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

Wolf295,6862,7112,97547.7%
Taka—46821625246.1%
El Blaze2537919218750.7%
Kage—98346434.7%
Goh—93415244.1%
Brad2171215029.6%
Vanessa2167244335.8%

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

411 of 625 rounds counted

6.6 inputs a second (398 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.6395345
El Blaze7.444330
Brad6.639528
Vanessa6.33788

By opponent's character

Pai6.639669
Lion7.042342
Akira6.438437
Jacky6.237230
Wolf6.237533
Sarah7.142735
Kage6.538712
Lau7.042115
Vanessa6.337629
Shun7.042017
Aoi6.538820
Goh7.042124
Eileen6.136719
Jean7.041815
Jeffry6.23733
Taka6.84085
Lei Fei7.64576

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

Pai1911857.9%+2.2
Lion1710758.8%+1.8
Akira1661037.5%-17.9
Jacky1610662.5%+9.7
Wolf125741.7%-7.0
Sarah107370.0%+11.7
Kage94544.4%-2.0
Lau83537.5%-4.0
Vanessa84450.0%+3.8
Shun73442.9%-6.5
Aoi64266.7%+11.8
Goh64266.7%+6.6
Brad41325.0%-29.7
Eileen43175.0%+21.3
Jean41325.0%-17.6
Jeffry42250.0%+1.4
Taka32166.7%+32.5
Lei Fei21150.0%+8.0
El Blaze1010.0%-37.8

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

Low Fence26131350.0%-1.7
Octagon23111247.8%-5.5
Breakable Full Fence1813572.2%+21.2
Rectangle169756.2%+7.1
Full Fence148657.1%+5.4
Breakable Half Fence1321115.4%-34.5
Single Wall125741.7%-17.9
Open106460.0%+7.2
Half Fence75271.4%+20.7
Full Fence and Open53260.0%+10.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9152.7%51.4%+1.4
No walls4850.0%53.5%-3.5

Walls against open: +4.9 points (95% range -12.1 to +21.8), p 0.573 — 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

chopping_left (Rank 21)2026/10/1432166.7%
かっつん(52) (Rank 22)2026/10/1431233.3%
moga_moga24 (Rank 25)2026/10/12220100.0%
Pocky_fa (Rank 28)2026/10/1231233.3%
BANANA (Rank 29)2026/10/1231233.3%
gzwiz53 (Rank 27)2026/10/1231233.3%
EJ20-_-BE5 (Rank 18)2026/10/1232166.7%
yotty_21 (Rank 26)2026/10/1254180.0%
Frumherji (Rank 29)2026/10/122020.0%
A56-7W (Rank 28)2026/10/1231233.3%
Kwiitter_KR (Rank 31)2026/10/1231233.3%
JOHNFLOE (Rank 29)2026/10/102020.0%
koiketyan (Rank 29)2026/10/1042250.0%
N_dm_Chu (Rank 29)2026/10/1032166.7%
kapapur (Rank 26)2026/10/0932166.7%
gin-chaman (Rank 29)2026/10/0421150.0%
qzmix (Rank 24)2026/09/2932166.7%
こて (Rank 26)2026/04/26220100.0%
EnjoyGoodjob (Rank 23)2026/04/19330100.0%
Varsity0326 (Rank 27)2026/04/1853260.0%
zxyzguy (Rank 23)2026/04/1832166.7%
yagio130r (Rank 24)2026/04/1831233.3%
ttfour@サラしかできないw (Rank 21)2026/04/18220100.0%
きよきゅん【改】 (Rank 24)2026/03/2921150.0%
culis (Rank 28)2026/03/2931233.3%

Round openings

Every character

Shadow Strike6P into Shadow Fang6PK329.0%
Screw Hook63214P into Screw Lariat63214PP277.6%
Rolling Savate6K+G236.5%
backdash into guardG226.2%
crouch into Low Drop Kick62K215.9%
Body Blow6P into Dragonfish Blow6PP164.5%
Fade Roll Kick7K133.6%
evade up into Screw Lariat63214PP133.6%
Arrow Knuckle3P123.4%
Comet Hook1P into Knuckle Part1PP123.4%
Arrow Knuckle3P into guardG102.8%
crouch into Arrow Knuckle3P102.8%
Quick Shoulder66P+K92.5%
crouch into Heavy Middle Kick3K+G72.0%
backdash into Heavy Middle Kick3K+G61.7%

64 further openings account for the other 123 rounds.

Counted from 89 of the 149 matches played. The rest were not pulled for openings.

Wolf

Career
2,711–2,975 · 47.7%
This season
120 matches · 48.3%
Peak rank
29

First hit in 49.6% of 256 rounds. Won 52.0% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP2710.6%
Rolling Savate6K+G239.0%
crouch into Low Drop Kick62K218.2%
Body Blow6P into Dragonfish Blow6PP166.2%
evade up into Screw Lariat63214PP135.1%
Arrow Knuckle3P124.7%
Comet Hook1P into Knuckle Part1PP124.7%
Arrow Knuckle3P into guardG103.9%
backdash into guardG103.9%
crouch into Arrow Knuckle3P103.9%
Quick Shoulder66P+K93.5%
crouch into Heavy Middle Kick3K+G72.7%
backdash into Heavy Middle Kick3K+G62.3%
forward movement into Elbow Butt4P62.3%
Arrow Knuckle3P into forward dash51.9%

36 further openings account for the other 69 rounds.

Counted from 65 of the 120 matches played. The rest were not pulled for openings.

El Blaze

Career
192–187 · 50.7%
This season
27 matches · 63.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shadow Strike6P into Shadow Fang6PK3234.8%
Fade Roll Kick7K1314.1%
backdash into guardG1213.0%
Shadow Spear6K into forward movement44.3%
evade up33.3%
Demon Dance9P+K into Demon's Tail9P+KK22.2%
backdash into punchP22.2%
guardG22.2%
punchP into Shadow Strike6P22.2%
punchP into Volcano Upper4P+K22.2%
Back Knuckle4P into Shadow Spin Kick4PK11.1%
Combination Blow3PP into Shutdown Knee3PPK11.1%
Flame Toe Kick46PK into Inferno Savate46PKK11.1%
Jumping Hammer Knuckle8P+K11.1%
Shadow Spear6K into Midday HeatKK11.1%

13 further openings account for the other 13 rounds.

Counted from 22 of the 27 matches played. The rest were not pulled for openings.

Vanessa

Career
24–43 · 35.8%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into guardG337.5%
Defensive Style: Back Knuckle into Back Knuckle High6PK112.5%
Defensive Style: Shadow Slicer112.5%
Defensive Style: Switch Back Middle112.5%
Defensive Style: crouch dash forward into Boomerang Hook3P+K112.5%
Defensive Style: kick112.5%

Not counted here: Brad. 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

  • Wolf: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)