VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

BigMountainPig

  • Taka
  • Jacky
  • Akira
Career matches1,185
Career win rate57.9%
Round win rate55.0%
Peak rank32
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1568 #1,554 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

Wolf3273941132855.6%
Taka322541649064.6%
Jacky27101574456.4%
Akira2891543759.3%

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

484 of 533 rounds counted

9.3 inputs a second (561 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.4565220
Taka8.9534127
Jacky9.456279
Akira10.060158

By opponent's character

Akira10.059863
Vanessa9.154352
Wolf9.356053
Pai9.758138
El Blaze9.456235
Jacky9.657823
Lion9.758114
Sarah8.551026
Goh9.456220
Jean9.657523
Shun9.255228
Aoi9.255119
Jeffry8.953523
Brad9.758421
Eileen8.551017
Kage9.557215
Lau10.06019
Lei Fei7.54505

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

Akira1612475.0%+10.3
Vanessa148657.1%-0.6
Wolf137653.9%-8.9
Pai105550.0%-10.4
El Blaze86275.0%+17.8
Jacky85362.5%+0.5
Lion86275.0%+8.5
Sarah83537.5%-26.1
Goh76185.7%+27.2
Jean74357.1%+4.9
Shun73442.9%-11.6
Aoi660100.0%+32.9
Jeffry62433.3%-18.4
Brad51420.0%-30.3
Eileen42250.0%+2.1
Kage41325.0%-28.1
Lau330100.0%+37.1
Lei Fei1010.0%-47.8
Taka110100.0%+23.0

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

Octagon2315865.2%+8.0
Breakable Full Fence2191242.9%-15.6
Rectangle1710758.8%-5.3
Open1510566.7%+10.3
Low Fence146842.9%-22.1
Breakable Half Fence1310376.9%+13.1
Full Fence137653.9%-4.0
Single Wall107370.0%+12.2
Full Fence and Open330100.0%+38.0
Half Fence31233.3%-12.2

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
Walls9057.8%59.3%-1.5
No walls3959.0%59.7%-0.7

Walls against open: -0.8 points (95% range -19.0 to +17.4), p 0.931 — 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

ekd (Rank 35)2026/08/1921150.0%
cokeshi (Rank 29)2026/08/19330100.0%
pinturicchio (Rank 31)2026/07/192020.0%
SHUSHUSHU (Rank 29)2026/07/16220100.0%
イチゲン (Rank 29)2026/07/1632166.7%
白☆髭 (Rank 29)2026/07/13330100.0%
すもぐり2000 (Rank 34)2026/07/1341325.0%
かくるる (Rank 35)2026/07/1332166.7%
影虎 (Rank 33)2026/07/1342250.0%
躑躅 (Rank 35)2026/07/1352340.0%
太鼓の別人@夏Bonus無し (Rank 31)2026/07/132020.0%
お~ちゃん (Rank 34)2026/06/302020.0%
☆ガルド☆ (Rank 30)2026/06/3021150.0%
ガンオンやりたひ (Rank 29)2026/06/2885362.5%
たわばTAWABA (Rank 29)2026/06/2832166.7%
μ (Rank 26)2026/06/272020.0%
しゅが~nsr (Rank 26)2026/06/2775271.4%
sby (Rank 28)2026/06/26220100.0%
LEO (Rank 33)2026/06/1232166.7%
ooosugi1202 (Rank 27)2026/06/10220100.0%
聖☆奈♡♡ (Rank 23)2026/06/0431233.3%
Go!飯饌GiI (Rank 28)2026/06/04220100.0%
BANANA (Rank 28)2026/06/0352340.0%
ガリバー (Rank 29)2026/06/0232166.7%
kouchant0051 (Rank 21)2026/04/20330100.0%

Round openings

Every character

backdash into evade up244.5%
Jab StraightPP into Jab Double StraightPPP173.2%
Rimon Chouchu66P into punchP173.2%
forward dash into evade up173.2%
Screw Hook63214P into Screw Lariat63214PP163.0%
crouch dash forward into guardG152.8%
Screw Hook63214P112.0%
crouch dash forward into throw escape101.9%
forward movement into Elbow Butt4P101.9%
Low Spin Kick1K+G into Spin Heel Sword4K+G91.7%
punchP into Jab Straight91.7%
Shita Harite2P81.5%
backdash into Kachi'age33P+K81.5%
evade down into guardG81.5%
punchP into Tsuppari 2PP81.5%

172 further openings account for the other 349 rounds.

Wolf

Career
411–328 · 55.6%
This season
70 matches · 60.0%
Peak rank
32

First hit in 50.0% of 268 rounds. Won 59.0% of the rounds they struck first, 53.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP165.9%
backdash into evade up165.9%
crouch dash forward into guardG124.4%
forward dash into evade up124.4%
Screw Hook63214P114.0%
forward movement into Elbow Butt4P103.7%
punchP into Jab StraightPP82.9%
crouch dash forward into throw escape72.6%
evade down into Elbow Butt4P72.6%
punchP into Hammer KickPK62.2%
Low Hammer2P51.8%
Low Hammer2P into forward dash51.8%
backdash into Elbow Butt4P51.8%
punchP into kickK51.8%
Elbow Butt4P into One Two UpperPPP41.5%

82 further openings account for the other 143 rounds.

Taka

Career
164–90 · 64.6%
This season
32 matches · 53.1%
Peak rank
32

First hit in 56.7% of 127 rounds. Won 55.6% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shita Harite2P86.3%
backdash into Kachi'age33P+K86.3%
punchP into Tsuppari 2PP86.3%
Tsuppari 4PPPP into Tsuppari 5PPPPP75.5%
kickK64.7%
Tsuppari 2PP into Tsuppari 3PPP53.9%
Tsuppari 3PPP into Tsuppari 4PPPP53.9%
Morotezuki66P into Morote Tsuppari66PP43.1%
backdash into evade up43.1%
evade down into guardG43.1%
forward dash into evade up43.1%
backdash into Zangeki33P32.4%
crouch dash forward into punchP32.4%
crouch dash forward into throw escape32.4%
guardG32.4%

40 further openings account for the other 52 rounds.

Jacky

Career
57–44 · 56.4%
This season
20 matches · 70.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jab StraightPP into Jab Double StraightPPP1721.5%
Low Spin Kick1K+G into Spin Heel Sword4K+G911.4%
Low Spin Kick1K+G into Spinning KickK+G56.3%
Low Spin Kick1K+G45.1%
crouch dash back into Spin Heel Sword4K+G45.1%
backdash into Spin Heel Sword4K+G33.8%
forward dash into guardG33.8%
backdash into Low Spin Kick1K+G22.5%
backdash into Smash Straight Jab3PP22.5%
backdash into evade up22.5%
crouch into Low Spin Kick1K+G22.5%
forward dash into Middle Smash6P22.5%
Middle Smash6P into evade down11.3%
Slant Back Knuckle1P into Spinning Arm Kick4PK11.3%
Squat Straight2P11.3%

21 further openings account for the other 21 rounds.

Akira

Career
54–37 · 59.3%
This season
14 matches · 57.1%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into punchP1729.3%
forward dash into Jouho Touken6P58.6%
Chouyoushu1P into punchP35.2%
Rimon Chouchu66P into Jouho Touken6P35.2%
Jouho Senshou46P into forward movement23.5%
Souka Housui3P+K23.5%
backdash into Jouho Senshou46P23.5%
backdash into evade up23.5%
punchP23.5%
Housui2P11.7%
Housui2P into forward dash11.7%
Jouho Senshou46P11.7%
Rimon Chouchu66P into forward dash11.7%
Souka Housui3P+K into SoutoP+K11.7%
Yakuho Chouchu666P into punchP11.7%

14 further openings account for the other 14 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 (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)
  • Taka: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Akira: not tested (too few rounds)