VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

kumusutakar00

  • Goh
  • Taka
  • Lau
  • Lion
  • Jean
  • Akira
Career matches1,863
Career win rate51.5%
Round win rate50.7%
Peak rank27
Distinct opponents105
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1438 #2,418 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

Wolf2769834435449.3%
Taka2533218215054.8%
Goh2330212617641.7%
Lion2728417810662.7%
Lau241871028554.5%
Jean2137162143.2%
Akira2123121152.2%

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

213 of 947 rounds counted

6.7 inputs a second (401 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.639461
Goh6.438360
Taka6.840560
Lau7.545032

By opponent's character

Akira7.142728
Aoi6.941739
Jacky6.438628
Wolf6.539223
Lion6.840720
Goh6.94125
Kage7.142510
Jean6.338124
El Blaze6.740010
Lau6.840713
Vanessa6.136813

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

Akira30161453.3%-2.4
Aoi30191163.3%+11.6
Jacky2415962.5%+2.1
Sarah2115671.4%+16.3
Wolf1861233.3%-11.1
Lion167943.8%-5.6
Goh1531220.0%-32.9
Kage127558.3%+15.3
Jean116554.5%+8.6
Jeffry116554.5%+1.5
El Blaze106460.0%+5.4
Lau105550.0%+6.4
Shun84450.0%+1.4
Vanessa62433.3%-16.3
Pai52340.0%-9.6
Taka31233.3%-35.9
Brad21150.0%+0.2
Lei Fei2020.0%-41.1
Eileen110100.0%+60.8

0 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

Octagon33171651.5%-2.2
Breakable Full Fence29131644.8%+0.6
Low Fence2972224.1%-31.0
Rectangle2520580.0%+28.2
Half Fence24121250.0%-6.1
Single Wall24141058.3%+9.4
Full Fence2112957.1%+3.6
Open1911857.9%+6.7
Breakable Half Fence189950.0%-5.5
Full Fence and Open64266.7%+8.1

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

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15055.3%52.5%+2.9
No walls7244.4%50.9%-6.5

Walls against open: +9.4 points (95% range -5.6 to +24.3), p 0.221 — 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

SHUSHUSHU (Rank 30)2026/06/0352340.0%
CHASER (Rank 21)2026/05/26330100.0%
委員ちょ (Rank 21)2026/05/2676185.7%
NEKOz (Rank 25)2026/05/2431233.3%
うめおに。 (Rank 29)2026/05/2432166.7%
maripon (Rank 27)2026/05/2361516.7%
SouzaTheo (Rank 23)2026/05/2342250.0%
タイヨウ (Rank 25)2026/05/2331233.3%
壱色淸淨 (Rank 27)2026/05/223030.0%
Fuji_Atsuka (Rank 21)2026/05/22440100.0%
dalmax72 (Rank 23)2026/05/18108280.0%
manekinecogames (Rank 21)2026/05/18770100.0%
Martin1833 (Rank 22)2026/05/1765183.3%
shinkita (Rank 21)2026/05/1743175.0%
moreru (Rank 23)2026/05/1532166.7%
サーちゃん (Rank 21)2026/05/1363350.0%
え~る (Rank 25)2026/05/1163350.0%
kuni_sato (Rank 24)2026/05/1163350.0%
minato (Rank 21)2026/05/1042250.0%
kouchant0051 (Rank 22)2026/05/0953260.0%
syounai (Rank 25)2026/04/2042250.0%
うをん (Rank 27)2026/04/2031233.3%
purinzaurus (Rank 29)2026/04/1931233.3%
造り酒屋の御曹司 (Rank 21)2026/04/1651420.0%
カキツバタ (Rank 16)2026/04/121210283.3%

Round openings

Every character

guardG into throw escape737.7%
Raikou3P into Denkou3PP414.3%
throw escape373.9%
Screw Hook63214P into Screw Lariat63214PP363.8%
backdash into Soukyu46P232.4%
backdash into Kosoushou46P212.2%
backdash into Mow Down Chop1P+K192.0%
Low Drop Kick62K into kickK171.8%
Heavy Middle Kick3K+G141.5%
backdash into Elbow Butt4P141.5%
backdash into Kyousengeri46K141.5%
Kachi'age33P+K131.4%
Quick Shoulder66P+K131.4%
backdash into One-Hand Reverse Hammer4P+K131.4%
Juchou Senshou8P+K121.3%

255 further openings account for the other 587 rounds.

Wolf

Career
344–354 · 49.3%
This season
83 matches · 48.2%
Peak rank
27

First hit in 44.8% of 328 rounds. Won 55.8% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

  • Against Wolf: opens with “G guard into throw escape” in 21.4% of rounds, against 4.2% against everyone else.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP3610.9%
guardG into throw escape216.4%
backdash into Mow Down Chop1P+K195.8%
Low Drop Kick62K into kickK175.2%
Heavy Middle Kick3K+G144.3%
backdash into Elbow Butt4P144.3%
Quick Shoulder66P+K134.0%
backdash into One-Hand Reverse Hammer4P+K134.0%
throw escape113.3%
backdash into Heavy Middle Kick3K+G82.4%
guardG into Low Hammer2P82.4%
Rolling Savate6K+G72.1%
evade down into Elbow Butt4P72.1%
forward dash into Rolling Savate6K+G72.1%
guardG into Knee Lift6K61.8%

63 further openings account for the other 128 rounds.

Goh

Career
126–176 · 41.7%
This season
56 matches · 58.9%
Peak rank
23

First hit in 48.9% of 231 rounds. Won 54.0% of the rounds they struck first, 53.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Raikou3P into Denkou3PP4117.8%
guardG into throw escape2711.7%
backdash into Soukyu46P2310.0%
backdash into Kyousengeri46K146.1%
Maegeri3K into Batousatsu3KP125.2%
throw escape93.9%
guardG into Sune'uchi2P83.5%
guardG into Kyousengeri46K52.2%
Zenpou Kaiten Ukemi6P+K+G41.7%
forward dash into Jibishou3P+K41.7%
forward dash into Tsukikage6K41.7%
Jibishou3P+K31.3%
Kyousengeri46K31.3%
Tengusatsu9K+G31.3%
Tsukikage6K31.3%

55 further openings account for the other 68 rounds.

Taka

Career
182–150 · 54.8%
This season
41 matches · 41.5%
Peak rank
25

First hit in 46.2% of 158 rounds. Won 50.7% of the rounds they struck first, 42.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape148.7%
Kachi'age33P+K138.1%
throw escape138.1%
forward dash into Hiji'ate6P85.0%
Morotezuki66P into Morote Tsuppari66PP74.3%
backdash into Yoko Harite4P74.3%
evade up into Shita Harite2P63.7%
guardG into Shita Harite2P63.7%
Zangeki33P53.1%
crouch into Shita Harite2P53.1%
forward dash into Morotezuki66P53.1%
no input53.1%
Morotezuki66P42.5%
Morotezuki66P into punchP42.5%
forward dash into Morote Tsuppari66PP42.5%

39 further openings account for the other 55 rounds.

Lau

Career
102–85 · 54.5%
This season
26 matches · 57.7%
Peak rank
24

First hit in 39.2% of 107 rounds. Won 42.9% of the rounds they struck first, 56.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kosoushou46P2119.4%
guardG into throw escape98.3%
RenshouPP into RaigekishouPPP54.6%
backdash into Honshin Hekiken1P+K54.6%
guardG into Kosoushou46P54.6%
backdash into Sako Soushou4P+K43.7%
throw escape43.7%
Kosoushou46P32.8%
Sako Soushou4P+K into punchP32.8%
guardG into Souchuken2P32.8%
guardG into backdash32.8%
guardG into crouch32.8%
guardG into evade up32.8%
no input32.8%
Chugeki6P into Hou'ou Soushou6PP21.9%

27 further openings account for the other 32 rounds.

Lion

Career
178–106 · 62.7%
This season
14 matches · 42.9%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K1219.4%
guardG into Juchou Senshou8P+K58.1%
Sen'inshou3P into Rakugekishou3PP46.5%
crouch into Senkyutai1K46.5%
KouhaitaiK+G23.2%
Koushu RensuiPP into Renkan SenshouPPP23.2%
Senkyutai1K23.2%
Senshippo66P23.2%
backdash into Tanhikyaku46K23.2%
crouch into Koushutai44K23.2%
crouch into Sentai4K23.2%
guardG into throw escape23.2%
Souji SenpuP+K11.6%
Tenshin Ryou'inkyaku6K+G11.6%
backdash into Souji SenpuP+K11.6%

18 further openings account for the other 18 rounds.

Jean

Career
16–21 · 43.2%
This season
13 matches · 84.6%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Doumawashi Kaitengeri46K+G918.4%
backdash into Nozuchi1P+K612.2%
guardG into Nozuchi1P+K510.2%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK36.1%
guardG into Yamakuzushi6K36.1%
crouch into Doumawashi Kaitengeri46K+G24.1%
crouch into Enpi Kurenai Naraku2P+K24.1%
guardG into Chudan Mawashigeri3K24.1%
guardG into Doumawashi Kaitengeri46K+G24.1%
Gyaku Seikenzuki66P12.0%
Tate'enpi33P into kickK12.0%
Yamakuzushi6K12.0%
backdash into Oihiji4P+K12.0%
backdash into evade up12.0%
crouch into Nozuchi1P+K12.0%

9 further openings account for the other 9 rounds.

Akira

Career
12–11 · 52.2%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Koboku214P114.3%
Rimon Chouchu66P into forward dash114.3%
Satei3K+G into Goko Shutsudou3K+GP114.3%
Sokutai3K114.3%
crouch dash back into Koboku214P114.3%
evade down into Koboku214P114.3%
punchP into kickK114.3%

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: 1 of 14 tests hold up
  • Goh: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Akira: not tested (too few rounds)