VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

TON-JIRUJP

  • Brad
  • El Blaze
  • Shun
  • Lei Fei
Career matches8,278
Career win rate49.5%
Round win rate48.5%
Peak rank29
Distinct opponents350
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1473 #2,198 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

Wolf294,5862,2362,35048.8%
Shun271,12854758148.5%
El Blaze2995948647350.7%
Brad2880842238652.2%
Lei Fei2679741138651.6%

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

3,046 of 3,919 rounds counted

7.2 inputs a second (433 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.44421,583
Brad6.9412771
El Blaze6.8410301
Shun7.6454376
Lei Fei7.243515

By opponent's character

Jacky7.2431448
Wolf7.6456333
Akira7.2435286
Shun7.1425209
Lion7.3436219
Pai7.2434169
Jeffry7.2434148
Jean7.2429166
Goh7.4444158
Sarah6.8410167
Aoi7.1424153
Brad7.2431106
Kage7.041975
Lei Fei7.444489
Vanessa7.243172
Lau7.444665
Taka7.142434
El Blaze6.941254
Eileen6.740166
Dural7.243029

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

Jacky137696850.4%+3.3
Wolf102465645.1%-6.0
Akira89444549.4%+3.0
Shun71413057.8%+7.4
Lion67234434.3%-12.4
Pai58273146.5%+0.2
Jeffry53183534.0%-13.9
Jean51193237.2%-9.9
Goh48192939.6%-7.7
Sarah48262254.2%+9.9
Aoi41192246.3%+1.8
Brad39241561.5%+15.3
Kage36162044.4%+1.9
Lei Fei22101245.5%-3.6
Vanessa2271531.8%-13.3
Lau2112957.1%+10.4
Taka21101147.6%+6.5
El Blaze2012860.0%+16.7
Eileen169756.2%+2.5
Dural127558.3%+17.6

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Half Fence121645752.9%+7.4
Full Fence105535250.5%+4.4
Low Fence100524852.0%+5.6
Single Wall99415841.4%-6.5
Open96395740.6%-6.5
Breakable Full Fence93435046.2%-1.9
Octagon89454450.6%+1.1
Breakable Half Fence79374246.8%+3.1
Rectangle79334641.8%-5.9
Full Fence and Open66293743.9%-3.0

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
Walls56648.6%47.0%+1.6
No walls29544.7%46.9%-2.1

Walls against open: +3.8 points (95% range -3.3 to +10.9), p 0.296 — 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

Amor_y_Paz_0921 (Rank 29)2026/09/1262433.3%
なお (Rank 28)2026/09/1271614.3%
CELIS (Rank 28)2026/09/10108280.0%
ねね (Rank 27)2026/09/0862433.3%
Drunk_Monkey3110 (Rank 25)2026/09/0397277.8%
hahaha (Rank 28)2026/09/0284450.0%
PinMen (Rank 27)2026/08/3064266.7%
asari0727 (Rank 30)2026/08/3062433.3%
gans.sk602 (Rank 30)2026/08/30104640.0%
hanzo0104 (Rank 26)2026/08/26102820.0%
midori6127 (Rank 29)2026/08/23104640.0%
Chomelungma-GTR (Rank 27)2026/08/2094544.4%
monky-d-taku (Rank 17)2026/08/0562433.3%
goripon_actor (Rank 28)2026/08/0282625.0%
jityou5525 (Rank 28)2026/08/0274357.1%
Hi-VisionZERO (Rank 32)2026/07/2383537.5%
makorati (Rank 25)2026/07/2363350.0%
언니빤쥬쩌러 (Rank 26)2026/07/2364266.7%
Bz19850329 (Rank 25)2026/07/22107370.0%
oyassangou (Rank 28)2026/07/2094544.4%
キーウィマスク (Rank 28)2026/07/1896366.7%
Sekine71 (Rank 30)2026/07/1472528.6%
igyoken55 (Rank 27)2026/05/1774357.1%
カミナリおやじ (Rank 29)2026/04/1862433.3%
HB (Rank 29)2026/04/1862433.3%

Round openings

Every character

Screw Hook63214P into Screw Lariat63214PP1804.6%
Quick Shoulder66P+K1794.6%
forward movement into punchP1744.4%
Low Drop Kick1363.5%
Heavy Middle Kick3K+G1353.4%
Middle Spin Kick66K1223.1%
evade down into guardG1122.9%
forward dash into guardG912.3%
Low Smash2K902.3%
Arrow Knuckle3P701.8%
Middle Kick651.7%
crouch dash forward into guardG571.4%
Elbow Butt4P521.3%
Face Lift Kick3K521.3%
forward movement into Jab Straight521.3%

468 further openings account for the other 2,354 rounds.

Wolf

Career
2,236–2,350 · 48.8%
This season
539 matches · 46.0%
Peak rank
29

First hit in 46.5% of 2,150 rounds. Won 51.5% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 14.8% of rounds, against 8.1% in their other rounds.
  • Against Akira: backs off first in 5.6% of rounds, against 1.0% against everyone else.
  • After opening the round before by attacking: evades first in 9.7% of rounds, against 5.3% after anything else.
  • After winning a round: backs off first in 3.3% of rounds, against 0.4% after losing one.
  • When behind: moves in first in 26.2% of rounds, against 16.8% when ahead or level.
  • In round 2: opens with “63214P Screw Hook into 63214PP Screw Lariat” in 12.1% of rounds, against 7.0% in their other rounds.
  • Against Taka: opens with “3K+G Heavy Middle Kick” in 17.2% of rounds, against 5.9% against everyone else.
  • After opening the round before with “63214P Screw Hook into 63214PP Screw Lariat”: opens with “2K Low Smash” in 8.2% of rounds, against 3.9% after anything else.
  • After losing a round: opens with “3K+G Heavy Middle Kick” in 8.9% of rounds, against 5.4% after winning one.
  • When ahead: opens with “63214P Screw Hook into 63214PP Screw Lariat” in 12.8% of rounds, against 7.7% when level or behind.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP1808.3%
Quick Shoulder66P+K1798.2%
Heavy Middle Kick3K+G1356.2%
Low Drop Kick62K1346.2%
Low Smash2K904.1%
Arrow Knuckle3P703.2%
evade down into guardG612.8%
forward movement into punchP572.6%
Elbow Butt4P522.4%
Face Lift Kick3K522.4%
forward movement into Jab StraightPP432.0%
forward movement into Hammer KickPK401.8%
Gasp Kneel Palm Bomb6P+K391.8%
crouch dash forward into guardG391.8%
Savate4K371.7%

156 further openings account for the other 965 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf19–26 · 42%4–8 · 33%too few to test
Akira22–17 · 56%6–9 · 40%too few to test
Jacky17–17 · 50%7–8 · 47%too few to test
Jeffry7–16 · 30%4–10 · 29%too few to test
Lion9–14 · 39%4–7 · 36%too few to test
Shun7–7 · 50%10–6 · 62%too few to test
Kage5–13 · 28%6–4 · 60%too few to test
Brad15–8 · 65%0–2 · 0%too few to test
Jean5–5 · 50%4–5 · 44%too few to test
Goh4–9 · 31%2–4 · 33%too few to test
Pai9–14 · 39%1–1 · 50%too few to test
Sarah5–3 · 62%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.

How is this tested?

Brad

Career
422–386 · 52.2%
This season
189 matches · 44.4%
Peak rank
28

First hit in 49.2% of 768 rounds. Won 52.1% of the rounds they struck first, 43.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 11.6% of rounds, against 4.3% in their other rounds.
  • Against Akira: evades first in 18.8% of rounds, against 5.0% against everyone else.
  • After opening the round before with “66K Middle Spin Kick”: opens with “1P Sharp Shoot” in 6.7% of rounds, against 5.1% after anything else.

How is this tested?

Middle Spin Kick66K12215.8%
forward movement into punchP466.0%
Sharp Shoot1P415.3%
Dtee Sawk Dtrohng4P+K344.4%
Sawk Klab6P+K283.6%
forward dash into guardG243.1%
Sway Back4P+K+G into Sway Back LowK+G222.9%
Middle Kick3K202.6%
evade down into guardG172.2%
Jaguar Tail2K+G162.1%
Jolt Upper3P into Jolt Upper~Spin Kick3PK162.1%
Sway Back4P+K+G into Mighty Knee UpperK141.8%
Destruction Body3P+K into Dtee Sawk Lang3P+KP131.7%
Ducking6P+K+G into Crush Knee KickK+G131.7%
Elbow Hook6P131.7%

119 further openings account for the other 332 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky6–8 · 43%9–9 · 50%too few to test
Wolf4–5 · 44%4–8 · 33%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.

How is this tested?

El Blaze

Career
486–473 · 50.7%
This season
143 matches · 53.1%
Peak rank
29

First hit in 52.3% of 568 rounds. Won 53.2% of the rounds they struck first, 50.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 45.1% of rounds, against 31.6% in their other rounds.
  • After the opponent opened the round before by backing off: evades first in 21.8% of rounds, against 5.8% after anything else.
  • After losing a round: moves in first in 47.1% of rounds, against 24.8% after winning one.
  • When behind: moves in first in 46.3% of rounds, against 25.8% when ahead or level.

How is this tested?

forward movement into punchP6010.5%
Middle Kick3K457.9%
High-Speed Jab46P into Flame Toe Kick46PK366.3%
forward dash into guardG305.3%
evade down into guardG223.9%
Rolling Low Knuckle1P213.7%
guardG173.0%
Demon Dance9P+K into Demon's Tail9P+KK132.3%
Flame Toe Kick46PK into Inferno Savate46PKK122.1%
forward movement into Quick HookPP101.8%
Low Spin Kick2K+G91.6%
crouch dash forward into guardG91.6%
forward dash into punchP91.6%
Fade Roll Kick7K81.4%
High Spin KickK+G81.4%

127 further openings account for the other 260 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky11–2 · 85%3–2 · 60%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.

How is this tested?

Shun

Career
547–581 · 48.5%
This season
99 matches · 50.5%
Peak rank
27

First hit in 55.4% of 392 rounds. Won 53.0% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

  • After losing a round: opens with “3P Gyou'in Haishu” in 14.6% of rounds, against 3.2% after winning one.

How is this tested?

Gyou'in Haishu3P4110.4%
Getsuga Gakushu46P153.8%
Haisenchu1P153.8%
Haisenchu1P into Haisenchu Kaikakyaku1PK143.6%
forward dash into Tenshin Souchushou6P+K143.6%
forward dash into guardG143.6%
evade down into guardG123.0%
Kasen Chugeki6P112.8%
forward movement into punchP112.8%
Getsuga Gakushu46P into forward dash102.5%
Fukuchougeki2P into Koushu Rentai1KK92.3%
Toukyaku6K+G82.0%
guardG82.0%
Tenshin Souchushou6P+K into Honshin TankaP+K71.8%
offensive move71.8%

103 further openings account for the other 197 rounds.

Lei Fei

Career
411–386 · 51.6%
This season
4 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Bunkyaku3K213.3%
Zaban Hekishou66P+K213.3%
offensive move into Soushou2P+K213.3%
Bunkyaku3K into guardG16.7%
Gaiken6P+K16.7%
Hai Shiki2P+K+G into SenshippoP+K16.7%
Souryu Shukkai43P+K16.7%
Toushou66P16.7%
forward dash into Kakushu Suigeki6P16.7%
offensive move16.7%
offensive move into Hai Shiki2P+K+G16.7%
offensive move into Kinkei DokuritsuP+K16.7%

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 (62 here; about 3.1 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: 10 of 17 tests hold up
  • Brad: 3 of 15 tests hold up
  • El Blaze: 4 of 15 tests hold up
  • Shun: 1 of 15 tests hold up
  • Lei Fei: not tested (too few rounds)