VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

shikemoku-

  • Kage
Career matches3,482
Career win rate51.3%
Round win rate50.5%
Peak rank33
Distinct opponents134
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1614 #1,251 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

Wolf333,0421,5581,48451.2%
Kage2944022921152.0%

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

1,516 of 1,730 rounds counted

6.5 inputs a second (388 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.53901,251
Kage6.3380265

By opponent's character

Akira6.7405227
Jacky6.5390198
Jean6.3379117
Lau6.5388128
Shun6.4384128
Aoi6.4387120
Wolf6.5388103
Jeffry6.338068
Sarah6.337779
Pai6.539149
El Blaze6.136452
Kage6.438662
Vanessa6.740045
Lion6.639629
Goh6.639733
Lei Fei6.338127
Eileen6.136619
Brad6.639710
Taka6.740118
Dural7.24334

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

Akira58292950.0%-3.0
Jacky48282058.3%+4.1
Jean37142337.8%-15.5
Lau34181652.9%+10.4
Shun34211361.8%+16.1
Aoi33201360.6%+7.4
Wolf26121446.1%-3.3
Jeffry2391439.1%-7.1
Sarah23121152.2%-1.4
Pai1851327.8%-27.3
El Blaze179852.9%-0.6
Kage149564.3%+6.0
Vanessa127558.3%+14.8
Lion97277.8%+38.0
Goh83537.5%-10.1
Lei Fei62433.3%-13.6
Eileen51420.0%-28.4
Brad4040.0%-45.7
Taka42250.0%+12.4
Dural110100.0%+38.9

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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 Fence55272849.1%-0.8
Octagon52262650.0%-0.1
Full Fence51292256.9%+6.8
Open43222151.2%+0.5
Breakable Full Fence42182442.9%-4.7
Breakable Half Fence40231757.5%+5.4
Low Fence37191851.4%-0.0
Single Wall34191555.9%+0.4
Rectangle31102132.3%-14.4
Full Fence and Open1710758.8%+0.9

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls27149.1%49.6%-0.5
No walls11452.6%52.4%+0.3

Walls against open: -0.8 points (95% range -12.0 to +10.4), p 0.894 — 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

tamaneen (Rank 30)2026/10/1852340.0%
乃木ぽん@こてつ.kuma (Rank 33)2026/09/2783537.5%
南部の釣れないルアー (Rank 30)2026/09/2383537.5%
okb@j>おーけーびー (Rank 28)2026/09/18108280.0%
アセスルファムK (Rank 30)2026/09/1471614.3%
なんでやねん (Rank 30)2026/09/1373442.9%
PuzzG/ぱず爺 (Rank 36)2026/09/12106460.0%
デブの方舟 (Rank 32)2026/09/0762433.3%
방가방가 (Rank 32)2026/08/1951420.0%
けいすけ新宿 (Rank 32)2026/08/17117463.6%
maripon (Rank 29)2026/07/14116554.5%
改悪 (Rank 30)2026/07/0571614.3%
のみ (Rank 34)2026/07/0454180.0%
ヘニオ (Rank 31)2026/07/04126650.0%
gans.sk602 (Rank 31)2026/06/3054180.0%
★★★★★ (Rank 30)2026/06/30136746.1%
なめ (Rank 34)2026/06/2952340.0%
yuzu (Rank 29)2026/06/2451420.0%
あぽろん (Rank 35)2026/06/2096366.7%
イイクルーン (Rank 36)2026/06/056060.0%
orz (Rank 30)2026/06/0384450.0%
fwnd1396 (Rank 32)2026/05/1963350.0%
xenon335 (Rank 29)2026/05/166060.0%
AOEアオイ (Rank 32)2026/05/1263350.0%
a_h_i_k_o (Rank 27)2026/04/2252340.0%

Round openings

Every character

crouch dash forward into guardG1288.3%
backdash into Heavy Middle Kick3K+G976.3%
Rolling Savate6K+G775.0%
crouch dash forward into punchP694.5%
punchP573.7%
backdash into Elbow Butt4P483.1%
evade down into Elbow Butt4P473.0%
backdash into Mow Down Chop1P+K392.5%
crouch dash forward into Jab StraightPP372.4%
Senpugeri7K322.1%
evade down into guardG291.9%
punchP into crouch dash forward271.8%
backdash into punchP251.6%
Elbow Butt4P241.6%
Ryu'eikyaku66K231.5%

207 further openings account for the other 785 rounds.

Counted from 369 of the 414 matches played. The rest were not pulled for openings.

Wolf

Career
1,558–1,484 · 51.2%
This season
347 matches · 49.3%
Peak rank
33

First hit in 45.3% of 1,306 rounds. Won 52.4% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 40.6% of rounds, against 21.0% in their other rounds.
  • Against Akira: backs off first in 40.7% of rounds, against 26.8% against everyone else.
  • On Rectangle stages: attacks straight away in 46.6% of rounds, against 24.7% on the other stages.
  • After losing a round: moves in first in 35.9% of rounds, against 24.1% after winning one.
  • When ahead: evades first in 13.7% of rounds, against 9.3% when level or behind.
  • In round 4 or later: opens with “6K+G Rolling Savate” in 13.6% of rounds, against 2.8% in their other rounds.
  • Against Jeffry: opens with “P punch” in 11.4% of rounds, against 3.4% against everyone else.
  • After losing a round: opens with “crouch dash forward into G guard” in 12.5% of rounds, against 3.8% after winning one.

How is this tested?

crouch dash forward into guardG987.5%
backdash into Heavy Middle Kick3K+G977.4%
Rolling Savate6K+G775.9%
crouch dash forward into punchP584.4%
punchP513.9%
backdash into Elbow Butt4P483.7%
evade down into Elbow Butt4P473.6%
backdash into Mow Down Chop1P+K393.0%
crouch dash forward into Jab StraightPP372.8%
punchP into crouch dash forward262.0%
Elbow Butt4P241.8%
backdash into punchP231.8%
evade down into guardG231.8%
forward movement into Elbow Butt4P231.8%
crouch dash forward into Gasp Kneel Palm Bomb6P+K211.6%

173 further openings account for the other 618 rounds.

Counted from 312 of the 347 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
Akira14–15 · 48%2–7 · 22%too few to test
Jacky8–10 · 44%6–2 · 75%too few to test
Shun10–9 · 53%5–1 · 83%too few to test
Jean7–10 · 41%4–4 · 50%too few to test
Aoi9–9 · 50%2–1 · 67%too few to test
Lau6–11 · 35%2–2 · 50%too few to test
Jeffry7–10 · 41%0–2 · 0%too few to test
Sarah7–3 · 70%5–5 · 50%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.

35 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?

Kage

Career
229–211 · 52.0%
This season
67 matches · 56.7%
Peak rank
29

First hit in 52.6% of 228 rounds. Won 55.8% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senpugeri7K3213.7%
crouch dash forward into guardG3012.8%
Ryu'eikyaku66K239.8%
Rasen4P177.3%
backdash into Hagakure-ryu In Fujingeki46P+KP156.4%
crouch dash forward into punchP114.7%
backdash into Nagiharai6P+K104.3%
backdash into Hagakure-ryu In Raijingeki46P+K93.9%
punchP into Rasen4P93.9%
backdash into Furikakato OtoshiK+G73.0%
evade down into guardG62.6%
punchP62.6%
crouch dash forward into Fusenjin3P41.7%
backdash into SouhajinP+K31.3%
backdash into guardG31.3%

37 further openings account for the other 49 rounds.

Counted from 57 of the 67 matches played. The rest 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 (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: 8 of 15 tests hold up
  • Kage: not tested (too few rounds)