VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

ER_higante

  • Jacky
Career matches19,828
Career win rate48.7%
Round win rate49.7%
Peak rank30
Distinct opponents590
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1549 #1,677 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

Wolf3010,9925,3535,63948.7%
Jacky288,8364,2994,53748.6%

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

9,602 of 12,155 rounds counted

6.7 inputs a second (402 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.74029,599
Jacky6.23743

By opponent's character

Akira6.74011,381
Jacky6.6396769
Pai6.9411699
Jeffry6.6398723
Aoi6.7400679
Wolf6.9416596
Sarah6.5390662
Goh6.9412565
Shun6.8408529
El Blaze6.8406349
Lau6.6396397
Kage6.5392410
Jean6.7401401
Vanessa6.5393313
Lion6.7401336
Brad6.7400241
Lei Fei6.7403215
Taka6.3376173
Eileen6.8409113
Dural7.142451

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

Akira42020521548.8%+1.1
Jacky23211511749.6%-0.3
Pai23012410653.9%+4.2
Jeffry2238513838.1%-8.5
Aoi2221398362.6%+11.4
Wolf21610311347.7%-2.6
Sarah192989451.0%+2.4
Goh177789944.1%-4.7
Shun158768248.1%-1.5
El Blaze136667048.5%+0.7
Lau122536943.4%-4.5
Kage117615652.1%+1.6
Jean116467039.7%-6.8
Vanessa102475546.1%-2.8
Lion98564257.1%+3.9
Brad82394347.6%-0.6
Lei Fei63352855.6%+5.3
Taka43232053.5%+6.0
Eileen36171947.2%-5.0
Dural1551033.3%-9.4

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Rectangle35018216852.0%+2.0
Breakable Half Fence31416514952.5%+2.4
Full Fence31114216945.7%-3.9
Open30013816246.0%-3.3
Single Wall29915014950.2%+2.9
Low Fence29513516045.8%-1.4
Breakable Full Fence28814314549.6%+0.5
Half Fence28414014449.3%+1.5
Octagon27913914049.8%+0.0
Full Fence and Open151678444.4%-5.2

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
Walls1,82649.9%49.5%+0.4
No walls89447.3%47.9%-0.5

Walls against open: +1.0 points (95% range -3.4 to +5.3), p 0.668 — 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

さざび (Rank 29)2026/10/181910952.6%
tamaneen (Rank 29)2026/10/182491537.5%
TAIDADA (Rank 27)2026/10/152926389.7%
jinjin (Rank 32)2026/10/142061430.0%
cokeshi (Rank 28)2026/10/1334231167.7%
44884 (Rank 29)2026/10/122316769.6%
striker0123 (Rank 31)2026/10/122992031.0%
BANANA (Rank 30)2026/10/1247252253.2%
肉彦さん☆彡 (Rank 30)2026/10/1125111444.0%
chileung18 (Rank 29)2026/10/0949202940.8%
ゲス拳サンボ☆彡 (Rank 27)2026/10/062016480.0%
seobin_papa (Rank 28)2026/10/0627101737.0%
しゅが~nsr (Rank 27)2026/09/2922111150.0%
cjnholife (Rank 26)2026/09/292017385.0%
temp002 (Rank 30)2026/09/2949202940.8%
ルビーロマン葵 (Rank 32)2026/09/242061430.0%
乃木ぽん@こてつ.kuma (Rank 32)2026/09/2429151451.7%
AGジャッキー (Rank 28)2026/09/231911857.9%
ありがとナス (Rank 27)2026/09/142016480.0%
pallmtree (Rank 30)2026/09/0821111052.4%
DDaDDai (Rank 28)2026/09/082181338.1%
KillBill (Rank 30)2026/08/2728121642.9%
Grimaster (Rank 30)2026/07/1520101050.0%
elbowcommand (Rank 27)2026/06/2820101050.0%
MikuMartineau (Rank 32)2026/06/111981142.1%

Round openings

Every character

Quick Shoulder66P+K8247.6%
Low Drop Kick62K7747.1%
guardG into Quick Shoulder66P+K7687.0%
Screw Hook63214P into Screw Lariat63214PP6215.7%
crouch into Low Hammer2P5294.8%
guardG into Low Drop Kick62K4143.8%
guardG into Low Hammer2P3983.6%
guardG into evade up3973.6%
evade up into Quick Shoulder66P+K3773.5%
Comet Hook1P into Knuckle Part1PP2772.5%
forward movement into Elbow Butt4P2742.5%
Low Hammer2P into Screw Lariat63214PP2342.1%
Low Hammer2P into Elbow Butt4P2302.1%
Low Drop Kick62K into guardG2232.0%
guardG1771.6%

386 further openings account for the other 4,389 rounds.

Counted from 2,684 of the 3,000 matches played. The rest were not pulled for openings.

Wolf

Career
5,353–5,639 · 48.7%
This season
2,999 matches · 49.0%
Peak rank
30

First hit in 52.1% of 10,776 rounds. Won 51.6% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 53.1% of rounds, against 47.6% in their other rounds.
  • Against Akira: waits first in 38.7% of rounds, against 30.9% against everyone else.
  • After winning a round: backs off first in 3.2% of rounds, against 1.7% after losing one.
  • When behind: attacks straight away in 49.1% of rounds, against 46.0% when ahead or level.
  • In round 1: opens with “63214P Screw Hook into 63214PP Screw Lariat” in 7.0% of rounds, against 5.3% in their other rounds.
  • Against Akira: opens with “crouch into 2P Low Hammer” in 7.8% of rounds, against 4.4% against everyone else.
  • After losing a round: opens with “66P+K Quick Shoulder” in 8.9% of rounds, against 6.7% after winning one.

How is this tested?

Quick Shoulder66P+K8247.6%
Low Drop Kick62K7747.1%
guardG into Quick Shoulder66P+K7687.0%
Screw Hook63214P into Screw Lariat63214PP6215.7%
crouch into Low Hammer2P5294.8%
guardG into Low Drop Kick62K4143.8%
guardG into Low Hammer2P3983.6%
guardG into evade up3973.6%
evade up into Quick Shoulder66P+K3773.5%
Comet Hook1P into Knuckle Part1PP2772.5%
forward movement into Elbow Butt4P2742.5%
Low Hammer2P into Screw Lariat63214PP2342.1%
Low Hammer2P into Elbow Butt4P2302.1%
Low Drop Kick62K into guardG2232.0%
guardG1771.6%

383 further openings account for the other 4,386 rounds.

Counted from 2,683 of the 2,999 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
Akira112–107 · 51%63–71 · 47%-1.4
Pai67–50 · 57%46–38 · 55%+4.5
Wolf59–59 · 50%27–39 · 41%+12.9
Aoi75–56 · 57%38–18 · 68%-13.0
Jeffry43–72 · 37%22–35 · 39%-4.6
Jacky53–58 · 48%40–32 · 56%-11.8
Sarah54–50 · 52%23–22 · 51%-2.0
Goh51–49 · 51%16–30 · 35%+16.0
Shun48–43 · 53%16–27 · 37%+15.5
El Blaze37–44 · 46%9–13 · 41%too few to test
Kage38–30 · 56%13–21 · 38%+11.5
Lau26–35 · 43%12–21 · 36%+4.7
Jean26–37 · 41%8–13 · 38%too few to test
Vanessa22–29 · 43%13–17 · 43%-6.1
Lion37–32 · 54%9–4 · 69%too few to test
Brad23–23 · 50%5–6 · 45%too few to test
Lei Fei23–19 · 55%8–6 · 57%too few to test
Eileen12–14 · 46%5–5 · 50%too few to test
Taka11–8 · 58%7–7 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

316 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?

Jacky

Career
4,299–4,537 · 48.6%
This season
1 matches · 0.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G into guardG133.3%
evade up into Dash Hammer Kick66K133.3%
punchP into crouch dash forward133.3%

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 (18 here; about 0.9 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: 7 of 18 tests hold up
  • Jacky: not tested (too few rounds)