VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

TTownTony

  • Lei Fei
  • Goh
  • Sarah
  • Aoi
Career matches2,239
Career win rate59.7%
Round win rate50.2%
Peak rank34
Distinct opponents47
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1696 #821 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

Wolf341,24576647961.5%
Lei Fei3489352536858.8%
Goh2588414746.6%
Sarah26124833.3%
Aoi261010.0%

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

1,195 of 1,215 rounds counted

7.8 inputs a second (468 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.7464665
Lei Fei8.0477448
Goh7.847142
Sarah7.243531
Aoi6.74039

By opponent's character

Shun7.6454229
Akira7.8468181
Jacky8.3500147
Dural7.6455128
Goh8.047988
Lau7.142560
Aoi8.349754
El Blaze7.645748
Vanessa8.048240
Pai7.846846
Jean7.947743
Brad8.550934
Kage7.142629
Sarah8.148426
Taka7.847117
Eileen7.243212
Lion7.04219
Wolf8.55084

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

Shun58332556.9%+5.2
Akira43152834.9%-12.2
Jacky38281073.7%+26.4
Dural31121938.7%-3.8
Goh22101245.5%-1.4
Lau1831516.7%-30.8
Aoi134930.8%-19.8
El Blaze123925.0%-14.5
Vanessa129375.0%+14.9
Pai116554.5%+11.8
Jean103730.0%-15.8
Brad95455.6%-4.7
Kage82625.0%-8.4
Sarah76185.7%+20.4
Taka550100.0%+32.8
Eileen32166.7%-7.1
Lion32166.7%+6.1
Jeffry110100.0%+16.2
Wolf110100.0%+45.5

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

Half Fence41231856.1%+10.2
Rectangle34181652.9%+3.0
Full Fence33141942.4%-5.5
Open32131940.6%-6.8
Single Wall31141745.2%-4.2
Full Fence and Open29121741.4%-13.8
Low Fence28141450.0%+3.9
Breakable Half Fence2617965.4%+13.5
Octagon2171433.3%-16.6
Breakable Full Fence158753.3%+4.0

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17051.2%49.1%+2.0
No walls9145.1%47.4%-2.3

Walls against open: +4.4 points (95% range -8.5 to +17.3), p 0.506 — 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

Sunday (Rank 28)2026/10/1165183.3%
TayoTayoTaka (Rank 29)2026/10/06550100.0%
Crashing_Blow2003 (Rank 33)2026/09/122281436.4%
NoOneSpecific (Rank 29)2026/09/1298188.9%
無謀 (Rank 33)2026/09/1251420.0%
Monroe (Rank 34)2026/09/1283537.5%
bafojig (Rank 33)2026/08/1896366.7%
GoldenBoko (Rank 29)2026/08/182417770.8%
Da-Goat-Pawn (Rank 32)2026/08/17129375.0%
BLACKSTAR (Rank 36)2026/08/1731121938.7%
LethalLegendK (Rank 31)2026/08/1764266.7%
leefung._ (Rank 31)2026/08/03138561.5%
RushdownTurtle(RDT) (Rank 34)2026/08/03134930.8%
DDRMONKEY (Rank 26)2026/08/03440100.0%
TerryIrvin (Rank 33)2026/08/0371614.3%
VF31998 (Rank 27)2026/07/251513286.7%
ChilePiquín (Rank 34)2026/07/2561516.7%
Chris (Rank 36)2026/07/25111109.1%
suna19 (Rank 31)2026/07/2595455.6%
SC1_Signia (Rank 37)2026/07/2451420.0%
SFPunker (Rank 36)2026/07/2471614.3%
kungfusmurf (Rank 36)2026/06/2453260.0%
JackoRCB (Rank 35)2026/06/2194544.4%
DFAxCalamity (Rank 33)2026/06/2151420.0%
DestructionBomb (Rank 26)2026/06/15103730.0%

Round openings

Every character

evade up1079.1%
evade down736.2%
backdash into evade up635.4%
crouch dash back into guardG463.9%
Low Drop Kick62K into kickK413.5%
backdash into guardG373.2%
punchP into Hammer KickPK342.9%
SokutankyakuK+G into Shishi DaichoukouK+GP332.8%
guardG302.6%
forward movement into Elbow Butt4P292.5%
Low Hammer2P into forward dash282.4%
crouch dash back242.0%
crouch into Zensoutai2K+G191.6%
crouch dash back into backdash181.5%
forward movement into Low Smash2K171.4%

200 further openings account for the other 572 rounds.

Counted from 294 of the 305 matches played. The rest were not pulled for openings.

Wolf

Career
766–479 · 61.5%
This season
171 matches · 53.8%
Peak rank
34

First hit in 46.8% of 680 rounds. Won 55.4% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

  • After opening the round before by evading: waits first in 14.0% of rounds, against 5.0% after anything else.
  • Against Shun: opens with “evade up” in 17.9% of rounds, against 5.7% against everyone else.

How is this tested?

evade up497.2%
Low Drop Kick62K into kickK416.0%
crouch dash back into guardG375.4%
evade down365.3%
punchP into Hammer KickPK345.0%
forward movement into Elbow Butt4P294.3%
Low Hammer2P into forward dash284.1%
backdash into guardG284.1%
backdash into evade up192.8%
forward movement into Low Smash2K172.5%
crouch dash back into backdash162.4%
guardG162.4%
Screw Hook63214P into Screw Lariat63214PP142.1%
Low Hammer2P into Low Drop Kick62K131.9%
Low Hammer2P into forward movement121.8%

100 further openings account for the other 291 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–11 · 42%0–2 · 0%too few to test
Jacky12–5 · 71%2–0 · 100%too few to test
Shun5–7 · 42%4–0 · 100%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?

Lei Fei

Career
525–368 · 58.8%
This season
114 matches · 44.7%
Peak rank
34

First hit in 46.3% of 408 rounds. Won 49.7% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 28.8% of rounds, against 13.1% after losing one.

How is this tested?

evade up5313.0%
backdash into evade up409.8%
SokutankyakuK+G into Shishi DaichoukouK+GP338.1%
evade down286.8%
crouch into Zensoutai2K+G194.7%
Zaban Hekishou66P+K into Gaiken6P+K153.7%
guardG133.2%
crouch dash back102.4%
backward movement into Katoken3P+K71.7%
crouch dash back into Souyokugeki46P71.7%
crouch dash back into guardG71.7%
Fukusoushou2P61.5%
backdash into guardG61.5%
forward dash into guardG61.5%
guardG into evade up61.5%

82 further openings account for the other 153 rounds.

Counted from 103 of the 114 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Lei Fei

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun8–7 · 53%7–5 · 58%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.

11 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?

Goh

Career
41–47 · 46.6%
This season
10 matches · 30.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG37.1%
evade down37.1%
Raikou3P into Denkou3PP24.8%
Soukyu46P24.8%
Sune'uchi2P into crouch24.8%
backward movement into Hiji'ate6P24.8%
crouch dash back into evade down24.8%
crouch dash back into forward dash24.8%
crouch dash back into guardG24.8%
crouch dash back into throwP+G24.8%
crouch into Denkou3PP24.8%
Maegeri3K into Batousatsu3KP12.4%
Urahiji44P12.4%
backdash12.4%
backdash into Kyousengeri46K12.4%

14 further openings account for the other 14 rounds.

Sarah

Career
4–8 · 33.3%
This season
8 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down619.4%
evade up412.9%
Snap Side Chop3P into Setup Combination3PK39.7%
backdash into evade up39.7%
crouch dash back26.5%
crouch dash back into Leg Slicer2K+G26.5%
Low Spin Kick3K+G13.2%
Low Spin Kick3K+G into evade down13.2%
backdash13.2%
backdash into Jackknife Middle Kick3KK13.2%
backdash into Valkyrie Sword1K+GK13.2%
crouch dash back into Back Spin KickK+G13.2%
crouch dash back into Snap Side Chop3P13.2%
crouch dash back into evade up13.2%
crouch into Leg Slicer2K+G13.2%

2 further openings account for the other 2 rounds.

Aoi

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Chudan Hiji'ate6P222.2%
Kamageri4K111.1%
Kasane'ate46P into Chudan Hiji'ate6P111.1%
backdash into evade up111.1%
crouch dash back into Kusanagi2K+G111.1%
crouch dash forward into Koromoguruma66P111.1%
evade down into throwP+G111.1%
evade up111.1%

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 (27 here; about 1.4 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: 2 of 14 tests hold up
  • Lei Fei: 1 of 13 tests hold up
  • Goh: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Aoi: not tested (too few rounds)