VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

ベジット

  • Pai
Career matches2,026
Career win rate66.5%
Round win rate57.3%
Peak rank42
Distinct opponents83
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2022 #22 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

Wolf421,8191,19862165.9%
Pai38138984071.0%
Kage—48341470.8%
Taka—2117481.0%

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

400 of 820 rounds counted

5.0 inputs a second (299 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.0300373
Pai4.828627

By opponent's character

Jacky5.331876
Kage4.728462
El Blaze4.828622
Lion4.929547
Akira5.13038
Lau5.030234
Goh4.829128
Brad5.130432
Lei Fei5.029919
Wolf4.92936
Jean4.22524
Shun5.029925
Sarah5.13056
Taka4.32607
Vanessa4.82897
Pai5.53279
Aoi5.23148

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

Jacky2720774.1%+13.4
Kage25141156.0%-6.8
El Blaze1712570.6%+6.9
Lion148657.1%-1.1
Akira138561.5%-2.9
Lau137653.9%-7.3
Goh124833.3%-31.1
Jeffry125741.7%-26.9
Brad118372.7%+11.1
Lei Fei95455.6%-5.1
Wolf97277.8%+11.8
Jean85362.5%+1.5
Shun76185.7%+15.6
Eileen63350.0%-14.9
Sarah660100.0%+26.4
Taka660100.0%+31.1
Vanessa52340.0%-23.4
Pai43175.0%+9.6
Aoi220100.0%+29.7

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

Breakable Full Fence26141253.9%-15.3
Half Fence2617965.4%+5.7
Open23131056.5%-9.3
Single Wall2213959.1%-3.4
Rectangle2114766.7%+2.0
Full Fence1915479.0%+12.7
Breakable Half Fence1813572.2%+6.4
Octagon1813572.2%+10.5
Low Fence157846.7%-14.5
Full Fence and Open97277.8%+13.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12867.2%64.7%+2.5
No walls6055.0%62.7%-7.7

Walls against open: +10.1 points (95% range -7.0 to +27.2), p 0.246 — 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

ひらがなであおき (Rank 42)2026/10/0995455.6%
どっせプレビに出たい (Rank 42)2026/10/0232166.7%
めがじぇね (Rank 42)2026/10/0273442.9%
tu-kun0223 (Rank 41)2026/09/24440100.0%
ふじふじくん (Rank 41)2026/07/31440100.0%
のりシオン (Rank 43)2026/07/243030.0%
デビブル (Rank 43)2026/07/24440100.0%
デネ (Rank 40)2026/07/1932166.7%
全身ボロボロポックリ (Rank 43)2026/07/1972528.6%
hatarakedo_tagayasedo... (Rank 41)2026/07/1974357.1%
いくお (Rank 42)2026/07/1972528.6%
ハマラウ (Rank 43)2026/07/1942250.0%
あむざん (Rank 42)2026/07/1932166.7%
指無しライダー (Rank 40)2026/06/2175271.4%
chima0818turi (Rank 41)2026/05/18330100.0%
やまだ (Rank 38)2026/05/07330100.0%
jikacho-Gigas (Rank 39)2026/05/0731233.3%
保育園中退 (Rank 38)2026/05/07440100.0%
真夏 (Rank 39)2026/05/0763350.0%
Aki (Rank 39)2026/04/30440100.0%
ごうくんまん (Rank 40)2026/04/1931233.3%
おさげ (Rank 40)2026/04/1052340.0%
バルゴ・デミーラ (Rank 44)2026/04/1031233.3%
ス~パ~オヤツマ~ン (Rank 43)2026/04/0683537.5%
せろじゃん (Rank 38)2026/04/0632166.7%

Round openings

Every character

guardG14017.9%
backdash into guardG729.2%
guardG into Knee Lift6K607.7%
guardG into throw escape577.3%
crouch dash forward into guardG354.5%
backdash into punchP344.3%
backdash into evade up202.6%
backdash into Knee Lift6K192.4%
crouch dash forward into Knee Lift6K162.0%
crouch dash forward into throw escape162.0%
evade down into throw escape151.9%
forward dash into throwP+G141.8%
backdash into throw escape121.5%
evade down into Knee Lift6K121.5%
evade down into guardG121.5%

104 further openings account for the other 248 rounds.

Counted from 195 of the 206 matches played. The rest were not pulled for openings.

Wolf

Career
1,198–621 · 65.9%
This season
200 matches · 64.5%
Peak rank
42

First hit in 45.1% of 753 rounds. Won 61.2% of the rounds they struck first, 55.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 58.7% of rounds, against 35.3% in their other rounds.
  • Against Jacky: waits first in 60.4% of rounds, against 37.9% against everyone else.
  • On Breakable Half Fence stages: backs off first in 45.5% of rounds, against 29.0% on the other stages.
  • After opening the round before by waiting: waits first in 49.2% of rounds, against 23.7% after anything else.
  • When behind: backs off first in 41.7% of rounds, against 29.9% when ahead or level.
  • After being hit first in the round before: moves in first in 19.6% of rounds, against 12.3% after landing the first hit.
  • In round 1: opens with “G guard into 6K Knee Lift” in 14.3% of rounds, against 5.8% in their other rounds.
  • Against Jacky: opens with “G guard into throw escape” in 20.7% of rounds, against 5.0% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 32.4% of rounds, against 14.7% after anything else.
  • After losing a round: opens with “backdash into G guard” in 15.9% of rounds, against 6.7% after winning one.

How is this tested?

guardG13918.4%
backdash into guardG719.4%
guardG into Knee Lift6K608.0%
guardG into throw escape557.3%
crouch dash forward into guardG324.2%
backdash into punchP304.0%
backdash into Knee Lift6K192.5%
backdash into evade up192.5%
crouch dash forward into Knee Lift6K162.1%
crouch dash forward into throw escape162.1%
evade down into throw escape152.0%
forward dash into throwP+G141.9%
backdash into throw escape121.6%
evade down into Knee Lift6K121.6%
evade down into guardG121.6%

93 further openings account for the other 233 rounds.

Counted from 189 of the 200 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
Jacky11–6 · 65%9–0 · 100%too few to test
Kage10–8 · 56%1–3 · 25%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?

Pai

Career
98–40 · 71.0%
This season
6 matches · 33.3%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into punchP414.8%
crouch dash forward into guardG311.1%
backdash into kickK27.4%
guardG into throw escape27.4%
Senchuken6P13.7%
backdash into Enbikyaku3K+G13.7%
backdash into Ensei SenpukyakuK+G13.7%
backdash into Ko'en SenkyakuKK13.7%
backdash into Koutankyaku66K13.7%
backdash into Senkyaku Chushou3KP13.7%
backdash into Souanshou3P+K13.7%
backdash into evade up13.7%
backdash into guardG13.7%
backward movement into throwP+G13.7%
crouch dash back into Honshin Soukyaku1K+G13.7%

5 further openings account for the other 5 rounds.

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: 10 of 15 tests hold up
  • Pai: not tested (too few rounds)