VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

どら☆うるふ

  • El Blaze
  • Jacky
  • Lei Fei
  • Goh
Career matches3,714
Career win rate57.5%
Round win rate50.4%
Peak rank42
Distinct opponents116
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1766 #489 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

Wolf422,1011,17093155.7%
El Blaze3993852641256.1%
Lei Fei3853734019763.3%
Goh33120893174.2%
Jacky331812666.7%

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

510 of 1,585 rounds counted

7.6 inputs a second (457 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.6456352
El Blaze8.148351
Jacky7.344171
Lei Fei7.846927
Goh7.84719

By opponent's character

Kage7.242939
Akira7.444728
Shun7.444334
Lion7.746032
Jeffry7.343861
Goh7.847027
Lei Fei8.148822
Sarah8.349617
Wolf7.746133
Jacky8.651527
Vanessa7.444228
Pai7.846830
Eileen7.847047
El Blaze8.048022
Jean7.142410
Lau7.444218
Aoi7.343822
Taka7.243213

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

Kage42212150.0%-4.6
Akira37191851.4%-1.5
Shun32161650.0%-0.2
Lion2719870.4%+22.6
Jeffry26131350.0%+0.6
Goh2519676.0%+23.4
Lei Fei22111150.0%+3.8
Sarah2271531.8%-22.7
Wolf2213959.1%+4.9
Jacky1911857.9%+4.9
Vanessa1881044.4%-7.8
Pai168850.0%-4.2
Eileen156940.0%-6.2
El Blaze1441028.6%-14.4
Jean146842.9%-18.2
Lau135838.5%-4.3
Aoi94544.4%-0.0
Taka94544.4%-3.6
Brad75271.4%+16.5

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Low Fence56332358.9%+9.3
Full Fence50252550.0%-0.9
Half Fence43241955.8%+7.1
Breakable Full Fence41192246.3%-5.5
Open38162242.1%-9.6
Breakable Half Fence37172046.0%-6.0
Octagon35171848.6%+2.0
Rectangle33171651.5%-0.2
Full Fence and Open22101245.5%-12.2
Single Wall1912763.2%+12.0

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23949.8%50.3%-0.5
No walls11354.0%51.0%+3.0

Walls against open: -3.5 points (95% range -15.3 to +8.4), p 0.567 — 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

nk-1124replica (Rank 35)2026/10/1852340.0%
nassy-0106 (Rank 36)2026/09/2952340.0%
★闘将拉麵男★ (Rank 40)2026/09/29114736.4%
ruicchi-1119 (Rank 41)2026/09/2974357.1%
ikkyusaaan (Rank 40)2026/09/2754180.0%
『ρε』.α (Rank 41)2026/09/1751420.0%
siroiro_16bit (Rank 37)2026/09/0564266.7%
真夏 (Rank 42)2026/06/04115645.5%
spacex_falcon_heavy (Rank 42)2026/05/2751420.0%
cyomiko (Rank 40)2026/05/2761516.7%
いえす (Rank 40)2026/05/2796366.7%
シズラヒモビッチ (Rank 41)2026/05/156060.0%
デネ (Rank 40)2026/05/15115645.5%
Tokkovanessa_VF (Rank 40)2026/05/1562433.3%
カルティカ (Rank 39)2026/05/1584450.0%
カシン★T-ARASHI (Rank 41)2026/04/1962433.3%
指無しライダー (Rank 41)2026/04/19118372.7%
くりたろう (Rank 38)2026/04/1684450.0%
マサ「オ」 (Rank 40)2026/04/16178947.1%
ゲッパー (Rank 36)2026/04/1686275.0%
うるヲ参拾 (Rank 38)2026/04/1652340.0%
VIPism『稲庭飯』 (Rank 42)2026/04/1552340.0%
moto__666 (Rank 37)2026/04/1464266.7%
banjar (Rank 36)2026/04/141610662.5%
KWGC-Union (Rank 38)2026/04/1454180.0%

Round openings

Every character

forward movement into Elbow Butt4P1268.1%
guardG714.5%
guardG into Knee Lift6K483.1%
forward dash into Knee Lift6K422.7%
forward movement into punchP412.6%
Screw Hook63214P372.4%
forward dash into evade up352.2%
Elbow Butt4P312.0%
guardG into kickK271.7%
crouch dash back into guardG241.5%
evade up into forward dash221.4%
crouch dash forward into guardG171.1%
forward dash into throwP+G171.1%
punchP into Hammer KickPK171.1%
Low Hammer2P161.0%

370 further openings account for the other 993 rounds.

Counted from 384 of the 389 matches played. The rest were not pulled for openings.

Wolf

Career
1,170–931 · 55.7%
This season
285 matches · 52.6%
Peak rank
42

First hit in 49.5% of 1,152 rounds. Won 57.2% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • Against Jacky: evades first in 36.5% of rounds, against 12.2% against everyone else.
  • On Rectangle stages: attacks straight away in 40.7% of rounds, against 21.0% on the other stages.
  • Against Vanessa: opens with “63214P Screw Hook” in 11.6% of rounds, against 2.9% against everyone else.

How is this tested?

forward movement into Elbow Butt4P12610.9%
guardG into Knee Lift6K484.1%
forward dash into Knee Lift6K423.6%
guardG423.6%
Screw Hook63214P373.2%
Elbow Butt4P312.7%
forward dash into evade up292.5%
forward movement into punchP211.8%
crouch dash back into guardG201.7%
guardG into kickK201.7%
punchP into Hammer KickPK171.5%
Low Hammer2P161.4%
evade down into Elbow Butt4P161.4%
evade up into forward dash161.4%
forward dash into throwP+G161.4%

223 further openings account for the other 663 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun8–11 · 42%4–5 · 44%too few to test
Kage8–10 · 44%7–2 · 78%too few to test
Akira11–9 · 55%2–5 · 29%too few to test
Lion10–6 · 62%7–0 · 100%too few to test
Sarah5–11 · 31%2–4 · 33%too few to test
Jeffry7–5 · 58%6–2 · 75%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
526–412 · 56.1%
This season
78 matches · 42.3%
Peak rank
39

First hit in 51.3% of 316 rounds. Won 54.9% of the rounds they struck first, 35.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG226.9%
forward movement into punchP196.0%
forward dash into Volcano Upper4P+K103.1%
forward dash into Hammer Smash46P+K92.8%
Demon Dance9P+K into Demon's Tail9P+KK82.5%
backdash into Darkness Sword43K+G82.5%
crouch dash back into evade down82.5%
crouch dash back into Demon's Tail9P+KK72.2%
guardG into Volcano Upper4P+K72.2%
crouch dash back into Straight6P+K61.9%
guardG into kickK61.9%
guardG into throw escape61.9%
crouch dash back into crouch51.6%
guardG into Darkness Sword43K+G51.6%
crouch dash back into guardG41.3%

120 further openings account for the other 188 rounds.

Jacky

Career
12–6 · 66.7%
This season
17 matches · 58.8%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into forward dash36.0%
evade up into forward dash36.0%
guardG36.0%
Dash Hammer Kick66K24.0%
backward movement into backdash24.0%
guardG into evade down24.0%
Slide Shuffle (Deflect)4P+K+G12.0%
Spin Heel Sword4K+G12.0%
backdash into High Angle Upper Kick6K12.0%
backdash into Middle Spin Kick46K+G12.0%
backdash into Spin Heel Sword4K+G12.0%
backdash into guardG12.0%
backdash into kickK12.0%
backward movement12.0%
backward movement into Bil Jee6P+K12.0%

26 further openings account for the other 26 rounds.

Counted from 12 of the 17 matches played. The rest were not pulled for openings.

Lei Fei

Career
340–197 · 63.3%
This season
7 matches · 57.1%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into evade up311.1%
Toushou66P27.4%
evade down into guardG27.4%
offensive move27.4%
Kakushu Suigeki6P into forward punch+kick+guard6P+K+G13.7%
Shatenshou33P into guardG13.7%
Zensoutai2K+G13.7%
backdash into Chinheki4P+K13.7%
crouch dash forward into Shatenshou33P13.7%
evade down into forward movement13.7%
evade up into Kaisei Tento1P+K13.7%
forward dash into Gaiken6P+K13.7%
forward dash into Kakushu Suigeki6P13.7%
forward dash into Shishi DaichoukouK+GP13.7%
forward movement into punchP13.7%

7 further openings account for the other 7 rounds.

Goh

Career
89–31 · 74.2%
This season
2 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG333.3%
forward dash into Karura4P+K222.2%
backdash into guardG111.1%
crouch dash forward into Tsukikage6K111.1%
forward dash into Garyu66K111.1%
forward dash into Kokuryusatsu Ichi46P+K111.1%

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 (24 here; about 1.2 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: 3 of 15 tests hold up
  • El Blaze: 0 of 9 tests hold up
  • Jacky: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Goh: not tested (too few rounds)