VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

∞オロチ丸∞

  • Jeffry
Career matches6,054
Career win rate46.8%
Round win rate50.3%
Peak rank27
Distinct opponents171
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1451 #2,329 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

Wolf274,9572,3152,64246.7%
Jeffry251,09752057747.4%

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

1,660 of 1,912 rounds counted

8.7 inputs a second (522 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf8.75221,496
Jeffry8.7521164

By opponent's character

Aoi8.7522226
Akira8.8530169
Jacky8.8531167
Wolf8.8528166
Goh8.7524138
Pai8.6514116
Vanessa8.7519107
Jeffry9.154391
Lau8.450791
Jean8.651464
Eileen8.651549
El Blaze8.852654
Kage8.752145
Shun8.953747
Sarah8.249039
Lei Fei8.651415
Lion8.047739
Brad8.350020
Taka8.349813
Dural8.85254

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

Aoi63392461.9%+7.6
Akira51203139.2%-11.3
Jacky49222744.9%-8.5
Wolf42231954.8%+6.7
Goh40182245.0%+5.7
Pai35211460.0%+14.2
Vanessa33141942.4%-16.6
Jeffry32221068.8%+9.5
Lau28121642.9%+1.3
Jean1751229.4%-18.9
Eileen147750.0%+4.9
El Blaze135838.5%-23.8
Kage125741.7%-0.7
Shun126650.0%-6.7
Sarah118372.7%+10.8
Lei Fei107370.0%+25.7
Lion106460.0%+5.8
Brad52340.0%-15.7
Taka52340.0%+3.7
Dural110100.0%+8.1

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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 Fence52252748.1%+3.0
Breakable Half Fence50212942.0%-6.8
Half Fence50292158.0%+1.9
Full Fence48252352.1%+4.7
Open47262155.3%+2.2
Breakable Full Fence46222447.8%-2.0
Rectangle44212347.7%+0.7
Single Wall44202445.5%-11.3
Full Fence and Open38191950.0%-2.1
Octagon38231560.5%+10.3

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
Walls27651.1%50.0%+1.0
No walls14349.7%51.2%-1.5

Walls against open: +2.6 points (95% range -7.1 to +12.2), p 0.601 — 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

Wonda15426 (Rank 27)2026/10/17168850.0%
toothy-limb74 (Rank 26)2026/10/1765183.3%
GM_team-nijikira (Rank 26)2026/10/1453260.0%
あのくん (Rank 24)2026/10/1453260.0%
Real_Okira (Rank 30)2026/10/1482625.0%
Jason-m0822 (Rank 24)2026/10/1364266.7%
TAIDADA (Rank 28)2026/10/132418675.0%
m-aki1205 (Rank 26)2026/09/30114736.4%
r1s1d8 (Rank 27)2026/09/30136746.1%
筋トレ職人 (Rank 28)2026/09/2951420.0%
エルモchYT★プなれ★ (Rank 29)2026/09/2582625.0%
yagio130r (Rank 24)2026/09/2253260.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 28)2026/09/0873442.9%
こなつ (Rank 30)2026/09/0751420.0%
タイヨウ (Rank 32)2026/09/0594544.4%
K.K.カブキモノ (Rank 24)2026/09/0595455.6%
cocoa_sirop (Rank 23)2026/08/27124833.3%
SakuRa (Rank 24)2026/08/26129375.0%
Ikachan_1971 (Rank 26)2026/07/2986275.0%
fox-cqc (Rank 23)2026/07/2864266.7%
ターム (Rank 22)2026/07/2763350.0%
hide2480gt (Rank 21)2026/06/2454180.0%
chuson.110 (Rank 21)2026/05/05550100.0%
いとー (Rank 26)2026/05/0564266.7%
ちび-G (Rank 27)2026/04/1852340.0%

Round openings

Every character

Rolling Savate6K+G into Death ScytheK+G1408.2%
evade down into guardG1056.1%
Rolling Savate6K+G774.5%
evade up into guardG684.0%
crouch into Arrow Knuckle3P673.9%
forward movement into Elbow Butt4P613.6%
crouch into Low Hammer2P563.3%
Screw Hook63214P into Screw Lariat63214PP523.0%
backdash into Elbow Butt4P513.0%
evade up into punchP482.8%
evade down into punchP472.8%
evade down into Elbow Butt4P432.5%
guardG into evade down422.5%
punchP into kickK402.3%
guardG into punchP372.2%

231 further openings account for the other 776 rounds.

Counted from 431 of the 483 matches played. The rest were not pulled for openings.

Wolf

Career
2,315–2,642 · 46.7%
This season
422 matches · 51.7%
Peak rank
27

First hit in 48.9% of 1,476 rounds. Won 54.3% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 31.1% of rounds, against 18.8% in their other rounds.
  • When ahead: attacks straight away in 51.1% of rounds, against 42.9% when level or behind.
  • In round 3: opens with “6K+G Rolling Savate” in 9.4% of rounds, against 3.8% in their other rounds.
  • After opening the round before with “evade up into G guard”: opens with “6K+G Rolling Savate” in 17.3% of rounds, against 6.3% after anything else.
  • After winning a round: opens with “6K+G Rolling Savate into K+G Death Scythe” in 15.1% of rounds, against 8.9% after losing one.
  • When ahead: opens with “6K+G Rolling Savate into K+G Death Scythe” in 16.1% of rounds, against 9.2% when level or behind.

How is this tested?

Rolling Savate6K+G into Death ScytheK+G1409.4%
evade down into guardG855.7%
Rolling Savate6K+G775.2%
crouch into Arrow Knuckle3P674.5%
evade up into guardG644.3%
forward movement into Elbow Butt4P614.1%
crouch into Low Hammer2P563.8%
Screw Hook63214P into Screw Lariat63214PP523.5%
backdash into Elbow Butt4P513.4%
evade down into Elbow Butt4P432.9%
evade down into punchP432.9%
evade up into punchP422.8%
guardG into evade down372.5%
punchP into kickK352.4%
guardG into punchP342.3%

170 further openings account for the other 604 rounds.

Counted from 376 of the 422 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
Aoi22–18 · 55%2–2 · 50%too few to test
Jacky11–12 · 48%8–9 · 47%too few to test
Goh13–13 · 50%2–6 · 25%too few to test
Wolf9–5 · 64%8–5 · 62%too few to test
Pai13–9 · 59%3–0 · 100%too few to test
Akira6–7 · 46%4–8 · 33%too few to test
Lau5–9 · 36%5–4 · 56%too few to test
Jeffry11–3 · 79%3–0 · 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.

46 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?

Jeffry

Career
520–577 · 47.4%
This season
61 matches · 44.3%
Peak rank
25

First hit in 62.6% of 219 rounds. Won 51.1% of the rounds they struck first, 34.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG209.1%
crouch into Ducking Low2K+G156.8%
Middle Hell Stab6P+K135.9%
Elbow Butt6P into Elbow Hammer6PP115.0%
backdash into Kenka Hook46P73.2%
Middle Hell Stab6P+K into Body CrushP+K62.7%
backdash into Rising Hammer43PP62.7%
evade up into punchP62.7%
guardG into evade down52.3%
punchP into kickK52.3%
Middle Hell Stab6P+K into Threat StanceP+K+G41.8%
Smash Upper3P into Double Upper3PP41.8%
evade down into punchP41.8%
evade up into guardG41.8%
guardG into Double KnucklePP41.8%

67 further openings account for the other 105 rounds.

Counted from 55 of the 61 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: 6 of 15 tests hold up
  • Jeffry: not tested (too few rounds)