VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

I'monlysleeping

  • Jean
Career matches3,892
Career win rate52.7%
Round win rate51.5%
Peak rank36
Distinct opponents108
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1712 #742 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

Wolf363,8842,0491,83552.8%
Jean2682625.0%

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

2,128 of 2,778 rounds counted

9.5 inputs a second (572 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.65742,090
Jean8.349738

By opponent's character

Akira9.6573293
Brad9.8588191
Lion9.2550150
Goh9.4563123
Kage9.1547145
Jean9.7584156
Shun9.4565117
El Blaze9.8585117
Sarah9.4564108
Jacky9.7580122
Pai9.5571111
Jeffry10.160496
Lau10.261182
Lei Fei9.557175
Aoi9.657863
Dural9.456660
Vanessa9.255049
Taka9.456153
Wolf8.752017

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

Akira92514155.4%+8.7
Brad70313944.3%-3.9
Lion68343450.0%+1.4
Goh48202841.7%-11.3
Kage47232448.9%-1.0
Jean45242153.3%+3.4
Shun44242054.5%+4.4
El Blaze38191950.0%-2.2
Sarah35181751.4%+0.4
Jacky33191457.6%-7.0
Pai31171454.8%-14.0
Jeffry30181260.0%+1.7
Lau2992031.0%-15.6
Lei Fei2819967.9%+8.7
Aoi168850.0%+0.4
Dural169756.2%+18.7
Vanessa1613381.2%+18.8
Taka135838.5%-16.0
Wolf129375.0%+12.7

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.

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 Fence91434847.2%-2.8
Low Fence85394645.9%-2.5
Octagon79384148.1%-6.2
Rectangle77532468.8%+12.7
Breakable Half Fence75344145.3%-4.4
Breakable Full Fence69393056.5%+4.5
Open67264138.8%-13.9
Full Fence53332062.3%+11.2
Single Wall50311962.0%+6.9
Full Fence and Open30171356.7%+3.8

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
Walls44454.1%52.4%+1.7
No walls20247.5%51.1%-3.5

Walls against open: +5.2 points (95% range -4.0 to +14.3), p 0.266 — 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

Jason_Elbow (Rank 41)2026/10/111991047.4%
無謀 (Rank 36)2026/10/111931615.8%
legendaryhero (Rank 32)2026/10/11118372.7%
Jaguar (Rank 35)2026/09/1783537.5%
RushdownTurtle(RDT) (Rank 38)2026/09/16126650.0%
TerryIrvin (Rank 36)2026/09/16127558.3%
ChilePiquín (Rank 30)2026/09/10135838.5%
ItsameBS (Rank 34)2026/09/10134930.8%
onuelito (Rank 36)2026/09/102862221.4%
evoyd (Rank 34)2026/09/08159660.0%
Crashing_Blow2003 (Rank 32)2026/09/0646242252.2%
BLACKSTAR (Rank 36)2026/09/052191242.9%
seedash (Rank 32)2026/09/0523131056.5%
HARLEMKNIGHT116 (Rank 33)2026/08/27138561.5%
kungfusmurf (Rank 35)2026/07/2936201655.6%
likeyeahh77 (Rank 31)2026/07/20118372.7%
JINXHAND (Rank 32)2026/07/1734231167.7%
hgamery (Rank 31)2026/07/062112957.1%
UltraSeBassツ (Rank 35)2026/06/17125741.7%
Jiikae (Rank 29)2026/06/10149564.3%
Mr_LoverMan85 (Rank 32)2026/06/10158753.3%
StayRealChill (Rank 35)2026/06/10114736.4%
xChimerax (Rank 32)2026/06/04116554.5%
bugprincess(bpdmaxxing) (Rank 31)2026/05/2810100100.0%
Nomas_Tomas (Rank 31)2026/04/2297277.8%

Round openings

Every character

up-back kick7K into kickK2128.0%
backdash into Short Shoulder46P+K1455.5%
backdash into Heavy Middle Kick3K+G1084.1%
crouch into Low Drop Kick62K1013.8%
up-back kick7K into up-back, up kick78K973.7%
backdash into Rolling Elbow43P963.6%
backward movement into Jab StraightPP903.4%
Savate4K into kickK843.2%
crouch into Low Smash2K843.2%
backward movement into punchP772.9%
crouch into Low Hammer2P772.9%
Quick Shoulder66P+K702.6%
up-back kick7K into Savate4K592.2%
throw escape542.0%
punchP into kickK511.9%

244 further openings account for the other 1,248 rounds.

Counted from 676 of the 711 matches played. The rest were not pulled for openings.

Wolf

Career
2,049–1,835 · 52.8%
This season
702 matches · 52.3%
Peak rank
36

First hit in 47.5% of 2,584 rounds. Won 53.8% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 15.0% of rounds, against 9.9% in their other rounds.
  • Against Lau: moves in first in 9.8% of rounds, against 4.7% against everyone else.
  • After losing a round: waits first in 12.5% of rounds, against 8.0% after winning one.
  • When the score is level: waits first in 13.4% of rounds, against 9.6% when ahead or behind.
  • After winning a round: opens with “7K up-back kick into K kick” in 11.5% of rounds, against 5.1% after losing one.

How is this tested?

up-back kick7K into kickK2108.0%
backdash into Short Shoulder46P+K1455.5%
backdash into Heavy Middle Kick3K+G1084.1%
crouch into Low Drop Kick62K1013.9%
backdash into Rolling Elbow43P963.7%
up-back kick7K into up-back, up kick78K963.7%
backward movement into Jab StraightPP903.4%
Savate4K into kickK843.2%
crouch into Low Smash2K843.2%
backward movement into punchP772.9%
crouch into Low Hammer2P772.9%
Quick Shoulder66P+K702.7%
up-back kick7K into Savate4K592.3%
throw escape542.1%
punchP into kickK511.9%

219 further openings account for the other 1,213 rounds.

Counted from 667 of the 702 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
Akira35–29 · 55%11–10 · 52%too few to test
Brad20–25 · 44%7–9 · 44%too few to test
Goh6–14 · 30%11–10 · 52%too few to test
Lion20–5 · 80%7–6 · 54%too few to test
Jean18–11 · 62%4–9 · 31%too few to test
Shun13–9 · 59%9–10 · 47%too few to test
Kage14–13 · 52%6–8 · 43%too few to test
El Blaze10–13 · 43%3–5 · 38%too few to test
Sarah13–13 · 50%5–4 · 56%too few to test
Jacky13–11 · 54%2–2 · 50%too few to test
Pai9–3 · 75%7–6 · 54%too few to test
Jeffry11–8 · 58%7–4 · 64%too few to test
Lau4–9 · 31%3–11 · 21%too few to test
Lei Fei16–7 · 70%3–1 · 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.

35 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?

Jean

Career
2–6 · 25.0%
This season
9 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Oiseikenzuki (Deflect)236P+K37.9%
Nozuchi1P+K25.3%
backdash into Doumawashi Kaitengeri46K+G25.3%
backdash into Nozuchi1P+K25.3%
backdash into Renge Karitsumi2K+G25.3%
evade up25.3%
up-back kick7K into kickK25.3%
Getsuku Shouken46P+K into Maegeri~InazumazukiKPP12.6%
Gyaku Seikenzuki66P into Yoko'enpi~Uchishutou6PP12.6%
Hou'ou Kourui Otoshi4K+G into Sune'ori1K+G12.6%
Kou'un Nidan Hizageri9K+G12.6%
KounirenPP into KagizukiPPP12.6%
Maeken~Joudan MawashigeriPK into Kyoshin KourikenPKP12.6%
Nozuchi1P+K into Oihiji4P+K12.6%
Renge Karitsumi2K+G into evade down12.6%

15 further openings account for the other 15 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 (16 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: 5 of 16 tests hold up
  • Jean: not tested (too few rounds)