VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

super_great_5

  • Brad
  • Lau
  • El Blaze
  • Sarah
Career matches1,637
Career win rate55.2%
Round win rate51.8%
Peak rank27
Distinct opponents87
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1430 #2,471 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

Wolf2765533831751.6%
Brad2649827522355.2%
El Blaze2633218914356.9%
Lau26138885063.8%
Sarah231413192.9%

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

732 of 732 rounds counted

6.8 inputs a second (406 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.6398313
Brad6.8407267
Lau7.344178
El Blaze6.639960
Sarah7.041914

By opponent's character

Akira6.9414199
Pai6.841056
Jeffry6.539351
Aoi6.438242
Jacky6.740445
Sarah6.539245
Wolf7.545345
Shun6.539237
Vanessa6.438638
Eileen6.338021
Jean6.941324
Taka7.242923
El Blaze6.438619
Goh6.841021
Kage6.639615
Lion7.142716
Brad6.740215
Lei Fei6.740412
Lau7.14258

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

Akira50321864.0%+16.0
Pai1431121.4%-32.7
Jeffry139469.2%+17.8
Aoi117463.6%+6.9
Jacky117463.6%+9.0
Sarah116554.5%-14.2
Wolf117463.6%+19.8
Shun94544.4%-0.3
Vanessa95455.6%+11.0
Eileen64266.7%+7.5
Jean61516.7%-33.3
Taka63350.0%-7.3
El Blaze51420.0%-43.5
Goh51420.0%-37.3
Kage42250.0%-0.5
Lion42250.0%-2.7
Brad31233.3%-12.0
Lei Fei31233.3%-6.4
Lau21150.0%-17.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Breakable Full Fence31171454.8%+0.4
Open2316769.6%+15.7
Breakable Half Fence22111150.0%-0.4
Half Fence2271531.8%-22.0
Single Wall2081240.0%-11.9
Octagon1711664.7%+8.7
Rectangle1710758.8%+5.3
Low Fence127558.3%+7.3
Full Fence107370.0%+20.1
Full Fence and Open83537.5%-17.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11952.9%53.1%-0.1
No walls5556.4%53.0%+3.4

Walls against open: -3.5 points (95% range -20.4 to +13.4), p 0.685 — 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

chibo (Rank 24)2026/09/1832166.7%
SpaceKnight (Rank 28)2026/09/1853260.0%
orz (Rank 29)2026/09/183030.0%
トローリロートル (Rank 21)2026/09/14440100.0%
サーちゃん (Rank 23)2026/09/1132166.7%
鳶飛戾天,魚躍於淵 (Rank 27)2026/09/0632166.7%
☆瞳氷☆ (Rank 23)2026/08/2374357.1%
김코난 (Rank 26)2026/08/2332166.7%
진짜개초보完全初心者 (Rank 30)2026/08/0331233.3%
allgonnaworkout (Rank 26)2026/08/0332166.7%
Sinabro (Rank 29)2026/08/03220100.0%
みの (Rank 23)2026/08/0232166.7%
プロヴィデンス (Rank 27)2026/07/2731233.3%
銀 (Rank 28)2026/07/2581712.5%
失礼!スマッシュ☆彡 (Rank 25)2026/07/2541325.0%
てぃーえむ (Rank 19)2026/07/0632166.7%
ホノン (Rank 21)2026/07/0632166.7%
机盖夯打夯打 (Rank 21)2026/07/06550100.0%
乃木ぽん (Rank 30)2026/06/2961516.7%
I'mabeginner (Rank 25)2026/06/2253260.0%
龍仙人【鬼手仏心】 (Rank 27)2026/06/22220100.0%
xXsoul-childXx (Rank 26)2026/06/1641325.0%
MaxMuncy (Rank 24)2026/06/1532166.7%
ガンオンやりたひ (Rank 28)2026/06/09440100.0%
KAISER (Rank 24)2026/06/0932166.7%

Round openings

Every character

backdash into evade down7310.0%
backdash into evade up456.2%
backdash into throwP+G324.4%
forward movement into Jab Straight263.5%
backdash into Heavy Middle Kick3K+G223.0%
forward movement into punchP212.9%
backdash into Elbow Butt4P192.6%
guardG192.6%
guardG into Low Hammer2P172.3%
guardG into evade down141.9%
Screw Hook63214P into Screw Lariat63214PP121.6%
backdash into Souko Sensou66P+K121.6%
backdash into Dtee Sawk Lang3P+KP101.4%
punchP into Jab Straight101.4%
guardG into Sway Back4P+K+G81.1%

192 further openings account for the other 392 rounds.

Wolf

Career
338–317 · 51.6%
This season
76 matches · 46.0%
Peak rank
27

First hit in 52.1% of 313 rounds. Won 49.7% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down258.0%
backdash into Heavy Middle Kick3K+G227.0%
backdash into Elbow Butt4P196.1%
backdash into throwP+G185.8%
backdash into evade up175.4%
guardG into Low Hammer2P175.4%
Screw Hook63214P into Screw Lariat63214PP123.8%
forward movement into Jab StraightPP113.5%
guardG113.5%
guardG into evade down82.6%
forward movement into Hammer KickPK72.2%
punchP into Hammer KickPK72.2%
Jab StraightPP into One Two UpperPPP61.9%
Low Drop Kick62K61.9%
backdash into Face Lift Kick3K61.9%

67 further openings account for the other 121 rounds.

Brad

Career
275–223 · 55.2%
This season
67 matches · 61.2%
Peak rank
26

First hit in 49.2% of 266 rounds. Won 61.1% of the rounds they struck first, 50.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down3713.9%
backdash into evade up176.4%
forward movement into Jab StraightPP124.5%
backdash into Dtee Sawk Lang3P+KP103.8%
backdash into throwP+G83.0%
guardG into Sway Back4P+K+G83.0%
Sway Back4P+K+G into Mighty Knee UpperK72.6%
forward movement into punchP72.6%
Sway Back4P+K+G into BreakdownP+K62.2%
backdash into Destruction Body3P+K62.2%
guardG into Sharp Shoot1P62.2%
backdash into Middle Spin Kick66K51.9%
backdash into Sway Back4P+K+G51.9%
guardG into Jolt Upper~Spin Kick3PK51.9%
punchP into Jab StraightPP51.9%

70 further openings account for the other 123 rounds.

Lau

Career
88–50 · 63.8%
This season
21 matches · 57.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Souko Sensou66P+K1215.4%
backdash into evade up810.3%
backdash into Chisoutai2K+G45.1%
backdash into Ko'en Senshi66K+G45.1%
backdash into Kosoushou46P45.1%
backdash into throwP+G45.1%
backdash into Souko Reppa3P+K33.9%
backdash into evade down33.9%
forward movement into punchP33.9%
Shakashou3P into crouch22.6%
backdash into Sako Soushou4P+K22.6%
backward movement into Souko Sensou66P+K22.6%
Chugeki6P11.3%
RenshouPP into RaigekishouPPP11.3%
Shakashou3P11.3%

24 further openings account for the other 24 rounds.

El Blaze

Career
189–143 · 56.9%
This season
16 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down813.3%
forward movement into Quick HookPP46.7%
forward movement into punchP46.7%
guardG46.7%
backdash into High Spin KickK+G35.0%
backdash into Hammer Smash46P+K23.3%
backdash into evade up23.3%
backdash into guardG23.3%
backdash into offensive move23.3%
backdash into throwP+G23.3%
forward movement into Outrage ComboPPK23.3%
Tornado Spin (Deflect)P+K+G into Heartbreak SmashP+K+GP11.7%
backdash into Back Knuckle4P11.7%
backdash into Demon Dance9P+K11.7%
backdash into Demon's Tail9P+KK11.7%

21 further openings account for the other 21 rounds.

Sarah

Career
13–1 · 92.9%
This season
3 matches · 33.3%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Crescent Heel4K+G642.9%
forward movement into Jab StraightPP321.4%
backdash into Back Spin KickK+G17.1%
backdash into evade up17.1%
forward dash into Low Spin Kick3K+G17.1%
forward movement into Punch High KickPK17.1%
forward movement into punchP17.1%

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 (13 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: 0 of 13 tests hold up
  • Brad: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Sarah: not tested (too few rounds)