VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

y.o.y

  • Aoi
  • Goh
Career matches5,563
Career win rate24.9%
Round win rate37.6%
Peak rank22
Distinct opponents234
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1188 #3,461 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

Wolf222,8987492,14925.9%
Goh211,6543691,28522.3%
Vanessa—45712832928.0%
Aoi1541811230626.8%
Shun—1252510020.0%
Lau—113827.3%

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

2,870 of 2,870 rounds counted

7.9 inputs a second (473 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.94752,436
Aoi7.7462423
Goh8.047811

By opponent's character

Akira7.5448340
Jacky8.0479276
Shun8.1487264
Pai7.6455203
Wolf8.2493187
Jeffry7.9472189
Aoi8.0479183
Lion7.8470168
Brad7.7461162
Sarah8.0482160
Kage7.7464141
Lau7.6456116
Jean8.0477101
Goh8.4503113
Eileen8.249392
El Blaze8.450467
Lei Fei7.544738
Taka7.947435
Vanessa7.746226
Dural7.34409

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

Akira84295534.5%+4.3
Jacky70195127.1%+1.4
Shun66244236.4%+6.5
Pai51213041.2%+11.9
Wolf5194217.6%-11.1
Jeffry47143329.8%-1.5
Aoi45123326.7%+4.4
Lion4383518.6%-14.7
Brad42142833.3%+6.2
Sarah40152537.5%+6.0
Kage383357.9%-22.0
Lau30131743.3%+9.4
Jean2891932.1%-0.9
Goh2762122.2%-1.9
Eileen2532212.0%-18.3
El Blaze1741323.5%-7.7
Lei Fei95455.6%+23.1
Taka92722.2%-1.5
Vanessa63350.0%+19.4
Dural21150.0%+11.8

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Rectangle98356335.7%+7.4
Octagon74264835.1%+4.9
Single Wall74245032.4%+2.0
Breakable Half Fence71185325.4%-4.3
Breakable Full Fence70165422.9%-8.8
Half Fence66174925.8%-3.0
Open65273841.5%+13.9
Full Fence61105116.4%-10.5
Low Fence55173830.9%+1.7
Full Fence and Open54153927.8%-1.8

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
Walls44027.7%29.2%-1.5
No walls19435.1%29.7%+5.4

Walls against open: -6.9 points (95% range -15.1 to +1.4), p 0.102 — 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

clear-success03 (Rank 25)2026/10/1891811.1%
dark-baron (Rank 21)2026/10/1871614.3%
桃之助 (Rank 22)2026/10/13114736.4%
AiokometeZ (Rank 24)2026/10/1373442.9%
かっつん(52) (Rank 22)2026/10/08104640.0%
胃弱 (Rank 26)2026/10/08111109.1%
まめぱぱ (Rank 23)2026/10/0873442.9%
ts10072 (Rank 23)2026/10/0872528.6%
かなてぃ~☆κazu (Rank 21)2026/10/0882625.0%
つのさん (Rank 22)2026/10/0772528.6%
みらめたる (Rank 21)2026/10/0775271.4%
maeK55 (Rank 22)2026/10/05189950.0%
rtype-zero (Rank 24)2026/10/04114736.4%
neco (Rank 23)2026/10/0281712.5%
ASSERT(m_pThink); (Rank 21)2026/10/02102820.0%
BangJae (Rank 21)2026/09/2763350.0%
ちぇびーまるやま (Rank 22)2026/09/2792722.2%
時宣院日要 (Rank 21)2026/09/1883537.5%
Sevengar01 (Rank 21)2026/09/1871614.3%
Wednesday (Rank 17)2026/09/177070.0%
lei-2026 (Rank 19)2026/09/1681712.5%
Nabla11083912 (Rank 15)2026/09/167070.0%
QUASI (Rank 23)2026/09/1571614.3%
thatamaru (Rank 23)2026/09/1482625.0%
patosa (Rank 24)2026/09/138080.0%

Round openings

Every character

punchP1376.2%
guardG into evade down1054.8%
crouch into Low Smash2K813.7%
evade up803.6%
backdash into guardG793.6%
Low Drop Kick62K653.0%
Screw Hook63214P into Screw Lariat63214PP622.8%
backdash into Savate4K622.8%
crouch into Low Hammer2P552.5%
Quick Shoulder66P+K411.9%
Ogamigeri4K+G391.8%
punchP into forward dash381.7%
Tenchi In'youP+K+G361.6%
guardG341.5%
backdash331.5%

348 further openings account for the other 1,257 rounds.

Counted from 565 of the 730 matches played. The rest were not pulled for openings.

Wolf

Career
749–2,149 · 25.9%
This season
614 matches · 30.9%
Peak rank
22

First hit in 47.1% of 1,763 rounds. Won 37.4% of the rounds they struck first, 36.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 15.4% of rounds, against 8.6% in their other rounds.
  • In round 1: opens with “P punch” in 10.9% of rounds, against 5.4% in their other rounds.

How is this tested?

punchP1206.8%
guardG into evade down965.4%
crouch into Low Smash2K814.6%
evade up734.1%
backdash into guardG673.8%
Low Drop Kick62K653.7%
Screw Hook63214P into Screw Lariat63214PP623.5%
backdash into Savate4K623.5%
crouch into Low Hammer2P553.1%
Quick Shoulder66P+K412.3%
punchP into forward dash382.1%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K321.8%
guardG301.7%
offensive move291.6%
Gasp Kneel Palm Bomb6P+K251.4%

251 further openings account for the other 894 rounds.

Counted from 449 of the 614 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
Akira15–34 · 31%8–7 · 53%too few to test
Shun10–20 · 33%11–12 · 48%too few to test
Jacky5–11 · 31%6–9 · 40%too few to test
Wolf4–12 · 25%3–13 · 19%too few to test
Aoi2–16 · 11%4–5 · 44%too few to test
Lion5–11 · 31%2–5 · 29%too few to test
Sarah5–7 · 42%1–6 · 14%too few to test
Brad8–10 · 44%1–6 · 14%too few to test
Pai3–8 · 27%5–6 · 45%too few to test
Goh3–13 · 19%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.

165 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?

Aoi

Career
112–306 · 26.8%
This season
113 matches · 20.4%
Peak rank
15

First hit in 48.9% of 423 rounds. Won 33.8% of the rounds they struck first, 30.1% of the rounds they were struck first.

Significant Tells

  • On Full Fence and Open stages: backs off first in 43.9% of rounds, against 19.1% on the other stages.

How is this tested?

Ogamigeri4K+G399.2%
Tenchi In'youP+K+G368.5%
crouch into Kusanagi2K+G245.7%
punchP174.0%
backdash153.5%
backdash into Kumogeri6KK133.1%
backdash into punchP133.1%
backdash into guardG122.8%
forward dash into Tenchi In'youP+K+G122.8%
punchP into ChienamiKK112.6%
punchP into ShougerigasanePK112.6%
down punch+kick2P+K92.1%
guardG into evade down92.1%
punchP into NirentotsuPP92.1%
evade up71.6%

105 further openings account for the other 186 rounds.

Goh

Career
369–1,285 · 22.3%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sune Kudaki43P327.3%
Soukyu46P218.2%
Kyousengeri46K19.1%
backdash into Hoderi4P19.1%
backward movement into Raikou3P19.1%
guardG19.1%
punchP into Tsukikage6K19.1%
throwP+G into forward movement19.1%

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 (29 here; about 1.5 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: 2 of 16 tests hold up
  • Aoi: 1 of 13 tests hold up
  • Goh: not tested (too few rounds)