VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

brutalokina

  • Jeffry
Career matches5,034
Career win rate47.2%
Round win rate47.6%
Peak rank25
Distinct opponents187
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1372 #2,798 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

Wolf254,8782,3042,57447.2%
Jeffry22156708644.9%

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

773 of 1,434 rounds counted

4.9 inputs a second (292 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf4.9292769
Jeffry5.02974

By opponent's character

Aoi5.231277
Akira4.828753
Shun4.728477
Sarah4.829172
Wolf4.627863
Goh4.728465
Brad5.432336
Jacky4.828861
Jeffry5.030242
Pai5.130546
Jean4.929125
Lion4.829034
El Blaze4.728335
Kage4.627724
Lau5.029917
Lei Fei4.426513
Taka5.332013
Eileen4.82894
Vanessa5.029913
Dural5.43223

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

Aoi41241758.5%+20.6
Akira35161945.7%+0.5
Shun31201164.5%+19.3
Sarah28171160.7%+7.6
Wolf27141351.9%+10.5
Goh24111345.8%-6.9
Brad2371630.4%-15.3
Jacky2361726.1%-20.8
Jeffry20101050.0%-8.0
Pai2091145.0%+4.8
Jean1661037.5%-6.4
Lion1631318.8%-34.2
El Blaze137653.9%+1.2
Kage1221016.7%-25.0
Lau64266.7%+24.1
Lei Fei53260.0%+10.6
Taka52340.0%-16.2
Eileen41325.0%-25.9
Vanessa330100.0%+47.7
Dural1010.0%-30.8

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Open51292256.9%+9.4
Full Fence40172342.5%-4.0
Single Wall39172243.6%-4.4
Breakable Half Fence38182047.4%+3.3
Octagon36211558.3%+9.7
Breakable Full Fence34142041.2%-11.8
Half Fence34142041.2%-5.2
Low Fence31131841.9%+3.7
Rectangle26131350.0%+0.9
Full Fence and Open156940.0%-4.3

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
Walls20846.6%47.7%-1.0
No walls12148.8%45.8%+3.0

Walls against open: -4.0 points (95% range -15.3 to +7.2), p 0.483 — 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

frog-23jd (Rank 25)2026/10/1051420.0%
parking-orange (Rank 23)2026/10/1054180.0%
あなたのかみさま (Rank 25)2026/10/081210283.3%
KoPunchJP (Rank 27)2026/10/0831233.3%
HayanieMozu (Rank 22)2026/08/3194544.4%
GWO (Rank 24)2026/08/23330100.0%
prestidigitator0 (Rank 25)2026/08/2152340.0%
yujiberra (Rank 22)2026/07/21440100.0%
CHASER (Rank 22)2026/07/2165183.3%
erinnx.0510 (Rank 20)2026/07/2131233.3%
hexa-RAh (Rank 24)2026/07/21113827.3%
tokichan260 (Rank 24)2026/07/2141325.0%
HIROCHILL (Rank 29)2026/07/2161516.7%
nekota (Rank 24)2026/07/2042250.0%
サンクレッド 悠一 (Rank 24)2026/07/2031233.3%
委員ちょ (Rank 21)2026/07/20440100.0%
なっちゃんねる (Rank 26)2026/06/25114736.4%
satola_jpn (Rank 24)2026/05/1941325.0%
coo (Rank 21)2026/05/1132166.7%
Zenpro-052 (Rank 26)2026/05/115050.0%
ズサ齋藤 (Rank 22)2026/05/1132166.7%
takaniype (Rank 21)2026/05/0532166.7%
BBC (Rank 22)2026/04/1231233.3%
ばけたばけろう (Rank 23)2026/03/2932166.7%
Zinv-Kumagya (Rank 21)2026/03/2931233.3%

Round openings

Every character

guardG into evade up20415.8%
guardG into evade down17813.8%
guardG967.4%
guardG into Low Hammer2P453.5%
guardG into throwP+G403.1%
evade up into guardG272.1%
Low Drop Kick62K262.0%
evade down into guardG251.9%
Screw Hook63214P into Screw Lariat63214PP231.8%
R.A.W. AvengerP+K+G191.5%
backdash into evade up191.5%
throwP+G171.3%
backdash into Short Shoulder46P+K161.2%
guardG into backdash161.2%
punchP into throwP+G151.2%

184 further openings account for the other 528 rounds.

Counted from 320 of the 353 matches played. The rest were not pulled for openings.

Wolf

Career
2,304–2,574 · 47.2%
This season
338 matches · 47.9%
Peak rank
25

First hit in 40.7% of 1,230 rounds. Won 53.3% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 18.4% of rounds, against 6.8% in their other rounds.
  • Against Wolf: evades first in 32.3% of rounds, against 7.7% against everyone else.
  • After opening the round before by evading: evades first in 17.2% of rounds, against 5.5% after anything else.
  • After landing the first hit of the round before: evades first in 8.9% of rounds, against 5.4% after being hit first.
  • In round 1: opens with “G guard into evade up” in 20.7% of rounds, against 13.5% in their other rounds.
  • Against Jacky: opens with “G guard into evade down” in 28.2% of rounds, against 12.8% against everyone else.
  • After opening the round before with “G guard into evade down”: opens with “G guard into evade down” in 30.2% of rounds, against 14.1% after anything else.

How is this tested?

guardG into evade up18915.3%
guardG into evade down17113.8%
guardG957.7%
guardG into Low Hammer2P453.6%
guardG into throwP+G393.2%
Low Drop Kick62K262.1%
Screw Hook63214P into Screw Lariat63214PP231.9%
evade down into guardG231.9%
evade up into guardG221.8%
R.A.W. AvengerP+K+G191.5%
backdash into evade up181.5%
throwP+G171.4%
backdash into Short Shoulder46P+K161.3%
guardG into backdash151.2%
punchP into throwP+G151.2%

166 further openings account for the other 503 rounds.

Counted from 305 of the 338 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
Aoi17–12 · 59%6–5 · 55%too few to test
Akira8–6 · 57%5–11 · 31%too few to test
Wolf4–4 · 50%8–5 · 62%too few to test
Sarah12–5 · 71%3–2 · 60%too few to test
Brad3–13 · 19%3–1 · 75%too few to test
Jacky3–10 · 23%2–2 · 50%too few to test
Goh4–6 · 40%5–4 · 56%too few to test
Jeffry6–7 · 46%4–2 · 67%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.

33 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
70–86 · 44.9%
This season
15 matches · 20.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up1525.9%
guardG into evade down712.1%
evade up into guardG58.6%
Ducking Low2K+G23.5%
Sunlit Body Upper3P+K23.5%
evade down into guardG23.5%
guardG into Low Knuckle2P23.5%
Arrow Knuckle1P+K into kickK11.7%
Body CrushP+K11.7%
Body CrushP+K into Threat StanceP+K+G11.7%
Drop Anchor1K+G11.7%
Elbow Butt6P11.7%
Hammer Slide1P11.7%
Knee Push4K11.7%
Low Knuckle2P11.7%

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 (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: 7 of 15 tests hold up
  • Jeffry: not tested (too few rounds)