VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

takapiko-no

  • Kage
  • Akira
Career matches6,409
Career win rate50.0%
Round win rate47.2%
Peak rank30
Distinct opponents172
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1474 #2,193 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

Wolf302,6591,3221,33749.7%
Kage302,5341,2711,26350.2%
Lion—1,18458959549.8%
Akira2232191359.4%

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

1,613 of 2,118 rounds counted

7.7 inputs a second (460 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.6457865
Wolf7.7460708
Akira8.852740

By opponent's character

Akira7.9472250
Sarah7.6458157
Shun7.2433143
Wolf8.0477145
Jacky7.7464130
Jeffry8.0479139
El Blaze7.5447120
Aoi7.645896
Goh7.746274
Vanessa7.343637
Lei Fei7.444370
Lau8.148732
Jean7.545140
Lion7.947318
Taka7.645645
Dural8.148725
Kage6.74046
Brad7.444329
Eileen7.142531
Pai8.047926

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

Akira74235131.1%-17.5
Sarah51302158.8%+15.6
Shun46172937.0%-0.4
Wolf45281762.2%+17.1
Jacky43192444.2%+2.5
Jeffry40152537.5%-7.3
El Blaze30111936.7%-3.5
Aoi28121642.9%-1.1
Goh2491537.5%-1.9
Vanessa2171433.3%-3.5
Lei Fei1861233.3%-12.5
Lau146842.9%+3.3
Jean129375.0%+21.3
Lion114736.4%-18.6
Taka117463.6%+30.2
Dural103730.0%-11.9
Kage103730.0%-9.7
Brad94544.4%+4.4
Eileen93633.3%-9.1
Pai85362.5%+21.5

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Full Fence63323150.8%+3.6
Half Fence59273245.8%-2.1
Octagon55193634.5%-6.2
Breakable Half Fence50193138.0%-1.7
Open50203040.0%+0.0
Low Fence49173234.7%-8.9
Single Wall46163034.8%-7.4
Rectangle44251956.8%+17.6
Breakable Full Fence39162341.0%-0.3
Full Fence and Open32131940.6%-5.2

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
Walls31044.5%43.2%+1.3
No walls14536.6%41.4%-4.9

Walls against open: +6.2 points (95% range -4.0 to +16.4), p 0.235 — 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

南部の釣れないルアー (Rank 30)2026/09/2293633.3%
BANANA (Rank 30)2026/09/151710758.8%
カミナリおやじ (Rank 27)2026/09/1584450.0%
インド人を右に (Rank 33)2026/09/07106460.0%
Gun-Interceptor (Rank 29)2026/09/0763350.0%
orz (Rank 28)2026/09/06135838.5%
yuzu (Rank 27)2026/09/06124833.3%
무파ZeroBlue (Rank 33)2026/09/02103730.0%
m01ch1 (Rank 30)2026/09/0271614.3%
エルモchYT★プなれ★ (Rank 27)2026/08/3174357.1%
nanami.madogiwa (Rank 33)2026/08/3054180.0%
えびもち (Rank 33)2026/08/3082625.0%
うをん (Rank 30)2026/08/2952340.0%
アルコール中学 (Rank 29)2026/08/2963350.0%
Wonda15426 (Rank 28)2026/08/2653260.0%
elf4sale (Rank 32)2026/08/2482625.0%
え~る (Rank 33)2026/08/23136746.1%
pallmtree (Rank 29)2026/08/0361516.7%
juste (Rank 29)2026/08/0252340.0%
プリおじ (Rank 31)2026/07/2551420.0%
Light (Rank 30)2026/07/21550100.0%
こて (Rank 26)2026/07/1154180.0%
ガンオンやりたひ (Rank 28)2026/06/1082625.0%
BigBoin (Rank 28)2026/04/2151420.0%
けいすけ新宿 (Rank 29)2026/04/1553260.0%

Round openings

Every character

forward movement into punchP1607.6%
backdash into Hagakure-ryu In Raijingeki46P+K1597.5%
forward movement into Jab StraightPP854.0%
Rasen4P823.9%
backdash into Fusenjin3P612.9%
crouch dash back into Jakenshou214P+K562.7%
forward movement into Rasen4P492.3%
backdash into Shippuzan3PP462.2%
forward movement into Dragonfish Blow6PP432.0%
backdash into Senpujin2P+K422.0%
crouch dash forward into evade down422.0%
crouch dash forward into guardG391.9%
Jizuridan2P into backdash371.8%
Low Hammer2P into backdash371.8%
Low Hammer2P into crouch dash back371.8%

310 further openings account for the other 1,132 rounds.

Counted from 511 of the 514 matches played. The rest were not pulled for openings.

Kage

Career
1,271–1,263 · 50.2%
This season
333 matches · 44.7%
Peak rank
30

First hit in 54.5% of 1,362 rounds. Won 50.1% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.9% of rounds, against 3.6% in their other rounds.
  • Against Lion: evades first in 20.9% of rounds, against 4.9% against everyone else.
  • After opening the round before by moving in: moves in first in 36.3% of rounds, against 24.4% after anything else.
  • In round 2: opens with “backdash into 46P+K Hagakure-ryu In Raijingeki” in 15.7% of rounds, against 10.3% in their other rounds.
  • Against Aoi: opens with “crouch dash back into 214P+K Jakenshou” in 14.7% of rounds, against 3.5% against everyone else.

How is this tested?

backdash into Hagakure-ryu In Raijingeki46P+K15911.6%
Rasen4P826.0%
backdash into Fusenjin3P614.5%
crouch dash back into Jakenshou214P+K564.1%
forward movement into Rasen4P493.6%
backdash into Shippuzan3PP463.4%
backdash into Senpujin2P+K423.1%
Jizuridan2P into backdash372.7%
crouch dash forward into evade down352.5%
forward movement into punchP352.5%
crouch dash back into Nakageri3K261.9%
Hagakure-ryu In Raijingeki46P+K251.8%
forward movement into Hagakure-ryu In Raijingeki46P+K251.8%
crouch dash forward into Jizuridan2P241.8%
guardG into Rasen4P231.7%

197 further openings account for the other 646 rounds.

By stage type

Record against each character on walled and open stages, as Kage

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira12–27 · 31%2–8 · 20%too few to test
Sarah7–9 · 44%6–3 · 67%too few to test
Wolf13–5 · 72%1–5 · 17%too few to test
Jacky9–7 · 56%4–9 · 31%too few to test
Shun9–16 · 36%1–1 · 50%too few to test
Jeffry9–7 · 56%0–4 · 0%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.

How is this tested?

Wolf

Career
1,322–1,337 · 49.7%
This season
171 matches · 39.2%
Peak rank
30

First hit in 60.0% of 692 rounds. Won 45.1% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 6.5% of rounds, against 1.7% in their other rounds.
  • Against Shun: attacks straight away in 41.0% of rounds, against 17.5% against everyone else.
  • In round 4 or later: opens with “forward movement into 6PP Dragonfish Blow” in 10.9% of rounds, against 4.4% in their other rounds.
  • Against Shun: opens with “2P Low Hammer into backdash” in 11.5% of rounds, against 4.5% against everyone else.

How is this tested?

forward movement into punchP12117.4%
forward movement into Jab StraightPP8512.2%
forward movement into Dragonfish Blow6PP436.2%
Low Hammer2P into backdash375.3%
Low Hammer2P into crouch dash back375.3%
forward movement into Low Hammer2P284.0%
forward movement into Hammer KickPK172.4%
crouch dash back into Heavy Middle Kick3K+G162.3%
crouch dash forward into Low Hammer2P162.3%
crouch dash forward into guardG152.2%
backdash into Heavy Middle Kick3K+G142.0%
crouch dash back into Kenka Kick1K+G142.0%
crouch dash forward into punchP101.4%
forward movement into Elbow Butt4P101.4%
Low Hammer2P91.3%

110 further openings account for the other 224 rounds.

Counted from 168 of the 171 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
Akira6–8 · 43%0–4 · 0%too few to test
Jeffry0–8 · 0%5–4 · 56%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.

3 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?

Akira

Career
19–13 · 59.4%
This season
10 matches · 50.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Koboku214P512.5%
forward movement into punchP410.0%
backdash into Chouzan Housui46P+K37.5%
crouch dash forward into evade down37.5%
Housui2P into backdash25.0%
Housui2P into forward dash25.0%
backdash into Souka Housui3P+K25.0%
backdash into evade down25.0%
crouch dash forward into guardG25.0%
forward movement into Housui2P25.0%
forward movement into backdash25.0%
Koboku214P into forward movement12.5%
Rimon Chouchu66P into Jouho Touken6P12.5%
Senzankou66P+K into throwP+G12.5%
Souka Housui3P+K12.5%

7 further openings account for the other 7 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 (30 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

  • Kage: 5 of 15 tests hold up
  • Wolf: 4 of 15 tests hold up
  • Akira: not tested (too few rounds)