VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Europe

Wolf

[FR]Badblood

  • Lei Fei
  • Akira
Career matches483
Career win rate72.9%
Round win rate61.8%
Peak rank31
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1725 #678 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

Wolf292461776972.0%
Lei Fei312001524876.0%
Akira2337231462.2%

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

230 of 416 rounds counted

6.7 inputs a second (400 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lei Fei6.7399217
Wolf7.142413

By opponent's character

Akira6.941239
Lau6.539027
Lei Fei6.84099
Lion6.639644
Jean6.639830
Sarah7.14253
Dural7.142512
Jacky6.94169
Eileen6.740216
Aoi7.24328
Jeffry6.43847
Kage5.93537
Shun7.34377
Wolf6.23737
Pai6.33805

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

Akira179852.9%-4.6
Lau117463.6%-19.5
Lei Fei117463.6%+6.7
Lion119281.8%+7.9
Jean87187.5%+2.7
Sarah85362.5%-2.6
Dural52340.0%-19.1
Jacky54180.0%+0.5
Eileen440100.0%+10.6
Vanessa440100.0%+21.2
El Blaze32166.7%-12.6
Goh31233.3%-38.1
Aoi220100.0%+46.5
Jeffry220100.0%+38.2
Kage220100.0%+4.5
Shun220100.0%+25.3
Taka220100.0%+18.2
Wolf220100.0%+17.8
Pai1010.0%-68.8

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Rectangle1815383.3%+9.8
Single Wall1712570.6%-1.3
Breakable Full Fence148657.1%-16.6
Octagon129375.0%+12.5
Open118372.7%+7.1
Half Fence104640.0%-30.3
Full Fence86275.0%-7.9
Full Fence and Open43175.0%+0.7
Low Fence43175.0%+28.9
Breakable Half Fence110100.0%+18.0

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6368.3%72.0%-3.7
No walls3271.9%66.8%+5.1

Walls against open: -8.9 points (95% range -30.1 to +12.3), p 0.413 — 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

Bloodartist (Rank 32)2026/07/2295455.6%
Kephirat (Rank 25)2026/07/22440100.0%
Lasdow (Rank 26)2026/07/2265183.3%
󠀡󠀡 (Rank 16)2026/07/22220100.0%
TheWarriorsDen (Rank 28)2026/07/22220100.0%
brogasaurusrex (Rank 30)2026/07/1985362.5%
Rodryu (Rank 33)2026/07/1954180.0%
Akumasama (Rank 34)2026/07/1952340.0%
Onpwnage (Rank 31)2026/07/19330100.0%
Drawn_ (Rank 26)2026/07/1776185.7%
RedLine (Rank 35)2026/07/172020.0%
Antunes112 (Rank 24)2026/07/02220100.0%
Lightwing (Rank 41)2026/06/07220100.0%
Kamille★心意把晶 (Rank 45)2026/06/0631233.3%
Shenmueestamour (Rank 29)2026/06/03220100.0%
Ac (Rank 35)2026/05/2232166.7%
NaughtNaught (Rank 30)2026/04/1731233.3%
Nico (Rank 21)2026/04/16220100.0%
Espiro (Rank 30)2026/04/0831233.3%
Dreamcast (Rank 25)2026/04/0832166.7%
sponak_leifei (Rank 30)2026/04/0464266.7%
Guimaraes_One (Rank 25)2026/04/03220100.0%
LordBaconTheBoss (Rank 29)2026/04/0274357.1%
Psilo (Rank 21)2026/03/27440100.0%
RpS (Rank 27)2026/03/27220100.0%

Round openings

Every character

punchP into Sayu ShoukenPP4510.7%
backdash into guardG317.4%
backdash into offensive move317.4%
punchP into Jab StraightPP225.2%
punchP194.5%
punchP into Kakushu Suigeki6P184.3%
Low Hammer2P143.3%
backdash into Hai Shiki2P+K+G133.1%
guardG133.1%
Fukusoushou2P122.9%
crouch dash forward into guardG122.9%
backdash into Elbow Butt4P112.6%
Rolling Savate6K+G102.4%
punchP into kickK102.4%
crouch dash forward into punchP92.1%

74 further openings account for the other 149 rounds.

Lei Fei

Career
152–48 · 76.0%
This season
57 matches · 75.4%
Peak rank
31

First hit in 57.2% of 222 rounds. Won 70.1% of the rounds they struck first, 60.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Sayu ShoukenPP4519.8%
backdash into offensive move3113.7%
punchP into Kakushu Suigeki6P187.9%
backdash into Hai Shiki2P+K+G135.7%
Fukusoushou2P125.3%
backdash into guardG125.3%
punchP83.5%
crouch dash forward into guardG62.6%
punchP into Kakushu Suirengeki6PP62.6%
Sayu ShoukenPP into Renkan MahosuiPPP52.2%
evade down into guardG52.2%
evade up into crouch dash forward52.2%
crouch dash back into guardG41.8%
crouch dash forward into punchP41.8%
backdash into Kaisei Tento1P+K31.3%

34 further openings account for the other 50 rounds.

Wolf

Career
177–69 · 72.0%
This season
45 matches · 64.4%
Peak rank
29

First hit in 54.8% of 188 rounds. Won 65.0% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Jab StraightPP2211.7%
backdash into guardG1910.1%
Low Hammer2P147.5%
backdash into Elbow Butt4P115.8%
punchP115.8%
Rolling Savate6K+G105.3%
guardG105.3%
punchP into kickK105.3%
Jab StraightPP into One Two UpperPPP52.7%
crouch dash forward into guardG52.7%
crouch dash forward into punchP52.7%
crouch into Low Hammer2P52.7%
Low Hammer2P into backdash42.1%
Low Hammer2P into evade up42.1%
crouch dash forward into Arrow Knuckle3P42.1%

38 further openings account for the other 49 rounds.

Akira

Career
23–14 · 62.2%
This season
1 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into forward dash125.0%
crouch dash forward into guardG125.0%
crouch dash forward into throwP+G125.0%
guardG into Jouho Touken6P125.0%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lei Fei: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)