VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

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  • Lau
  • Jeffry
  • Kage
Career matches943
Career win rate54.0%
Round win rate53.5%
Peak rank26
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1439 Not ranked yet: the list needs 50 matches. See 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

Wolf2568235233051.6%
Jeffry24141776454.6%
Lau26104713368.3%
Kage21169756.2%

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

125 of 174 rounds counted

11.4 inputs a second (683 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau11.569295
Wolf11.267317
Kage10.663413

By opponent's character

Akira11.367915
Wolf11.468621
Jacky11.870619
Goh12.07189
Lion11.669616
Shun11.166813
Aoi10.56299
Jean10.76419
Pai11.26717
Sarah12.57494
El Blaze11.56883

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

Akira106460.0%-7.2
Wolf63350.0%-19.0
Jacky53260.0%+4.4
Goh42250.0%-14.1
Lion43175.0%+17.2
Shun31233.3%-28.5
Aoi220100.0%+38.9
Jean220100.0%+38.6
Jeffry220100.0%+57.6
Pai21150.0%-11.0
Sarah21150.0%+5.2
El Blaze1010.0%-46.0

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

Rectangle85362.5%-5.5
Breakable Half Fence73442.9%-19.1
Low Fence73442.9%-10.1
Breakable Full Fence54180.0%+32.6
Octagon53260.0%-2.8
Full Fence43175.0%+4.2
Half Fence21150.0%-14.2
Open220100.0%+38.6
Single Wall110100.0%+42.9

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
Walls3161.3%62.2%-0.9
No walls1060.0%54.3%+5.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

정신건강의학과 (Rank 29)2026/09/251010.0%
kimxxxtt (Rank 23)2026/09/2531233.3%
버파는리센느 (Rank 26)2026/09/2532166.7%
インドラー (Rank 29)2026/09/251010.0%
camelvf (Rank 25)2026/09/2552340.0%
hahaha (Rank 28)2026/09/2531233.3%
ガンジャッキー(bunbun) (Rank 26)2026/09/25110100.0%
ゅろぽ (Rank 23)2026/09/2521150.0%
あなたのかみさま (Rank 23)2026/09/2221150.0%
おばサラ (Rank 25)2026/09/221010.0%
asteroid-belt777 (Rank 24)2026/09/22220100.0%
たわばTAWABA (Rank 27)2026/09/15110100.0%
けつ毛バーガーking (Rank 25)2026/09/1531233.3%
yasai (Rank 22)2026/08/2543175.0%
kyaru (Rank 18)2026/08/25220100.0%
imhanzo (Rank 26)2026/04/26220100.0%
meine (Rank 26)2026/04/26110100.0%
造り酒屋の御曹司 (Rank 24)2026/04/08110100.0%
manekinecogames (Rank 21)2026/04/08110100.0%
syounai (Rank 26)2026/04/0832166.7%
daisan (Rank 20)2026/04/08110100.0%

Round openings

Every character

backdash into evade up148.1%
backdash into evade down105.8%
backdash into Kosoushou46P74.0%
crouch dash back into evade down74.0%
backdash into Kensou4P63.5%
backdash into Senchutai3K52.9%
backdash into guardG52.9%
guardG into backdash52.9%
backdash into backward movement42.3%
crouch into down-back kick1K42.3%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK31.7%
backdash into Chisoutai2K+G31.7%
backdash into Double Hammer Down43P31.7%
backdash into Knee Attack6K31.7%
backdash into Rising Hammer43PP31.7%

76 further openings account for the other 92 rounds.

Lau

Career
71–33 · 68.3%
This season
23 matches · 43.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1010.5%
backdash into Kosoushou46P77.4%
backdash into Kensou4P66.3%
backdash into evade down66.3%
backdash into Senchutai3K55.3%
crouch into down-back kick1K44.2%
Genchi Senpukyaku8K+G into Rakuchi Kobikyaku8K+GK33.2%
backdash into Chisoutai2K+G33.2%
backdash into Senkyaku Chushou3KP33.2%
crouch dash back into evade down33.2%
crouch dash forward into evade down33.2%
Saishikkyaku4K into backdash22.1%
backdash into backward movement22.1%
evade down into guardG22.1%
evade down into punchP22.1%

32 further openings account for the other 34 rounds.

Jeffry

Career
77–64 · 54.6%
This season
12 matches · 83.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up48.2%
backdash into guardG48.2%
backdash into Double Hammer Down43P36.1%
backdash into Knee Attack6K36.1%
backdash into Rising Hammer43PP36.1%
backdash into evade down36.1%
backdash into kickK24.1%
crouch dash back into evade down24.1%
Dash Elbow66P into Dash Elbow Upper66PP12.0%
backdash into Body CrushP+K12.0%
backdash into Double KnucklePP12.0%
backdash into Grizzly Hammer1PP12.0%
backdash into Side Kick3K12.0%
backdash into Toe Kick2K12.0%
backdash into backward movement12.0%

18 further openings account for the other 18 rounds.

Wolf

Career
352–330 · 51.6%
This season
5 matches · 60.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down211.8%
evade down into Savate4K211.8%
Pounding Elbow9P+K15.9%
backdash into Gasp Kneel Palm Bomb6P+K15.9%
backdash into Knee Lift6K15.9%
backdash into backward movement15.9%
crouch dash forward into Gasp Kneel Palm Bomb6P+K15.9%
evade down into Jab StraightPP15.9%
evade down into Kenka Kick1K+G15.9%
evade down into backdash15.9%
forward dash into Gasp Kneel Palm Bomb6P+K15.9%
forward movement into Death ScytheK+G15.9%
guardG into Knee Lift6K15.9%
guardG into backdash15.9%
guardG into punchP15.9%

Kage

Career
9–7 · 56.2%
This season
3 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Yokoshutou4P+K215.4%
guardG into backdash215.4%
Fusenjin3P into Shippuzan3PP17.7%
backdash into Gen'you4K+G17.7%
backdash into Kodachinuki4K17.7%
backdash into Ura Tsumujigeri44K17.7%
backdash into evade down17.7%
backdash into guardG17.7%
crouch into SouhajinP+K17.7%
crouch into Tsumujigeri2K+G17.7%
forward movement into Rekku RenkyakuPPKK17.7%

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

  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Kage: not tested (too few rounds)