VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

影虎

  • Goh
Career matches17,038
Career win rate49.3%
Round win rate49.2%
Peak rank35
Distinct opponents519
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1663 #984 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

Wolf357,6793,7463,93348.8%
Goh346,6473,2683,37949.2%
Vanessa—2,7121,3801,33250.9%

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

6,221 of 7,304 rounds counted

7.5 inputs a second (453 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh7.54514,951
Wolf7.74591,270

By opponent's character

Jacky7.5451842
Akira7.4443602
Wolf7.9475449
Kage7.4443414
Lau7.5451337
Sarah7.6456356
Jean7.7464315
Jeffry7.6458296
Vanessa7.6458334
Lei Fei7.4444275
Lion7.4446261
Goh7.5449292
Pai7.5451246
Brad7.5453283
Aoi7.9471243
El Blaze7.7461229
Shun7.5448181
Eileen7.1428127
Taka7.042273
Dural7.344166

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

Jacky23612810854.2%+6.9
Akira163946957.7%+9.3
Wolf127636449.6%+1.8
Kage116486841.4%-4.7
Lau104436141.4%-7.7
Sarah96336334.4%-16.2
Jean95464948.4%-1.2
Jeffry95524354.7%+5.9
Vanessa93474650.5%+6.1
Lei Fei85434250.6%+1.1
Lion82265631.7%-17.8
Goh80433753.8%+5.9
Pai77354245.5%-2.8
Brad76354146.0%-1.1
Aoi72403255.6%+5.3
El Blaze67373055.2%+7.2
Shun61253641.0%-7.4
Eileen37172046.0%-3.6
Taka1971236.8%-10.9
Dural167943.8%-9.9

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Open2059710847.3%-0.6
Single Wall1969510148.5%-0.4
Octagon1928910346.4%-1.6
Half Fence188949450.0%+2.0
Full Fence1878510245.5%-3.7
Low Fence175918452.0%+4.9
Breakable Half Fence174849048.3%-0.4
Rectangle173888550.9%+2.4
Breakable Full Fence166818548.8%-1.1
Full Fence and Open72343847.2%-2.6

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
Walls1,08048.2%48.6%-0.4
No walls57649.1%48.1%+1.0

Walls against open: -1.4 points (95% range -6.6 to +3.8), p 0.596 — 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

Uecchi-Ver53 (Rank 30)2026/10/17138561.5%
会長さん (Rank 33)2026/09/28158753.3%
Sore (Rank 36)2026/09/25118372.7%
zephyr_dural (Rank 32)2026/09/18129375.0%
★闘将拉麵男★ (Rank 37)2026/09/1844143031.8%
ji-ru_11 (Rank 31)2026/09/18104640.0%
ps-splitsecond (Rank 31)2026/09/18107370.0%
BigBoin (Rank 34)2026/09/172011955.0%
ヘニオ (Rank 34)2026/09/17105550.0%
RAINBOWUNK (Rank 31)2026/09/12104640.0%
天一 (Rank 35)2026/09/12114736.4%
フルレバ (Rank 36)2026/09/112161528.6%
LEO (Rank 36)2026/09/11147750.0%
たっちい (Rank 31)2026/09/11139469.2%
∈挙動不審∋ (Rank 35)2026/09/10107370.0%
ふぇに (Rank 35)2026/09/092217577.3%
nanami.madogiwa (Rank 34)2026/09/08149564.3%
hsat0310 (Rank 35)2026/09/081991047.4%
n-nova06 (Rank 32)2026/09/05104640.0%
tamaneen (Rank 31)2026/09/05148657.1%
joechou222 (Rank 35)2026/08/23115645.5%
全てにイラつく (Rank 33)2026/08/051811761.1%
けいすけ新宿 (Rank 32)2026/08/05157846.7%
hattori1357 (Rank 34)2026/07/26102820.0%
あいりく (Rank 35)2026/07/26102820.0%

Round openings

Every character

forward movement into punchP6579.0%
backdash into Karura4P+K5537.6%
Ni'oudaoshi3K+G2964.1%
Sune'uchi2P1982.7%
Raikou3P into Denkou3PP1812.5%
Rolling Savate6K+G1672.3%
punchP1452.0%
guardG1341.8%
Maegeri3K into Batousatsu3KP1301.8%
throwP+G1291.8%
backdash into Soukyu46P1231.7%
guardG into evade up1221.7%
forward movement into Tsurane ShoudaPP1051.4%
backdash into Heavy Middle Kick3K+G1031.4%
Low Hammer2P981.3%

523 further openings account for the other 4,148 rounds.

Counted from 1,790 of the 1,797 matches played. The rest were not pulled for openings.

Goh

Career
3,268–3,379 · 49.2%
This season
1,335 matches · 47.8%
Peak rank
34

First hit in 52.5% of 5,397 rounds. Won 51.6% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 16.4% of rounds, against 12.9% in their other rounds.
  • Against Akira: waits first in 22.1% of rounds, against 12.9% against everyone else.
  • After opening the round before by waiting: waits first in 19.4% of rounds, against 11.9% after anything else.
  • After losing a round: moves in first in 21.7% of rounds, against 16.8% after winning one.
  • When behind: moves in first in 22.0% of rounds, against 16.7% when ahead or level.
  • In round 4 or later: opens with “2P Sune'uchi” in 5.3% of rounds, against 3.0% in their other rounds.
  • Against Lion: opens with “3P Raikou into 3PP Denkou” in 13.2% of rounds, against 2.8% against everyone else.
  • After opening the round before with “3K+G Ni'oudaoshi”: opens with “3K+G Ni'oudaoshi” in 10.8% of rounds, against 4.8% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 12.9% of rounds, against 8.1% after winning one.
  • When behind: opens with “forward movement into P punch” in 12.6% of rounds, against 8.5% when ahead or level.

How is this tested?

backdash into Karura4P+K55310.2%
forward movement into punchP5409.9%
Ni'oudaoshi3K+G2965.5%
Sune'uchi2P1983.6%
Raikou3P into Denkou3PP1813.3%
Maegeri3K into Batousatsu3KP1302.4%
throwP+G1272.3%
backdash into Soukyu46P1232.3%
punchP1202.2%
forward movement into Tsurane ShoudaPP1051.9%
guardG1051.9%
guardG into evade up1011.9%
Soukyu46P851.6%
Hiji'ate6P831.5%
backdash into evade up811.5%

352 further openings account for the other 2,603 rounds.

Counted from 1,328 of the 1,335 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky56–41 · 58%32–33 · 49%+7.5
Akira47–40 · 54%23–10 · 70%-13.4
Wolf19–19 · 50%22–22 · 50%+2.0
Kage20–30 · 40%15–15 · 50%-12.4
Lau21–36 · 37%7–11 · 39%too few to test
Sarah17–32 · 35%7–16 · 30%too few to test
Vanessa19–25 · 43%14–11 · 56%too few to test
Jeffry21–20 · 51%11–12 · 48%too few to test
Lion9–34 · 21%7–12 · 37%too few to test
Lei Fei23–14 · 62%5–10 · 33%too few to test
Brad22–23 · 49%3–6 · 33%too few to test
Jean20–22 · 48%9–6 · 60%too few to test
El Blaze12–15 · 44%18–9 · 67%too few to test
Goh17–19 · 47%10–9 · 53%too few to test
Pai15–14 · 52%8–9 · 47%too few to test
Shun12–14 · 46%5–9 · 36%too few to test
Aoi13–8 · 62%8–5 · 62%too few to test
Eileen12–8 · 60%2–8 · 20%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

7 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?

Wolf

Career
3,746–3,933 · 48.8%
This season
462 matches · 50.0%
Peak rank
35

First hit in 51.9% of 1,842 rounds. Won 55.1% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

  • Against Lion: evades first in 16.9% of rounds, against 5.4% against everyone else.
  • After opening the round before by waiting: waits first in 17.5% of rounds, against 7.1% after anything else.
  • After losing a round: moves in first in 19.3% of rounds, against 14.1% after winning one.
  • When behind: moves in first in 19.5% of rounds, against 14.3% when ahead or level.
  • Against Kage: opens with “6K+G Rolling Savate” in 25.6% of rounds, against 7.8% against everyone else.
  • After opening the round before with “6K+G Rolling Savate”: opens with “6K+G Rolling Savate” in 18.2% of rounds, against 7.4% after anything else.

How is this tested?

Rolling Savate6K+G1679.0%
forward movement into punchP1176.3%
backdash into Heavy Middle Kick3K+G1035.5%
Low Hammer2P985.3%
backdash into Kenka Kick1K+G955.1%
Screw Hook63214P into Screw Lariat63214PP864.6%
Arrow Knuckle3P774.1%
punchP into Jab StraightPP683.7%
Arrow Knuckle3P into guardG583.1%
Jab StraightPP into One Two UpperPPP442.4%
backdash into Mow Down Chop1P+K291.6%
guardG291.6%
Heavy Middle Kick3K+G281.5%
backdash into Rolling Elbow43P251.4%
forward movement into Elbow Butt4P251.4%

213 further openings account for the other 809 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky23–18 · 56%9–6 · 60%too few to test
Jean9–8 · 53%3–5 · 38%too few to test
Wolf12–12 · 50%5–3 · 62%too few to test
Akira9–6 · 60%9–4 · 69%too few to test
Aoi14–12 · 54%1–5 · 17%too few to test
Kage8–12 · 40%4–7 · 36%too few to test
Pai3–6 · 33%6–11 · 35%too few to test
Jeffry7–7 · 50%4–2 · 67%too few to test
Lei Fei1–4 · 20%10–2 · 83%too few to test
Goh9–5 · 64%5–4 · 56%too few to test
Lau6–5 · 55%3–4 · 43%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?

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 (33 here; about 1.7 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

  • Goh: 10 of 17 tests hold up
  • Wolf: 6 of 16 tests hold up