VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

openlast

  • Jeffry
  • Lion
  • Pai
Career matches1,260
Career win rate56.9%
Round win rate46.7%
Peak rank27
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1516 #1,895 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

Wolf2761435126357.2%
Jeffry2747725921854.3%
Pai26121774463.6%
Lion2348301862.5%

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.

Against each character

Akira1441028.6%-15.8
Wolf108280.0%+27.5
Vanessa91811.1%-28.2
Aoi62433.3%-18.8
El Blaze440100.0%+56.7
Jeffry41325.0%-4.5
Pai43175.0%+28.5
Eileen31233.3%-4.8
Goh32166.7%+6.9
Jacky21150.0%+13.8
Jean2020.0%-48.1
Lau21150.0%+8.9

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

Breakable Half Fence126650.0%-3.5
Breakable Full Fence103730.0%-14.7
Half Fence92722.2%-21.4
Rectangle64266.7%+28.9
Octagon54180.0%+27.3
Open51420.0%-13.8
Low Fence440100.0%+46.8
Full Fence31233.3%-12.9
Single Wall31233.3%-16.3
Full Fence and Open2020.0%-30.0

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
Walls4544.4%46.2%-1.7
No walls1250.0%44.6%+5.4

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

テカパン (Rank 30)2026/05/05110100.0%
寿司眼鉄 (Rank 29)2026/05/056060.0%
壱色淸淨 (Rank 25)2026/05/051010.0%
ちょいそる (Rank 29)2026/05/052020.0%
ゅろぽ (Rank 26)2026/05/0543175.0%
くろいぬ (Rank 26)2026/05/052020.0%
§Ryu~k§ (Rank 30)2026/05/05110100.0%
Railly'25 (Rank 24)2026/05/05110100.0%
菊の門 再び… (Rank 26)2026/05/05220100.0%
babycrying045 (Rank 8)2026/05/051010.0%
GWO (Rank 25)2026/05/05220100.0%
tst634tst (Rank 23)2026/05/0587187.5%
Enazo_L18_lol (Rank 28)2026/05/0531233.3%
TAPIOKA (Rank 30)2026/05/051010.0%
haira_76 (Rank 30)2026/05/0582625.0%
SAV326D9GRYSVOK (Rank 29)2026/05/05110100.0%
DJイモあらい (Rank 26)2026/05/05110100.0%
おだんごたべたい (Rank 21)2026/05/05220100.0%
ふぇに (Rank 30)2026/05/053030.0%
カプリッチョ (Rank 25)2026/05/051010.0%
ドクダミふぇーい// (Rank 26)2026/05/0531233.3%
ぬっき~@ (Rank 34)2026/05/051010.0%
moroQamazingdelicious (Rank 24)2026/03/302020.0%
Martin1833 (Rank 23)2026/03/301010.0%
SouzaTheo (Rank 24)2026/03/30110100.0%

Round openings

Every character

evade down into crouch dash forward197.8%
evade down into crouch dash back187.4%
guardG177.0%
evade up into crouch dash back166.6%
guardG into evade down124.9%
evade up into crouch dash forward83.3%
evade up into punchP62.5%
evade up into Arrow Knuckle3P52.0%
guardG into evade up52.0%
guardG into punchP52.0%
Rolling Savate6K+G41.6%
evade down into Low Hammer2P41.6%
evade up into Full Swing Upper33P41.6%
Screw Hook63214P31.2%
backdash into guardG31.2%

85 further openings account for the other 115 rounds.

Jeffry

Career
259–218 · 54.3%
This season
33 matches · 45.5%
Peak rank
27

First hit in 58.7% of 126 rounds. Won 55.4% of the rounds they struck first, 38.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into crouch dash forward1411.1%
guardG107.9%
guardG into evade down97.1%
evade down into crouch dash back86.3%
evade up into punchP64.8%
evade up into Full Swing Upper33P43.2%
evade up into crouch dash back43.2%
evade up into crouch dash forward43.2%
crouch dash forward into throwP+G32.4%
crouch into Ducking Low2K+G32.4%
evade down into Full Swing Upper33P32.4%
Middle Hell Stab6P+K21.6%
backdash into Double Hammer Down43P21.6%
backdash into Full Swing Upper33P21.6%
backdash into Toe Kick2K21.6%

40 further openings account for the other 50 rounds.

Wolf

Career
351–263 · 57.2%
This season
28 matches · 46.4%
Peak rank
27

First hit in 48.2% of 110 rounds. Won 39.6% of the rounds they struck first, 52.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into crouch dash back1210.9%
evade down into crouch dash back109.1%
guardG76.4%
evade down into crouch dash forward54.5%
evade up into Arrow Knuckle3P54.5%
Rolling Savate6K+G43.6%
evade down into Low Hammer2P43.6%
evade up into crouch dash forward43.6%
Screw Hook63214P32.7%
guardG into evade down32.7%
guardG into evade up32.7%
guardG into punchP32.7%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K21.8%
Rolling Savate6K+G into Death ScytheK+G21.8%
backdash into Arrow Knuckle3P21.8%

34 further openings account for the other 41 rounds.

Lion

Career
30–18 · 62.5%
This season
1 matches · 0.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P120.0%
Juchou Senshou8P+K120.0%
Senkyutai1K120.0%
backdash into Banchu6P120.0%
evade down into punchP120.0%

Pai

Career
77–44 · 63.6%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K into crouch dash forward133.3%
backward movement into evade up133.3%
evade down into kickK133.3%

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

  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Pai: not tested (too few rounds)