VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

sasuwashi

  • Akira
  • Brad
  • Jacky
  • Shun
Career matches1,135
Career win rate52.6%
Round win rate47.6%
Peak rank31
Distinct opponents13
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1518 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

Wolf3170437033452.6%
El Blaze—31215715550.3%
Akira2361322952.5%
Jacky243526974.3%
Brad26179852.9%
Shun2163350.0%

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

68 of 145 rounds counted

7.1 inputs a second (424 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Wolf7.142760
Brad7.04173
Shun6.74015

By opponent's character

Aoi6.84064
Akira7.042116
Wolf7.545322
Pai6.740310
Jacky6.94148
El Blaze6.74015
Sarah7.04173

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

Aoi106460.0%+5.4
Akira81712.5%-40.3
Wolf53260.0%+23.1
Jean43175.0%+44.4
Pai31233.3%-2.6
Jacky2020.0%-42.3
El Blaze110100.0%+52.8
Sarah1010.0%-57.5
Shun110100.0%+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

Single Wall125741.7%-9.0
Rectangle63350.0%+6.9
Breakable Full Fence51420.0%-36.1
Low Fence43175.0%+34.3
Full Fence21150.0%+15.2
Full Fence and Open220100.0%+49.5
Half Fence21150.0%+15.2
Open2020.0%-42.8

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
Walls1540.0%44.2%-4.2
No walls1844.4%46.1%-1.7

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

calmknight[냠냠] (Rank 31)2026/10/162020.0%
マクシミリアン15世 (Rank 33)2026/10/1453260.0%
てんとてん (Rank 25)2026/10/071010.0%
太鼓の別人@夏Bonus無し (Rank 33)2026/08/2631233.3%
タピる。 (Rank 32)2026/08/212020.0%
ヘニオ (Rank 33)2026/08/042020.0%
失礼!スマッシュ☆彡 (Rank 28)2026/07/29110100.0%
あかげら (Rank 21)2026/07/27110100.0%
GWO (Rank 24)2026/05/1174357.1%
あなたのかみさま (Rank 23)2026/04/17110100.0%
CELIS (Rank 28)2026/04/1741325.0%
MikuMartineau (Rank 30)2026/04/1043175.0%
壱色淸淨 (Rank 25)2026/04/0621150.0%

Round openings

Every character

backdash into guardG87.1%
backdash into Heavy Middle Kick3K+G43.6%
forward movement into punchP43.6%
Low Drop Kick62K32.7%
Quick Shoulder66P+K32.7%
Rolling Savate6K+G32.7%
Arrow Knuckle3P into evade down21.8%
Arrow Knuckle3P into guardG21.8%
Elbow Butt4P21.8%
forward dash into Jouho Touken6P21.8%
forward movement into Hammer KickPK21.8%
guardG into Arrow Knuckle3P21.8%
guardG into Savate4K21.8%
guardG into evade down21.8%
guardG into evade up21.8%

68 further openings account for the other 69 rounds.

Counted from 27 of the 34 matches played. The rest were not pulled for openings.

Wolf

Career
370–334 · 52.6%
This season
28 matches · 39.3%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Heavy Middle Kick3K+G44.7%
backdash into guardG44.7%
forward movement into punchP44.7%
Low Drop Kick62K33.5%
Quick Shoulder66P+K33.5%
Rolling Savate6K+G33.5%
Arrow Knuckle3P into evade down22.3%
Arrow Knuckle3P into guardG22.3%
Elbow Butt4P22.3%
forward movement into Hammer KickPK22.3%
guardG into Arrow Knuckle3P22.3%
guardG into Savate4K22.3%
guardG into evade down22.3%
punchP22.3%
Arrow Knuckle3P11.2%

48 further openings account for the other 48 rounds.

Counted from 21 of the 28 matches played. The rest were not pulled for openings.

Akira

Career
32–29 · 52.5%
This season
4 matches · 75.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG318.8%
forward dash into Jouho Touken6P212.5%
Chouzan Housui46P+K16.2%
Rimon Chouchu66P16.2%
Rimon Chouchu66P into crouch dash forward16.2%
backdash into Chouzan Housui46P+K16.2%
backward movement into forward punch+kick6P+K16.2%
evade down into Jouho Senshou46P16.2%
evade down into backdash16.2%
evade down into crouch dash forward16.2%
forward dash into Rimon Chouchu66P16.2%
forward dash into Souka Housui3P+K16.2%
guardG into down-back punch+kick1P+K16.2%

Jacky

Career
26–9 · 74.3%
This season
1 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slant Back Knuckle1P120.0%
backdash into guardG120.0%
crouch into Slant Back Knuckle1P120.0%
guardG into Rage Kick1PK120.0%
guardG into evade up120.0%

Shun

Career
3–3 · 50.0%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P into evade down120.0%
Tenshin Haishu4P into punchP120.0%
evade up into Getsuga Gakushu46P120.0%
offensive move into Ryubikyaku8K+G120.0%
offensive move into evade down120.0%

Not counted here: Brad. Their matches were not pulled for openings.

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

  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Shun: not tested (too few rounds)