VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

trader585

  • Lion
  • Kage
  • Shun
  • Taka
  • Jeffry
  • Vanessa
Career matches1,578
Career win rate61.7%
Round win rate55.9%
Peak rank28
Distinct opponents55
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1464 #2,244 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

Wolf2846725820955.2%
Lion2728517610961.8%
Shun2727817310562.2%
Taka271941296566.5%
Jeffry241541005464.9%
Vanessa261331003375.2%
Kage2267382956.7%

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

270 of 329 rounds counted

7.8 inputs a second (465 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.545271
Lion7.545259
Kage7.545147
Shun7.846926
Taka8.550938
Jeffry8.047817
Vanessa8.651712

By opponent's character

Akira8.047867
Sarah8.148323
El Blaze7.847028
Jeffry7.343924
Taka7.444428
Aoi7.645413
Shun8.450222
Goh7.745917
Lau7.947511
Vanessa7.444410
Jacky7.34417
Lei Fei7.74608
Pai6.74014
Jean8.04785
Lion7.54503

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

Akira178947.1%-10.6
Sarah107370.0%+5.2
El Blaze95455.6%+4.4
Jeffry73442.9%-14.5
Taka75271.4%+2.0
Aoi62433.3%-17.9
Shun65183.3%+35.4
Goh52340.0%-8.3
Lau32166.7%+1.1
Vanessa32166.7%+25.3
Jacky21150.0%+13.1
Kage220100.0%+37.6
Lei Fei21150.0%-15.9
Pai21150.0%-3.3
Jean110100.0%+38.7
Lion1010.0%-48.0
Wolf1010.0%-44.0

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 Wall168850.0%-11.5
Breakable Half Fence138561.5%+1.8
Breakable Full Fence105550.0%-6.1
Full Fence85362.5%+2.8
Open86275.0%+18.6
Octagon73442.9%-9.5
Half Fence660100.0%+50.1
Rectangle61516.7%-34.2
Low Fence53260.0%+4.9
Full Fence and Open3030.0%-45.1

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
Walls5056.0%55.7%+0.3
No walls2958.6%58.3%+0.3

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

サーちゃん (Rank 22)2026/10/13440100.0%
カカリア (Rank 28)2026/10/101010.0%
anachan194 (Rank 23)2026/09/26110100.0%
yabo (Rank 24)2026/09/13220100.0%
Sinabro (Rank 29)2026/09/122020.0%
委員ちょ (Rank 21)2026/08/26220100.0%
けつ毛バーガー相場 (Rank 23)2026/08/04220100.0%
meine (Rank 24)2026/08/0321150.0%
うさぎ帝国 (Rank 23)2026/07/26220100.0%
GKplis (Rank 24)2026/07/2521150.0%
calmknight[냠냠] (Rank 30)2026/07/2343175.0%
しゅうまい (Rank 24)2026/07/21330100.0%
kinoppy0126 (Rank 21)2026/07/1921150.0%
kimxxxtt (Rank 22)2026/07/18220100.0%
dalmax72 (Rank 22)2026/07/1742250.0%
りてりん (Rank 26)2026/06/22110100.0%
DC (Rank 25)2026/06/07220100.0%
r1s1d8 (Rank 27)2026/06/0421150.0%
ぶる~す・ぴぃ~ (Rank 27)2026/05/31110100.0%
コデリン03 (Rank 22)2026/05/30220100.0%
スナ (Rank 29)2026/05/212020.0%
mikkunn3277 (Rank 24)2026/04/26220100.0%
かくるる (Rank 27)2026/04/212020.0%
gimoring (Rank 23)2026/04/1632166.7%
こんざっくすさん (Rank 24)2026/03/30220100.0%

Round openings

Every character

backdash into backward movement154.8%
guardG into throw escape134.1%
Haisenchu1P into crouch123.8%
throw escape103.2%
Juchou Senshou8P+K82.5%
Hammer Slide1P into Grizzly Hammer1PP72.2%
Quick Shoulder66P+K72.2%
crouch into Tsuyubarai2P+K72.2%
evade up into Senkyutai1K72.2%
evade up into kickK72.2%
Low Drop Kick62K61.9%
Senkyutai1K61.9%
forward movement into Elbow Butt4P61.9%
Comet Hook1P into Knuckle Part1PP51.6%
backdash into throw escape51.6%

128 further openings account for the other 194 rounds.

Counted from 80 of the 84 matches played. The rest were not pulled for openings.

Wolf

Career
258–209 · 55.2%
This season
25 matches · 44.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K76.9%
Low Drop Kick62K65.9%
backdash into backward movement65.9%
forward movement into Elbow Butt4P65.9%
Comet Hook1P into Knuckle Part1PP55.0%
guardG into throw escape55.0%
Low Smash2K into Low Drop Kick62K44.0%
Screw Hook63214P into Screw Lariat63214PP44.0%
evade up into Low Drop Kick62K44.0%
Knee Lift6K into Low Drop Kick62K33.0%
Pounding Elbow9P+K33.0%
evade up into Knee Lift6K33.0%
throw escape33.0%
Elbow Butt4P into punchP22.0%
Gasp Kneel Palm Bomb6P+K22.0%

33 further openings account for the other 38 rounds.

Lion

Career
176–109 · 61.8%
This season
16 matches · 62.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K813.6%
evade up into Senkyutai1K711.9%
Senkyutai1K610.2%
backdash into backward movement46.8%
Senkyutai1K into Koushutai44K35.1%
punchP into kickK35.1%
backdash into Senkyutai1K23.4%
backdash into throw escape23.4%
evade up into Touku Rigou Bantaitetsu46K+G23.4%
evade up into backdash23.4%
throw escape23.4%
Banchu6P into Banchu Renkanshu6PP11.7%
Juchou Senshou8P+K into Souji SenpuP+K11.7%
Koushutai44K into crouch11.7%
Senkyutai1K into Sentai4K11.7%

14 further openings account for the other 14 rounds.

Shun

Career
173–105 · 62.2%
This season
10 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P into crouch1229.3%
Haisenchu1P into Haisenchu Kaikakyaku1PK49.8%
punchP into Chougeki RigoutaiPK49.8%
Haisenchu1P into Chougeki Haiten44P37.3%
Tenshin Haishu4P into Haisenchu Kaikakyaku1PK24.9%
backward movement into Kasen Zenbokushou6PP24.9%
guardG into throw escape24.9%
Haisenchu1P into Tenshin Haishu4P12.4%
backdash into Dokuritsu Kanpai46P+K12.4%
backdash into Getsuga Gakushu46P12.4%
backdash into Kouhi Tentai7K+G12.4%
backdash into backward movement12.4%
backdash into punchP12.4%
backward movement into Chougeki RigoutaiPK12.4%
evade up into punchP12.4%

4 further openings account for the other 4 rounds.

Kage

Career
38–29 · 56.7%
This season
12 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into kickK717.5%
Ryu'eikyaku66K into forward kick6K37.5%
evade up into Suishageri7K+G37.5%
backdash into backward movement25.0%
forward dash into forward kick6K25.0%
punchP25.0%
throw escape25.0%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In Ryubibarai2K12.5%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In ShippukyakuK12.5%
Hagakure-ryu You Jumonji KamaeP+K+G12.5%
Jibashiri1K12.5%
backdash into Hiji'uchi6P12.5%
backdash into Ryu'eikyaku66K12.5%
backdash into Suishageri7K+G12.5%
backdash into throw escape12.5%

11 further openings account for the other 11 rounds.

Counted from 10 of the 12 matches played. The rest were not pulled for openings.

Taka

Career
129–65 · 66.5%
This season
10 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Tsuyubarai2P+K721.2%
backward movement into Hiji'ate6P412.1%
evade up into Kumoyaburi4P+K412.1%
guardG into throw escape39.1%
backdash into throw escape26.1%
guardG into Kumoyaburi4P+K26.1%
throw escape26.1%
Agyou4P+K+G13.0%
Hiji'ate6P13.0%
Hiji'ate6P into punchP13.0%
Hiji'ate6P into throwP+G13.0%
Kachi'age33P+K into Aka'oni MidaremageP+K13.0%
Tsuyubarai2P+K13.0%
backdash into Chu Tsuppari6P+K13.0%
backward movement into kickK13.0%

1 further openings account for the other 1 rounds.

Counted from 9 of the 10 matches played. The rest were not pulled for openings.

Jeffry

Career
100–54 · 64.9%
This season
6 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hammer Slide1P into Grizzly Hammer1PP729.2%
backdash into backward movement28.3%
backdash into kickK28.3%
evade up into Grizzly Hammer1PP28.3%
guardG into throw escape28.3%
Hammer Slide1P into backdash14.2%
Knee Push4K into Knee Push Wild Hook4KP14.2%
backdash into Tornado Punch44P14.2%
evade up14.2%
evade up into Dash Elbow Upper66PP14.2%
evade up into Hammer Slide1P14.2%
evade up into Knee Push Wild Hook4KP14.2%
forward movement into throw escape14.2%
guardG into evade up14.2%

Vanessa

Career
100–33 · 75.2%
This season
5 matches · 80.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: throw escape317.6%
Defensive Style: evade up211.8%
Defensive Style: Cut-in Knee Kick into punchP15.9%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP15.9%
Defensive Style: Stinger Low Blow15.9%
Defensive Style: backdash into Switch Left SlicerKK15.9%
Defensive Style: backdash into back kick4K15.9%
Defensive Style: backdash into backward movement15.9%
Defensive Style: backward movement into Boomerang Hook3P+K15.9%
Defensive Style: backward movement into evade up15.9%
Defensive Style: backward movement into kickK15.9%
Defensive Style: backward movement into throw escape15.9%
Defensive Style: guard into kickK15.9%
Defensive Style: guard into throw escape15.9%

Counted from 4 of the 5 matches played. The rest 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)
  • Lion: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)