VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

みーふく

  • Jean
Career matches3,141
Career win rate36.7%
Round win rate43.3%
Peak rank23
Distinct opponents68
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1238 #3,333 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

Wolf222,0718001,27138.6%
Jean231,07035371733.0%

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

117 of 619 rounds counted

6.8 inputs a second (409 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean6.9414108
Wolf6.13649

By opponent's character

Akira6.63984
Pai6.438219
Aoi5.83468
Lau7.24303
Lion7.343725
Shun6.23749
Goh7.34398
Wolf8.04829
El Blaze7.746311
Jean6.13649
Lei Fei7.64544
Sarah6.03608

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

Jacky1861233.3%-10.1
Akira1761135.3%-7.3
Pai1741323.5%-15.2
Aoi147750.0%+18.3
Lau136746.1%+6.6
Jeffry118372.7%+28.4
Lion114736.4%-1.4
Shun82625.0%-6.2
Goh64266.7%+24.5
Wolf63350.0%+15.2
El Blaze5050.0%-22.5
Jean52340.0%-1.9
Kage5050.0%-31.1
Vanessa53260.0%+19.1
Lei Fei41325.0%-2.5
Sarah31233.3%-4.2
Taka3030.0%-46.4
Dural110100.0%+66.9

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

Low Fence24101441.7%+4.4
Half Fence2291340.9%+9.0
Octagon1971236.8%-2.8
Breakable Half Fence1831516.7%-22.7
Rectangle1771041.2%-0.4
Full Fence157846.7%+7.9
Breakable Full Fence125741.7%+0.1
Single Wall93633.3%-0.8
Open74357.1%+9.3
Full Fence and Open61516.7%-17.3

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
Walls10336.9%38.2%-1.3
No walls4042.5%38.9%+3.6

Walls against open: -4.9 points (95% range -22.2 to +12.4), p 0.578 — 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

maicoo (Rank 21)2026/10/1221150.0%
しろ☆おび。@のびしろF (Rank 23)2026/09/064040.0%
VFOMG!! (Rank 21)2026/07/1221150.0%
jun78052 (Rank 23)2026/05/0762433.3%
我的名字叫顺溜 (Rank 22)2026/05/07220100.0%
mitorakujo (Rank 26)2026/05/0731233.3%
トローリロートル (Rank 23)2026/05/0631233.3%
soreagle (Rank 21)2026/05/06440100.0%
penta (Rank 21)2026/05/0697277.8%
ゼラトゥー (Rank 21)2026/05/0621150.0%
ツーツ (Rank 22)2026/04/2632166.7%
あなたのかみさま (Rank 22)2026/04/2531233.3%
phycolo (Rank 20)2026/04/25220100.0%
OgreAunt (Rank 22)2026/04/192020.0%
OsAnKIRA (Rank 21)2026/04/192020.0%
takashi180 (Rank 23)2026/04/1731233.3%
SOLA (Rank 21)2026/04/122020.0%
cs2skoda (Rank 21)2026/04/1283537.5%
亀 (Rank 22)2026/04/1231233.3%
yasai (Rank 22)2026/03/3121150.0%
VirtuaLi-on (Rank 24)2026/03/2931233.3%
auftakt (Rank 21)2026/03/2962433.3%
kkd828 (Rank 21)2026/03/2954180.0%
twinsshine (Rank 24)2026/03/2931233.3%
MTAR_GARU (Rank 21)2026/03/2743175.0%

Round openings

Every character

evade down into guardG467.5%
punchP345.6%
Yoko'enpi6P294.8%
Chudan Mawashigeri3K into guardG193.1%
Chudan Mawashigeri3K172.8%
guardG142.3%
Kou'un Nidan Hizageri9K+G122.0%
evade down into forward dash122.0%
Hizageri4K into Kousenshu4KP101.6%
guardG into evade down101.6%
Enpi Kurenai Naraku2P+K91.5%
Kou'un Nidan Hizageri9K+G into Joudan Ushiro MawashigeriK+G91.5%
forward dash into guardG91.5%
Arrow Knuckle3P81.3%
Gedan Mawashigeri2K into Gedan~Joudan Mawashigeri2KK71.1%

203 further openings account for the other 365 rounds.

Counted from 150 of the 152 matches played. The rest were not pulled for openings.

Jean

Career
353–717 · 33.0%
This season
133 matches · 35.3%
Peak rank
23

First hit in 50.1% of 543 rounds. Won 41.2% of the rounds they struck first, 41.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

evade down into guardG417.5%
punchP315.7%
Yoko'enpi6P295.3%
Chudan Mawashigeri3K into guardG193.5%
Chudan Mawashigeri3K173.1%
guardG142.6%
Kou'un Nidan Hizageri9K+G122.2%
evade down into forward dash112.0%
Hizageri4K into Kousenshu4KP101.8%
guardG into evade down101.8%
Enpi Kurenai Naraku2P+K91.7%
Kou'un Nidan Hizageri9K+G into Joudan Ushiro MawashigeriK+G91.7%
forward dash into guardG81.5%
Gedan Mawashigeri2K into Gedan~Joudan Mawashigeri2KK71.3%
Shitazuki3P71.3%

170 further openings account for the other 309 rounds.

Wolf

Career
800–1,271 · 38.6%
This season
19 matches · 57.9%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P811.9%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK57.5%
evade down into guardG57.5%
Savate4K46.0%
forward dash into Arrow Knuckle3P34.5%
punchP34.5%
Comet Hook1P into Knuckle Part1PP23.0%
Elbow Butt4P23.0%
Screw Hook63214P into Screw Lariat63214PP23.0%
evade up into backdash23.0%
Arrow Knuckle3P into guardG11.5%
Arrow Knuckle3P into throwP+G11.5%
Body Blow6P11.5%
Deadly Move Back4P+K+G into backward movement11.5%
Death ScytheK+G11.5%

26 further openings account for the other 26 rounds.

Counted from 17 of the 19 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 (14 here; about 0.7 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

  • Jean: 0 of 14 tests hold up
  • Wolf: not tested (too few rounds)