VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

missile3pei

  • Jacky
Career matches1,112
Career win rate45.4%
Round win rate44.7%
Peak rank24
Distinct opponents86
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1217 #3,386 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

Wolf2477933844143.4%
Jacky2433316716650.1%

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

732 of 732 rounds counted

6.7 inputs a second (404 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.6394448
Jacky7.0420284

By opponent's character

Akira6.639687
Pai7.243273
Jacky6.539264
Lau6.337656
Taka7.243557
Aoi6.841055
Goh7.041953
Shun7.041845
Sarah6.740241
Wolf7.041935
Jean6.538731
Vanessa6.840527
Kage6.840523
Jeffry5.935318
Lion6.639720
Brad6.237116
Eileen6.136512
Lei Fei5.935311
Dural7.74615
El Blaze6.63943

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

Akira20101050.0%+9.5
Pai1911857.9%+11.4
Jacky1721511.8%-28.7
Lau158753.3%+5.6
Taka156940.0%+1.5
Aoi148657.1%+10.2
Goh138561.5%+30.2
Shun127558.3%+5.4
Sarah101910.0%-24.5
Wolf91811.1%-36.4
Jean74357.1%+20.9
Vanessa72528.6%-3.6
Kage62433.3%-9.3
Jeffry51420.0%-22.5
Lion51420.0%-11.3
Brad41325.0%-17.6
Eileen32166.7%+17.6
Lei Fei31233.3%-8.2
Dural110100.0%+73.0
El Blaze110100.0%+36.5

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

Open25101540.0%+0.0
Breakable Full Fence22101245.5%+2.9
Breakable Half Fence2291340.9%+0.1
Low Fence2191242.9%-2.9
Full Fence1971236.8%-6.1
Rectangle1741323.5%-14.1
Half Fence1611568.8%+25.1
Octagon169756.2%+20.3
Single Wall145935.7%-5.2
Full Fence and Open103730.0%-24.1

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
Walls11244.6%41.1%+3.6
No walls6040.0%42.0%-2.0

Walls against open: +5.6 points (95% range -10.6 to +21.8), p 0.500 — 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

ガンジャッキー(bunbun) (Rank 26)2026/10/023030.0%
48歳技覚えられないよ (Rank 26)2026/10/0232166.7%
taj_god333 (Rank 25)2026/09/1721150.0%
G13 (Rank 22)2026/09/1752340.0%
katane3415 (Rank 22)2026/09/1732166.7%
ウルフ殺し (Rank 24)2026/09/1561516.7%
トローリロートル (Rank 21)2026/09/1552340.0%
osAnKIRA (Rank 23)2026/09/1142250.0%
みらめたる (Rank 21)2026/09/04330100.0%
委員ちょ (Rank 21)2026/09/03660100.0%
ぽん (Rank 26)2026/08/253030.0%
old_wheelwind_barbarian (Rank 25)2026/08/253030.0%
dalmax72 (Rank 22)2026/08/2432166.7%
telecasterman37 (Rank 21)2026/08/2121150.0%
potimaru1059 (Rank 24)2026/08/1932166.7%
CHASER (Rank 23)2026/08/18330100.0%
紅男 (Rank 21)2026/08/0565183.3%
gimoring (Rank 26)2026/08/054040.0%
kinoppy0126 (Rank 21)2026/08/0531233.3%
廿撚二 (Rank 21)2026/08/0442250.0%
hitokabe2003 (Rank 24)2026/07/3074357.1%
GKplis (Rank 24)2026/07/2983537.5%
yujiberra (Rank 21)2026/07/2163350.0%
時宣院日要 (Rank 17)2026/07/1665183.3%
mokemotio (Rank 17)2026/07/143030.0%

Round openings

Every character

Low Drop Kick62K577.7%
forward movement into punchP577.7%
Arrow Knuckle3P435.8%
guardG into punchP385.2%
Double Dragon9K212.9%
crouch dash back into evade down212.9%
Low Drop Kick62K into guardG172.3%
Screw Hook63214P into Screw Lariat63214PP162.2%
crouch dash back into guardG162.2%
Comet Hook1P into Knuckle Part1PP131.8%
guardG into Beat KnuckleP+K121.6%
Slide Shuffle (Deflect)4P+K+G111.5%
guardG into evade down101.4%
Arrow Knuckle3P into evade down91.2%
Arrow Knuckle3P into guardG91.2%

174 further openings account for the other 386 rounds.

Wolf

Career
338–441 · 43.4%
This season
116 matches · 42.2%
Peak rank
24

First hit in 51.1% of 444 rounds. Won 44.0% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Low Drop Kick62K5712.7%
Arrow Knuckle3P439.6%
forward movement into punchP408.9%
guardG into punchP224.9%
Low Drop Kick62K into guardG173.8%
Screw Hook63214P into Screw Lariat63214PP163.6%
crouch dash back into guardG163.6%
crouch dash back into evade down153.4%
Comet Hook1P into Knuckle Part1PP132.9%
Arrow Knuckle3P into evade down92.0%
Arrow Knuckle3P into guardG92.0%
Body Blow6P into Dragonfish Blow6PP92.0%
guardG into Level Back CrushP+K81.8%
guardG into evade down81.8%
forward movement into Level Back CrushP+K61.3%

81 further openings account for the other 160 rounds.

Jacky

Career
167–166 · 50.1%
This season
70 matches · 41.4%
Peak rank
24

First hit in 34.6% of 283 rounds. Won 49.0% of the rounds they struck first, 42.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Double Dragon9K217.3%
forward movement into punchP175.9%
guardG into punchP165.6%
guardG into Beat KnuckleP+K124.2%
Slide Shuffle (Deflect)4P+K+G113.8%
Slide Shuffle (Deflect)4P+K+G into Beat & Back KnuckleP+KP93.1%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K82.8%
Slide Shuffle (Deflect)4P+K+G into crouch82.8%
Double Dragon9K into kickK62.1%
Smash Straight Jab3PP into Lightning Back Knuckle3PPP62.1%
crouch dash back into evade down62.1%
crouch dash forward into Middle Kick3K62.1%
kickK into Double Dragon9K62.1%
punchP62.1%
High Angle Upper Kick6K into Double Dragon9K51.7%

92 further openings account for the other 145 rounds.

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 (15 here; about 0.8 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

  • Wolf: 0 of 15 tests hold up
  • Jacky: not tested (too few rounds)