VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

schan975

  • Jacky
  • Lion
Career matches662
Career win rate57.7%
Round win rate49.6%
Peak rank27
Distinct opponents35
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1379 #2,762 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

Wolf272591718866.0%
Lion262051069951.7%
Jacky261981059353.0%

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

215 of 232 rounds counted

6.5 inputs a second (392 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.6394143
Lion5.432647
Wolf8.349925

By opponent's character

Jacky6.036363
Akira7.645541
Aoi7.746329
Sarah6.136521
Jean5.23147
Pai6.840818
Lau4.82865
Brad4.82875
El Blaze5.73444
Goh5.83454
Kage9.05385
Lion4.52714
Shun5.03024
Wolf5.93555

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

Jacky1881044.4%-4.0
Akira106460.0%+1.3
Aoi83537.5%-9.3
Sarah54180.0%+34.7
Jean42250.0%+5.3
Pai43175.0%+19.1
Lau21150.0%-7.2
Brad1010.0%-38.1
El Blaze110100.0%+63.2
Goh1010.0%-71.2
Kage110100.0%+42.7
Lion1010.0%-38.1
Shun1010.0%-52.2
Wolf1010.0%-40.1

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 Full Fence124833.3%-19.3
Single Wall117463.6%+18.1
Full Fence84450.0%-3.0
Rectangle63350.0%+5.4
Half Fence52340.0%-9.2
Low Fence52340.0%-18.2
Octagon440100.0%+52.3
Breakable Half Fence2020.0%-68.8
Full Fence and Open1010.0%-59.0
Open1010.0%-38.1

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
Walls3745.9%50.2%-4.2
No walls1752.9%50.5%+2.4

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

Wonda15426 (Rank 27)2026/10/181010.0%
yasai (Rank 24)2026/10/1132166.7%
けいすけ新宿 (Rank 25)2026/10/1121150.0%
vf_hornwolf@뿔늑대 (Rank 24)2026/09/22110100.0%
三輪ですが@SRGM (Rank 25)2026/09/22110100.0%
manekinecogames (Rank 24)2026/09/223030.0%
西岐奈奈 (Rank 28)2026/09/223030.0%
ゅろぽ (Rank 23)2026/09/2221150.0%
Martin1833 (Rank 24)2026/09/22220100.0%
みとG_ちゃんねる (Rank 29)2026/09/221010.0%
hiropo (Rank 26)2026/09/221010.0%
Evolution.K (Rank 29)2026/09/221010.0%
かりすまっくすさん★ (Rank 25)2026/09/22220100.0%
fazz00r (Rank 26)2026/09/224040.0%
pinturicchio (Rank 29)2026/09/2221150.0%
a_h_i_k_o (Rank 27)2026/09/2232166.7%
VFOMG!! (Rank 22)2026/07/09110100.0%
gimoring (Rank 26)2026/07/0932166.7%
ぽん (Rank 25)2026/05/241010.0%
え~る (Rank 26)2026/05/24110100.0%
osAnKIRA (Rank 22)2026/05/181010.0%
ばくちーラウ (Rank 22)2026/05/1821150.0%
パニガーレ (Rank 23)2026/05/1832166.7%
すずもも (Rank 22)2026/05/09220100.0%
FOX_CQC (Rank 21)2026/05/09220100.0%

Round openings

Every character

forward movement into punchP2411.4%
backdash into evade down104.8%
Slide Shuffle (Deflect)4P+K+G83.8%
backdash into guardG83.8%
evade up into guardG73.3%
Double Dragon9K into kickK62.9%
evade down into guardG62.9%
backdash into backward movement52.4%
backward movement into evade down52.4%
forward movement into RensuitaiPK52.4%
guardG52.4%
crouch into evade up41.9%
Low Spin Kick1K+G31.4%
Slant Back Knuckle1P31.4%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K31.4%

85 further openings account for the other 108 rounds.

Counted from 53 of the 58 matches played. The rest were not pulled for openings.

Jacky

Career
105–93 · 53.0%
This season
35 matches · 42.9%
Peak rank
26

First hit in 46.7% of 120 rounds. Won 46.4% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slide Shuffle (Deflect)4P+K+G86.7%
backdash into evade down86.7%
forward movement into punchP86.7%
Double Dragon9K into kickK65.0%
evade up into guardG65.0%
backdash into guardG54.2%
evade down into guardG54.2%
Low Spin Kick1K+G32.5%
Slant Back Knuckle1P32.5%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K32.5%
backdash into Spin Heel Sword4K+G32.5%
Double Dragon9K into Double Spinning KickKK21.7%
Middle Spin Kick46K+G21.7%
Slant Back Knuckle1P into Rage Kick1PK21.7%
Spinning Back Knuckle4P21.7%

43 further openings account for the other 54 rounds.

Counted from 30 of the 35 matches played. The rest were not pulled for openings.

Lion

Career
106–99 · 51.7%
This season
17 matches · 64.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1624.6%
forward movement into RensuitaiPK57.7%
backward movement into evade down34.6%
crouch into evade up34.6%
guardG34.6%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP23.1%
Tourou Hassou41236P23.1%
backdash into evade down23.1%
crouch into Senkyutai1K23.1%
guardG into punchP23.1%
Banchu6P11.5%
Juchou Senshou8P+K11.5%
Kousoutai2K+G into KouhaitaiK+G11.5%
Senkyutai1K into Sentai4K11.5%
Senkyutai1K into evade down11.5%

20 further openings account for the other 20 rounds.

Wolf

Career
171–88 · 66.0%
This season
6 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement312.0%
backdash into guardG312.0%
Low Drop Kick62K28.0%
Arrow Knuckle3P into crouch14.0%
Elbow Butt4P into Level Back CrushP+K14.0%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK14.0%
Rolling Savate6K+G14.0%
Screw Hook63214P into Level Back CrushP+K14.0%
backdash into Arrow Knuckle3P14.0%
backdash into Hammer KickPK14.0%
backdash into Kenka Kick1K+G14.0%
backdash into throwP+G14.0%
backdash into throw escape14.0%
crouch into Low Smash2K14.0%
evade down into Low Drop Kick62K14.0%

5 further openings account for the other 5 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Wolf: not tested (too few rounds)