VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Akishin-0313

  • Jeffry
  • Akira
  • Lau
Career matches12,445
Career win rate49.4%
Round win rate49.3%
Peak rank33
Distinct opponents310
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1560 #1,607 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

Wolf338,4854,1994,28649.5%
Jeffry313,8291,8931,93649.4%
Akira26130537740.8%
Lau261010.0%

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

4,559 of 5,964 rounds counted

5.9 inputs a second (352 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.93543,007
Jeffry5.83491,519
Akira6.539225
Lau6.63948

By opponent's character

Akira6.0362594
Jacky6.0360531
Jean5.8349340
Shun5.7339308
Sarah5.8351326
Wolf6.1365261
Lau5.9352204
Kage5.6335251
Pai5.9353205
Goh5.8350215
Jeffry6.1366138
Lei Fei5.7340167
Brad6.0360134
Aoi5.8350195
Lion6.1364176
El Blaze5.7343124
Vanessa5.7344169
Taka5.734389
Eileen5.633887
Dural5.935645

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

Akira177888949.7%+2.1
Jacky153817252.9%+3.4
Jean109515846.8%+2.1
Shun107565152.3%+3.2
Sarah91415045.0%-0.8
Wolf91514056.0%+6.2
Lau84384645.2%-2.8
Kage82404248.8%-0.2
Pai62392362.9%+17.3
Goh60312951.7%-2.7
Jeffry59194032.2%-14.5
Lei Fei57263145.6%+1.7
Brad56263046.4%-4.6
Aoi55312456.4%+9.9
Lion54233142.6%-3.0
El Blaze52252748.1%-2.8
Vanessa46172937.0%-11.7
Taka31121938.7%-10.3
Eileen2791833.3%-26.8
Dural23101343.5%-5.8

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 would by chance alone.

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 Fence1949110346.9%-1.9
Full Fence170749643.5%-4.6
Breakable Half Fence148678145.3%-4.7
Octagon148678145.3%-2.3
Rectangle148866258.1%+8.1
Open139687148.9%-0.8
Low Fence138647446.4%-1.7
Single Wall136667048.5%+0.2
Half Fence133745955.6%+9.5
Full Fence and Open53252847.2%+4.3

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls94148.8%48.5%+0.3
No walls41347.9%48.6%-0.7

Walls against open: +1.0 points (95% range -4.7 to +6.7), p 0.726 — 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

はげまん (Rank 30)2026/10/1632211165.6%
きよ丸 (Rank 35)2026/10/16136746.1%
xXsoul-childXx (Rank 30)2026/10/151711664.7%
orz (Rank 29)2026/10/1331181358.1%
BANANA (Rank 30)2026/10/081710758.8%
okb@j>おーけーびー (Rank 29)2026/10/08129375.0%
kampfarkz (Rank 29)2026/10/0229151451.7%
PuzzG/ぱず爺 (Rank 36)2026/10/022251722.7%
ヘニオ (Rank 33)2026/09/29157846.7%
クロサギ@はなちゃん (Rank 31)2026/09/29116554.5%
Melt (Rank 34)2026/09/2222101245.5%
방가방가 (Rank 32)2026/09/16147750.0%
鳩男 (Rank 29)2026/09/09148657.1%
アセスルファムK (Rank 32)2026/09/0747192840.4%
けいすけ新宿 (Rank 34)2026/09/051541126.7%
うをん (Rank 30)2026/08/291914573.7%
マンジャロ打ちたい (Rank 34)2026/08/291531220.0%
itrap (Rank 31)2026/08/2529111837.9%
RuOK? (Rank 32)2026/07/311810855.6%
ちび-G (Rank 31)2026/07/29138561.5%
伍の人 (Rank 30)2026/07/251812666.7%
五寸釘くん (Rank 34)2026/07/231531220.0%
AcidNine-JPN (Rank 28)2026/06/05169756.2%
MikuMartineau (Rank 31)2026/05/2838172144.7%
Momomia (Rank 26)2026/05/191714382.3%

Round openings

Every character

backdash into Elbow Butt3666.6%
Rolling Savate6K+G2594.7%
backdash into Kenka Hook46P2013.6%
crouch into Low Hammer2P1562.8%
crouch dash forward into throw escape1552.8%
guardG1492.7%
backdash into Heavy Middle Kick3K+G1472.7%
guardG into throw escape1312.4%
backdash into Savate4K1302.4%
crouch into Heavy Middle Kick3K+G1172.1%
crouch into down-back kick1K1142.1%
backdash into evade up1102.0%
backdash into Megaton Knuckle43P+K1021.8%
guardG into Gasp Kneel Palm Bomb6P+K1011.8%
punchP881.6%

531 further openings account for the other 3,205 rounds.

Counted from 1,369 of the 1,476 matches played. The rest were not pulled for openings.

Wolf

Career
4,199–4,286 · 49.5%
This season
1,026 matches · 48.5%
Peak rank
33

First hit in 47.5% of 3,858 rounds. Won 52.3% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 13.4% of rounds, against 7.9% in their other rounds.
  • Against Akira: moves in first in 26.4% of rounds, against 14.1% against everyone else.
  • After opening the round before by moving in: moves in first in 20.3% of rounds, against 15.8% after anything else.
  • After winning a round: attacks straight away in 26.2% of rounds, against 18.0% after losing one.
  • When behind: waits first in 33.9% of rounds, against 25.7% when ahead or level.
  • In round 1: opens with “backdash into 4P Elbow Butt” in 14.5% of rounds, against 7.6% in their other rounds.
  • Against Akira: opens with “crouch dash forward into throw escape” in 9.8% of rounds, against 2.3% against everyone else.

How is this tested?

backdash into Elbow Butt4P3629.3%
Rolling Savate6K+G2596.7%
crouch into Low Hammer2P1564.0%
backdash into Heavy Middle Kick3K+G1473.8%
crouch dash forward into throw escape1343.5%
backdash into Savate4K1303.4%
crouch into Heavy Middle Kick3K+G1173.0%
crouch into down-back kick1K1032.6%
guardG into Gasp Kneel Palm Bomb6P+K1012.6%
guardG into throw escape932.4%
guardG792.0%
backdash into evade up782.0%
punchP772.0%
punchP into Jab StraightPP721.9%
crouch into Arrow Knuckle3P621.6%

327 further openings account for the other 1,911 rounds.

Counted from 964 of the 1,026 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Wolf

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira37–49 · 43%22–15 · 59%-15.2
Jacky40–32 · 56%11–4 · 73%too few to test
Shun28–28 · 50%14–4 · 78%too few to test
Wolf25–22 · 53%6–7 · 46%too few to test
Lau19–22 · 46%5–7 · 42%too few to test
Jean12–20 · 38%7–10 · 41%too few to test
Kage20–19 · 51%7–6 · 54%too few to test
Sarah12–13 · 48%10–13 · 43%too few to test
Lei Fei8–12 · 40%6–14 · 30%too few to test
El Blaze11–11 · 50%6–6 · 50%too few to test
Jeffry11–20 · 35%2–5 · 29%too few to test
Lion12–11 · 52%7–7 · 50%too few to test
Pai12–5 · 71%4–7 · 36%too few to test
Aoi12–10 · 55%4–6 · 40%too few to test
Taka8–13 · 38%3–3 · 50%too few to test
Vanessa6–18 · 25%1–1 · 50%too few to test
Brad15–10 · 60%1–2 · 33%too few to test
Goh10–9 · 53%5–3 · 62%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

62 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jeffry

Career
1,893–1,936 · 49.4%
This season
442 matches · 48.2%
Peak rank
31

First hit in 49.2% of 1,616 rounds. Won 50.1% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 23.4% of rounds, against 7.8% against everyone else.
  • After winning a round: attacks straight away in 21.4% of rounds, against 11.6% after losing one.
  • When ahead: attacks straight away in 21.1% of rounds, against 13.3% when level or behind.
  • In round 2: opens with “backdash into 46P Kenka Hook” in 16.2% of rounds, against 11.2% in their other rounds.
  • After opening the round before with “backdash into 3K+G Tsunami Beat”: opens with “backdash into 3K+G Tsunami Beat” in 9.3% of rounds, against 3.6% after anything else.

How is this tested?

backdash into Kenka Hook46P20112.4%
backdash into Megaton Knuckle43P+K1026.3%
guardG694.3%
backdash into Tsunami Beat3K+G623.8%
punchP into Elbow Butt6P593.6%
Middle Hell Stab6P+K523.2%
crouch into Low Knuckle2P503.1%
crouch into Tsunami Beat3K+G493.0%
guardG into throw escape372.3%
punchP into Double KnucklePP342.1%
backdash into evade up322.0%
backdash into Torpedo Head Butt4P+K311.9%
forward movement into Double KnucklePP281.7%
guardG into Middle Hell Stab6P+K241.5%
crouch into Side Kick3K211.3%

236 further openings account for the other 766 rounds.

Counted from 397 of the 442 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Jeffry

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky13–13 · 50%5–13 · 28%too few to test
Jean14–13 · 52%5–4 · 56%too few to test
Goh8–8 · 50%6–6 · 50%too few to test
Sarah10–11 · 48%2–7 · 22%too few to test
Brad7–8 · 47%2–6 · 25%too few to test
Shun4–8 · 33%4–3 · 57%too few to test
Kage3–4 · 43%5–7 · 42%too few to test
Wolf10–5 · 67%2–2 · 50%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

45 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Akira

Career
53–77 · 40.8%
This season
6 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jouho Senshou46P416.0%
backdash into Koboku214P312.0%
guardG into Jouho Touken6P312.0%
backdash into Geimon Tessen46P+K+G28.0%
backdash into Kaikyusei4P14.0%
backdash into Sokutai3K14.0%
backdash into throwP+G14.0%
crouch dash forward into throw escape14.0%
crouch into Housui2P14.0%
evade up14.0%
forward dash into Jouho Senshou46P14.0%
forward dash into Jouho Touken6P14.0%
forward dash into Rimon Chouchu66P14.0%
forward movement into Jouho Touken6P14.0%
guardG into Ekishou3P14.0%

2 further openings account for the other 2 rounds.

Lau

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kosoushou46P337.5%
backdash into Chisoutai2K+G112.5%
backdash into Senkyaku Renkan Sakurokushou3KPP112.5%
guardG112.5%
guardG into Kensou4P112.5%
guardG into throw escape112.5%

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 (34 here; about 1.7 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

  • Wolf: 7 of 18 tests hold up
  • Jeffry: 5 of 16 tests hold up
  • Akira: not tested (too few rounds)
  • Lau: not tested (too few rounds)