VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

メタボおじさん

  • Goh
Career matches1,892
Career win rate50.4%
Round win rate53.2%
Peak rank32
Distinct opponents49
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1639 #1,102 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

Wolf321,86393592850.2%
Goh2629181162.1%

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

236 of 325 rounds counted

9.7 inputs a second (580 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.7580193
Goh9.758343

By opponent's character

Akira10.160743
Jacky10.059829
Brad9.456329
Aoi9.456627
Lei Fei8.350020
Goh9.85884
Jeffry9.959617
Kage9.55697
El Blaze10.462213
Lau10.26104
Lion9.55707
Pai9.456310
Sarah9.35609
Shun9.95938
Jean9.85855
Wolf10.86474

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

Akira1412285.7%+29.2
Jacky138561.5%+11.8
Brad106460.0%-5.3
Aoi74357.1%-5.9
Lei Fei53260.0%-0.7
Goh4040.0%-59.1
Jeffry43175.0%+19.1
Kage41325.0%-16.9
El Blaze32166.7%+21.7
Lau220100.0%+46.4
Lion21150.0%-0.0
Pai2020.0%-65.7
Sarah2020.0%-60.8
Shun21150.0%-17.7
Vanessa2020.0%-42.3
Dural1010.0%-55.2
Jean110100.0%+46.1
Wolf110100.0%+60.2

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

Full Fence146842.9%-17.0
Open104640.0%-5.9
Low Fence97277.8%+23.6
Half Fence86275.0%+15.9
Octagon86275.0%+15.6
Breakable Half Fence73442.9%-16.4
Rectangle72528.6%-37.8
Breakable Full Fence63350.0%-14.2
Single Wall43175.0%+22.8
Full Fence and Open32166.7%+17.6

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
Walls5052.0%59.9%-7.9
No walls2360.9%51.2%+9.7

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

diev80 (Rank 31)2026/10/1032166.7%
Holmes-sensei (Rank 29)2026/08/25330100.0%
Penoco (Rank 24)2026/08/2521150.0%
EVOyan (Rank 29)2026/08/25110100.0%
HEDO/ (Rank 29)2026/07/29220100.0%
雷電 (Rank 32)2026/07/29110100.0%
arafif-50 (Rank 30)2026/07/2053260.0%
ニトロ (Rank 32)2026/07/201010.0%
Handive (Rank 34)2026/07/20110100.0%
NAO-Fei (Rank 29)2026/07/2021150.0%
テクノモデル (Rank 34)2026/07/20110100.0%
Enazo_L18_lol (Rank 28)2026/07/20220100.0%
Jet_Akira (Rank 29)2026/07/20220100.0%
ふぇに (Rank 34)2026/07/204040.0%
fixed-star_61 (Rank 34)2026/07/202020.0%
ねいぴーだよ! (Rank 28)2026/07/2054180.0%
ASTURIASSOLO (Rank 27)2026/07/05110100.0%
sby (Rank 30)2026/07/05110100.0%
T_munetora (Rank 27)2026/05/05440100.0%
ringoski23 (Rank 33)2026/05/0521150.0%
たか (Rank 33)2026/05/052020.0%
a_h_i_k_o (Rank 27)2026/05/05220100.0%
JISERU (Rank 29)2026/05/052020.0%
windowkhs (Rank 27)2026/05/052020.0%
tanechin (Rank 27)2026/05/05220100.0%

Round openings

Every character

forward movement into punchP5918.9%
crouch into Low Hammer2P216.7%
evade up into crouch dash forward216.7%
backdash into Heavy Middle Kick3K+G185.8%
Savate4K175.5%
Low Hammer2P into crouch72.2%
evade up into throw escape72.2%
backdash into evade up61.9%
backdash into Elbow Butt4P51.6%
evade up into Elbow Butt4P51.6%
evade up into Savate4K51.6%
punchP into Low Hammer2P51.6%
evade up into throwP+G41.3%
guardG into Savate4K41.3%
Hiji'ate6P31.0%

83 further openings account for the other 125 rounds.

Counted from 76 of the 79 matches played. The rest were not pulled for openings.

Wolf

Career
935–928 · 50.2%
This season
68 matches · 58.8%
Peak rank
32

First hit in 59.7% of 268 rounds. Won 55.6% of the rounds they struck first, 51.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP4817.8%
crouch into Low Hammer2P217.8%
evade up into crouch dash forward207.4%
backdash into Heavy Middle Kick3K+G186.7%
Savate4K176.3%
Low Hammer2P into crouch72.6%
evade up into throw escape72.6%
backdash into evade up62.2%
backdash into Elbow Butt4P51.9%
evade up into Elbow Butt4P51.9%
evade up into Savate4K51.9%
punchP into Low Hammer2P51.9%
guardG into Savate4K41.5%
Low Hammer2P31.1%
Low Hammer2P into evade up31.1%

61 further openings account for the other 95 rounds.

Counted from 65 of the 68 matches played. The rest were not pulled for openings.

Goh

Career
18–11 · 62.1%
This season
11 matches · 45.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1125.6%
Hiji'ate6P37.0%
Sune'uchi2P into Sune Kudaki43P37.0%
crouch dash back into Ni'oudaoshi3K+G24.7%
crouch dash back into Soukyu46P24.7%
evade up into Batousatsu3KP24.7%
Hoderi4P12.3%
Maegeri3K12.3%
Sune Kudaki43P into crouch12.3%
backdash into Kurogane Kudaki66P12.3%
backdash into Soukyu46P12.3%
backdash into throw escape12.3%
crouch12.3%
crouch dash back into Batousatsu3KP12.3%
crouch dash back into Karura4P+K12.3%

11 further openings account for the other 11 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

  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)