VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Din-Grogu30

  • Lau
Career matches2,303
Career win rate51.1%
Round win rate47.2%
Peak rank27
Distinct opponents69
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1376 #2,776 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

Wolf271,9931,01497950.9%
Lau2431016414652.9%

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

723 of 811 rounds counted

7.5 inputs a second (453 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.5452556
Lau7.6458167

By opponent's character

Goh7.746086
Akira7.343973
Vanessa7.545177
Shun8.047961
Wolf7.947261
Pai7.142459
Kage7.343856
Sarah7.545169
Jacky7.545240
Jeffry7.545229
Jean7.645833
Lau7.545326
Lei Fei7.846912
Aoi7.94726
Brad7.544714
El Blaze8.047812
Lion7.64549

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

Goh2415962.5%+23.0
Akira21111052.4%-1.4
Vanessa2161528.6%-15.1
Shun1910952.6%+6.0
Wolf1951426.3%-10.0
Pai1861233.3%-16.1
Kage1741323.5%-20.5
Sarah1710758.8%+12.2
Jacky115645.5%+7.7
Jeffry95455.6%+2.5
Jean880100.0%+31.2
Lau63350.0%+12.7
Lei Fei51420.0%-25.9
Aoi32166.7%+8.5
Brad32166.7%+21.3
El Blaze31233.3%-17.5
Lion2020.0%-20.6

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

Rectangle29181162.1%+10.1
Open2882028.6%-15.2
Half Fence2571828.0%-16.6
Low Fence2291340.9%+6.1
Full Fence2011955.0%+11.6
Breakable Half Fence1991047.4%-0.2
Octagon1991047.4%-2.1
Breakable Full Fence1761135.3%-11.0
Single Wall1511473.3%+21.3
Full Fence and Open73442.9%-0.8

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
Walls12946.5%47.4%-0.9
No walls6543.1%42.3%+0.8

Walls against open: -1.6 points (95% range -19.7 to +16.4), p 0.858 — 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

unknown (Rank 24)2026/10/171513286.7%
SpaceKnight (Rank 26)2026/10/08114736.4%
somelight (Rank 26)2026/10/0231233.3%
mitorakujo (Rank 27)2026/10/0275271.4%
KillBill (Rank 31)2026/09/27124833.3%
ゅろぽ (Rank 23)2026/09/221441028.6%
けいすけ新宿 (Rank 24)2026/09/1062433.3%
パイオツカイデ (Rank 26)2026/09/05100100.0%
Konjikinoame (Rank 27)2026/09/0331233.3%
你是来拉屎的吗 (Rank 22)2026/08/3086275.0%
Momomia (Rank 26)2026/08/2431233.3%
無槪念野獸/무개념야수 (Rank 27)2026/08/223030.0%
T-J-J (Rank 22)2026/07/2765183.3%
Donaya22 (Rank 24)2026/07/2632166.7%
忘本朱の父 (Rank 26)2026/07/2663350.0%
HoAssYoAss (Rank 25)2026/07/26106460.0%
Sinabro (Rank 28)2026/07/262020.0%
finalkinoko (Rank 17)2026/07/2541325.0%
∞オロチ丸∞ (Rank 25)2026/07/0842250.0%
a39611619 (Rank 21)2026/06/21440100.0%
kazu (Rank 30)2026/06/2132166.7%
Darkfaller555 (Rank 21)2026/06/20330100.0%
μ (Rank 26)2026/06/154040.0%
markfive (Rank 23)2026/06/12220100.0%
wh-ida2 (Rank 24)2026/06/0331233.3%

Round openings

Every character

crouch into Low Smash2K12716.4%
backdash into Heavy Middle Kick3K+G11214.5%
punchP749.6%
Screw Hook63214P into Screw Lariat63214PP688.8%
Low Drop Kick62K243.1%
Quick Shoulder66P+K222.9%
crouch into down-back kick1K182.3%
Souko Sensou66P+K162.1%
evade up162.1%
throwP+G151.9%
Honshin Hekiken1P+K141.8%
Low Smash2K141.8%
guardG141.8%
crouch dash forward into Arrow Knuckle3P121.6%
Screw Hook63214P91.2%

102 further openings account for the other 218 rounds.

Counted from 196 of the 206 matches played. The rest were not pulled for openings.

Wolf

Career
1,014–979 · 50.9%
This season
166 matches · 44.6%
Peak rank
27

First hit in 59.0% of 626 rounds. Won 47.1% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 43.2% of rounds, against 16.6% in their other rounds.
  • In round 1: opens with “crouch into 2K Low Smash” in 38.3% of rounds, against 13.8% in their other rounds.

How is this tested?

crouch into Low Smash2K12720.1%
backdash into Heavy Middle Kick3K+G11217.7%
punchP7011.1%
Screw Hook63214P into Screw Lariat63214PP6810.8%
Low Drop Kick62K243.8%
Quick Shoulder66P+K223.5%
throwP+G152.4%
Low Smash2K142.2%
crouch dash forward into Arrow Knuckle3P121.9%
guardG101.6%
Screw Hook63214P91.4%
evade up into throwP+G91.4%
forward movement into Elbow Butt4P91.4%
Face Lift Kick3K81.3%
Low Smash2K into forward dash71.1%

65 further openings account for the other 116 rounds.

Counted from 162 of the 166 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
Vanessa5–9 · 36%0–4 · 0%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.

4 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?

Lau

Career
164–146 · 52.9%
This season
40 matches · 50.0%
Peak rank
24

First hit in 40.7% of 140 rounds. Won 49.1% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into down-back kick1K1812.8%
Souko Sensou66P+K1611.3%
Honshin Hekiken1P+K149.9%
evade up96.4%
Koryu Tenshinkyaku6K+G85.7%
Touku Kosenkyaku9K75.0%
down-back kick1K75.0%
punchP into RenkentaiPK53.5%
forward dash into Rouko Tankai6P+K42.8%
guardG42.8%
punchP42.8%
Chugeki6P into Hou'ou Soushou6PP32.1%
evade up into Hi'en Renshou44PP32.1%
Chugeki6P21.4%
Fukko Kensou1P21.4%

28 further openings account for the other 35 rounds.

Counted from 34 of the 40 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 (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: 2 of 15 tests hold up
  • Lau: not tested (too few rounds)