VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

ratel-d9

  • Goh
Career matches3,962
Career win rate50.3%
Round win rate49.6%
Peak rank32
Distinct opponents203
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1402 #2,648 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

Wolf323,2621,6371,62550.2%
Goh2770035534550.7%

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

3,732 of 3,795 rounds counted

9.3 inputs a second (558 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.35593,065
Goh9.3558667

By opponent's character

Jacky9.5572682
Wolf9.6574400
Akira9.5573386
Sarah9.4566285
Jeffry9.2554267
Jean9.2554243
Pai9.4565164
Aoi9.3561183
El Blaze9.1547145
Lau9.6578155
Vanessa8.9533156
Kage8.8527115
Lion9.6576107
Goh9.054299
Taka8.651589
Shun9.053968
Eileen8.752361
Lei Fei8.450252
Dural8.148344
Brad8.953331

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

Jacky169759444.4%-0.7
Wolf100534753.0%+0.2
Akira96474949.0%-5.0
Sarah70383254.3%+4.6
Jeffry66333350.0%-0.5
Jean60312951.7%+1.3
Pai47242351.1%-4.2
Aoi46271958.7%+9.9
El Blaze38172144.7%-2.2
Lau38221657.9%+8.5
Vanessa38142436.8%-10.0
Kage35142140.0%-1.4
Lion26161061.5%+6.3
Goh25141156.0%-2.2
Taka21101147.6%-3.1
Shun178947.1%-4.7
Eileen146842.9%+8.3
Lei Fei135838.5%-11.3
Dural117463.6%+8.6
Brad85362.5%+9.2

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Low Fence122616150.0%+1.7
Open111585352.2%+1.9
Full Fence106545250.9%+3.8
Rectangle103554853.4%+1.1
Breakable Half Fence97524553.6%+8.8
Single Wall83404348.2%-1.6
Breakable Full Fence77324541.6%-8.4
Octagon77354245.5%-6.8
Half Fence68343450.0%-4.5
Full Fence and Open47281959.6%+10.1

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
Walls52849.6%49.9%-0.2
No walls31650.3%49.6%+0.8

Walls against open: -1.0 points (95% range -9.1 to +7.1), p 0.808 — 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

BANANA (Rank 29)2026/10/18145935.7%
cokeshi (Rank 30)2026/10/18167943.8%
TaKaArAsHi573 (Rank 29)2026/10/1098188.9%
Wonda15426 (Rank 30)2026/10/09159660.0%
タイヨウ (Rank 31)2026/10/091771041.2%
無槪念野獸/무개념야수 (Rank 27)2026/10/091110190.9%
猫鼻 (Rank 32)2026/10/091881044.4%
けつ毛バーガーking (Rank 26)2026/10/072822678.6%
ガリバー (Rank 32)2026/10/03148657.1%
bonbon (Rank 33)2026/10/03138561.5%
ぽん (Rank 29)2026/09/29127558.3%
A56-7W (Rank 29)2026/09/24126650.0%
tamaneen (Rank 33)2026/09/22124833.3%
hahaha (Rank 28)2026/09/12148657.1%
gimoring (Rank 26)2026/08/291714382.3%
μ (Rank 28)2026/08/2726151157.7%
yuzu (Rank 24)2026/08/27139469.2%
HoAssYoAss (Rank 27)2026/08/2293633.3%
Gun-Interceptor (Rank 27)2026/08/2130161453.3%
okb@j>おーけーびー (Rank 31)2026/08/21123925.0%
melty01 (Rank 26)2026/07/1796366.7%
ヘニオ (Rank 32)2026/07/1692722.2%
fwnd1396 (Rank 30)2026/07/083682822.2%
しゅが~nsr (Rank 26)2026/06/27113827.3%
imhanzo (Rank 26)2026/06/18106460.0%

Round openings

Every character

guardG into throw escape2026.0%
Arrow Knuckle3P into guardG1845.5%
Rolling Savate6K+G1233.7%
forward movement into punchP1193.5%
backdash into Kenka Kick1K+G822.5%
backdash into Karura4P+K682.0%
backdash into Heavy Middle Kick3K+G641.9%
Quick Shoulder66P+K621.9%
Screw Hook63214P581.7%
throw escape581.7%
Arrow Knuckle3P561.7%
forward movement into Elbow Butt4P541.6%
throwP+G into evade up531.6%
Arrow Knuckle3P into forward dash471.4%
backdash into Mow Down Chop1P+K461.4%

385 further openings account for the other 2,073 rounds.

Counted from 827 of the 938 matches played. The rest were not pulled for openings.

Wolf

Career
1,637–1,625 · 50.2%
This season
773 matches · 48.6%
Peak rank
32

First hit in 47.5% of 2,672 rounds. Won 54.1% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 18.3% of rounds, against 12.1% in their other rounds.
  • Against Goh: backs off first in 43.3% of rounds, against 16.2% against everyone else.
  • On Low Fence stages: evades first in 18.8% of rounds, against 13.1% on the other stages.
  • After opening the round before by waiting: waits first in 16.2% of rounds, against 8.3% after anything else.
  • After winning a round: backs off first in 20.6% of rounds, against 13.3% after losing one.
  • When the score is level: backs off first in 20.1% of rounds, against 15.9% when ahead or behind.
  • In round 3: opens with “6K+G Rolling Savate” in 6.9% of rounds, against 3.8% in their other rounds.
  • Against Wolf: opens with “G guard into throw escape” in 16.4% of rounds, against 4.9% against everyone else.
  • After opening the round before with “G guard into throw escape”: opens with “G guard into throw escape” in 14.7% of rounds, against 5.2% after anything else.

How is this tested?

Arrow Knuckle3P into guardG1846.8%
guardG into throw escape1696.3%
Rolling Savate6K+G1234.6%
forward movement into punchP973.6%
backdash into Kenka Kick1K+G823.0%
backdash into Heavy Middle Kick3K+G642.4%
Quick Shoulder66P+K622.3%
Screw Hook63214P582.1%
Arrow Knuckle3P562.1%
forward movement into Elbow Butt4P542.0%
Arrow Knuckle3P into forward dash471.7%
backdash into Mow Down Chop1P+K461.7%
throw escape441.6%
Arrow Knuckle3P into evade down431.6%
forward movement into Jab StraightPP401.5%

277 further openings account for the other 1,525 rounds.

Counted from 665 of the 773 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
Jacky30–35 · 46%25–29 · 46%-4.7
Wolf30–14 · 68%10–18 · 36%too few to test
Akira15–15 · 50%9–9 · 50%too few to test
Jeffry17–16 · 52%4–7 · 36%too few to test
Sarah12–10 · 55%11–6 · 65%too few to test
Jean15–13 · 54%5–9 · 36%too few to test
Aoi15–6 · 71%6–2 · 75%too few to test
Pai3–4 · 43%14–9 · 61%too few to test
Vanessa6–12 · 33%1–4 · 20%too few to test
Kage4–11 · 27%4–5 · 44%too few to test
Lau7–6 · 54%6–2 · 75%too few to test
El Blaze6–7 · 46%4–4 · 50%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.

108 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?

Goh

Career
355–345 · 50.7%
This season
165 matches · 54.5%
Peak rank
27

First hit in 48.4% of 655 rounds. Won 55.5% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 45.3% of rounds, against 30.0% in their other rounds.
  • Against Sarah: backs off first in 55.3% of rounds, against 30.5% against everyone else.
  • In round 1: opens with “G guard into throw escape” in 9.3% of rounds, against 3.7% in their other rounds.
  • Against Sarah: opens with “backdash into 4P+K Karura” in 22.4% of rounds, against 8.6% against everyone else.

How is this tested?

backdash into Karura4P+K6810.4%
guardG into throw escape335.0%
backward movement into Soukyu46P264.0%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP223.4%
forward movement into punchP223.4%
Soukyu46P into forward movement203.0%
backdash into Soukyu46P203.0%
backward movement into Hiji'ate6P192.9%
Maegeri3K into Batousatsu3KP142.1%
backdash into throw escape142.1%
evade up into Karura4P+K142.1%
throw escape142.1%
throwP+G into evade up142.1%
Ni'oudaoshi3K+G132.0%
evade up into Soukyu46P132.0%

135 further openings account for the other 329 rounds.

Counted from 162 of the 165 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky7–13 · 35%3–3 · 50%too few to test
Sarah4–4 · 50%4–6 · 40%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.

3 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?

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 (31 here; about 1.6 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: 9 of 16 tests hold up
  • Goh: 4 of 15 tests hold up