VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

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  • El Blaze
  • Aoi
Career matches2,119
Career win rate56.3%
Round win rate51.9%
Peak rank34
Distinct opponents131
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1616 #1,242 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

Wolf331,03458245256.3%
El Blaze3469338530855.6%
Aoi3339222616657.6%

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

662 of 1,180 rounds counted

5.0 inputs a second (298 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze4.9292353
Aoi5.2315133
Wolf5.0299176

By opponent's character

Wolf4.828998
Akira5.231565
Jacky4.929349
Lau5.231449
Jeffry5.230937
Kage4.728326
Goh4.929555
Jean5.130539
El Blaze4.828734
Shun5.030043
Vanessa4.929314
Aoi4.727924
Lei Fei5.130639
Brad4.828832
Sarah4.929410
Lion4.828812
Pai4.929621
Taka5.231215

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

Wolf30161453.3%-3.3
Akira28161257.1%+3.2
Jacky25131252.0%-2.8
Lau24141058.3%+5.0
Jeffry2091145.0%-8.3
Kage1951426.3%-20.6
Goh1711664.7%+10.9
Jean179852.9%+0.9
El Blaze1611568.8%+19.6
Shun167943.8%-13.5
Vanessa1511473.3%+22.0
Aoi1221016.7%-38.2
Lei Fei128466.7%+15.2
Brad96366.7%+14.1
Sarah84450.0%-4.1
Eileen76185.7%+24.9
Lion74357.1%+3.9
Pai62433.3%-19.9
Taka52340.0%-3.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Single Wall48282058.3%+3.5
Octagon43172639.5%-16.6
Full Fence30141646.7%-6.0
Half Fence29171258.6%+8.4
Breakable Half Fence28141450.0%-2.5
Rectangle27141351.9%-0.8
Breakable Full Fence2391439.1%-11.8
Open2016480.0%+27.8
Low Fence1811761.1%+2.8
Full Fence and Open107370.0%+23.9

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18047.2%52.2%-4.9
No walls8664.0%55.7%+8.2

Walls against open: -13.1 points (95% range -25.7 to -0.5), p 0.041 — a difference this size is unlikely to be chance.

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

MaBoy (Rank 34)2026/09/0493633.3%
jiwoonpk (Rank 32)2026/09/0442250.0%
ふぇに (Rank 35)2026/09/0474357.1%
LEO (Rank 36)2026/08/3175271.4%
Kwiitter_KR (Rank 30)2026/08/3042250.0%
えびもち (Rank 33)2026/08/30440100.0%
入れ込むかもしれない (Rank 31)2026/08/3053260.0%
カミナリおやじ (Rank 29)2026/08/0275271.4%
타우끼/taukee (Rank 35)2026/08/0252340.0%
けいすけ新宿 (Rank 31)2026/07/25106460.0%
ふかふか (Rank 37)2026/06/2051420.0%
かえる (Rank 35)2026/06/1141325.0%
究極無敵 (Rank 31)2026/05/2943175.0%
xu.simon29 (Rank 33)2026/05/2943175.0%
ジョイソル (Rank 30)2026/05/2332166.7%
★闘将拉麵男★ (Rank 36)2026/05/203030.0%
おはぎ (Rank 32)2026/05/1632166.7%
ダンプよっし~改 (Rank 36)2026/05/1551420.0%
マーウォ (Rank 35)2026/05/1543175.0%
ガリバー (Rank 30)2026/05/1132166.7%
いとー (Rank 31)2026/05/1154180.0%
ひざくん☆中能登VF部 (Rank 33)2026/05/1041325.0%
ヘニオ (Rank 30)2026/04/3074357.1%
BokmyeonDaro (Rank 30)2026/04/2665183.3%
manao_0609 (Rank 27)2026/04/1731233.3%

Round openings

Every character

punchP23920.5%
evade down into guardG16714.3%
backdash into guardG1149.8%
up-back kick+guard7K+G756.4%
Demon Dance9P+K into Demon's Tail9P+KK302.6%
up, up-back kick+guard87K+G252.1%
backdash into Demon's Tail9P+KK232.0%
evade up into guardG201.7%
guardG201.7%
Straight6P+K181.5%
punchP into Hammer KickPK161.4%
back, up-back kick+guard47K+G151.3%
Kusanagi2K+G131.1%
Rolling Savate6K+G131.1%
offensive move131.1%

154 further openings account for the other 367 rounds.

Counted from 290 of the 293 matches played. The rest were not pulled for openings.

El Blaze

Career
385–308 · 55.6%
This season
165 matches · 53.9%
Peak rank
34

First hit in 48.9% of 660 rounds. Won 54.2% of the rounds they struck first, 51.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 25.1% of rounds, against 13.1% in their other rounds.
  • Against Shun: evades first in 53.3% of rounds, against 20.1% against everyone else.
  • After opening the round before by backing off: backs off first in 35.7% of rounds, against 15.4% after anything else.
  • Against Shun: opens with “evade down into G guard” in 37.8% of rounds, against 14.9% against everyone else.

How is this tested?

punchP14722.2%
evade down into guardG10916.4%
up-back kick+guard7K+G7511.3%
backdash into guardG558.3%
Demon Dance9P+K into Demon's Tail9P+KK304.5%
up, up-back kick+guard87K+G253.8%
backdash into Demon's Tail9P+KK233.5%
Straight6P+K182.7%
back, up-back kick+guard47K+G152.3%
offensive move132.0%
guardG91.4%
evade down into throwP+G60.9%
punchP into Quick HookPP60.9%
evade down into punchP50.8%
punchP into Low Drop Kick1K+G50.8%

76 further openings account for the other 122 rounds.

Counted from 163 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 El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky5–6 · 45%7–4 · 64%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.

2 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?

Aoi

Career
226–166 · 57.6%
This season
80 matches · 53.8%
Peak rank
33

First hit in 60.6% of 310 rounds. Won 52.7% of the rounds they struck first, 54.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: opens with “backdash into G guard” in 24.7% of rounds, against 13.1% in their other rounds.

How is this tested?

punchP6119.7%
backdash into guardG4915.8%
evade down into guardG3611.6%
Kusanagi2K+G134.2%
evade up into guardG103.2%
backdash into Kasumi Renshou2KPP92.9%
Kamageri4K82.6%
Ouda6P+K82.6%
Ouda6P+K into forward movement82.6%
Shinchuzuki (Deflect)236P+K72.3%
Sou'unha66K72.3%
guardG72.3%
Hou'oushu3P61.9%
forward dash into Kusanagi2K+G61.9%
backdash into Kasuminagi2KP51.6%

45 further openings account for the other 70 rounds.

Counted from 79 of the 80 matches played. The rest were not pulled for openings.

Wolf

Career
582–452 · 56.3%
This season
48 matches · 50.0%
Peak rank
33

First hit in 61.0% of 195 rounds. Won 51.3% of the rounds they struck first, 42.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP3115.9%
evade down into guardG2211.3%
punchP into Hammer KickPK168.2%
Rolling Savate6K+G136.7%
backdash into guardG105.1%
Arrow Knuckle3P94.6%
evade up into guardG84.1%
punchP into Double High KickKK84.1%
Quick Shoulder66P+K63.1%
punchP into Low Drop Kick62K63.1%
backdash into punchP42.0%
guardG42.0%
Low Drop Kick62K31.5%
evade down into Low Drop Kick62K31.5%
evade down into Savate4K31.5%

32 further openings account for the other 49 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 (30 here; about 1.5 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

  • El Blaze: 4 of 15 tests hold up
  • Aoi: 1 of 15 tests hold up
  • Wolf: not tested (too few rounds)