VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Hamikumaccho

  • Vanessa
Career matches9,405
Career win rate48.0%
Round win rate44.9%
Peak rank30
Distinct opponents75
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1486 #2,121 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

Wolf305,3792,7352,64450.9%
Vanessa263,1571,4501,70745.9%
Goh—86932654337.5%

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

266 of 655 rounds counted

6.0 inputs a second (360 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.0360199
Vanessa6.136367

By opponent's character

Jacky5.935439
Wolf5.93544
Lau5.935349
Goh6.036339
Jeffry5.935231
Akira6.23758
Pai6.337726
Kage6.036014
Aoi6.33788
Shun5.935413
Vanessa6.43828
Jean6.438211
El Blaze5.83505
Brad5.83477
Lion6.23734

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

Jacky2091145.0%+8.4
Wolf1912763.2%+17.8
Lau1651131.2%-3.2
Goh156940.0%-1.6
Jeffry158753.3%+8.0
Akira136746.1%+9.6
Pai113827.3%-13.7
Kage84450.0%+1.2
Lei Fei82625.0%-29.5
Aoi61516.7%-25.7
Sarah63350.0%+10.9
Shun61516.7%-19.0
Vanessa63350.0%+6.0
Jean52340.0%+10.6
El Blaze41325.0%-14.1
Brad3030.0%-30.4
Lion21150.0%+4.4

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

Half Fence2391439.1%-3.1
Octagon22111150.0%+7.3
Low Fence2191242.9%-0.3
Breakable Full Fence1861233.3%-1.3
Rectangle1741323.5%-5.9
Breakable Half Fence157846.7%+0.1
Single Wall1551033.3%-18.3
Open137653.9%+15.1
Full Fence126650.0%+5.6
Full Fence and Open42250.0%+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
Walls10740.2%39.9%+0.3
No walls4942.9%44.4%-1.5

Walls against open: +1.8 points (95% range -15.0 to +18.5), p 0.836 — 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

Phrazes_For_The_Young (Rank 32)2026/06/0673442.9%
けいすけ新宿 (Rank 31)2026/06/0642250.0%
すもぐり2000 (Rank 31)2026/06/0554180.0%
nanami.madogiwa (Rank 34)2026/06/053030.0%
jiwoonpk (Rank 30)2026/06/0583537.5%
HoAssYoAss (Rank 29)2026/06/0442250.0%
jinjin (Rank 29)2026/05/313030.0%
SpaceKnight (Rank 26)2026/05/2883537.5%
いかちゃPC (Rank 30)2026/05/2774357.1%
はげまん (Rank 28)2026/05/2684450.0%
xenon335 (Rank 28)2026/05/2551420.0%
kobaman (Rank 27)2026/05/18220100.0%
ちび-G (Rank 31)2026/05/172020.0%
だんごの輪島 (Rank 21)2026/05/162020.0%
μ (Rank 25)2026/05/1697277.8%
potimaru1059 (Rank 23)2026/05/1543175.0%
忘本朱の父 (Rank 27)2026/05/11220100.0%
いとー (Rank 26)2026/05/0651420.0%
花形満 (Rank 33)2026/05/0521150.0%
r1s1d8 (Rank 24)2026/05/0521150.0%
FOX_CQC (Rank 21)2026/04/2621150.0%
獣王(設定2) (Rank 30)2026/04/2021150.0%
jackgnhang (Rank 27)2026/04/20220100.0%
龍仙人【鬼手仏心】 (Rank 24)2026/04/1563350.0%
meine (Rank 26)2026/03/2931233.3%

Round openings

Every character

Quick Shoulder66P+K8512.9%
Low Drop Kick62K467.0%
guardG into Heavy Toe Kick4K+G335.0%
Screw Hook63214P into Screw Lariat63214PP324.9%
Defensive Style: Bone Crush Middle314.7%
backdash into Heavy Middle Kick3K+G294.4%
Offensive Style: Pile Bunker284.3%
forward movement into Elbow Butt4P264.0%
Offensive Style: Stopping Low Combo into Stopping Low Smash2KPP233.5%
Defensive Style: Back Knuckle High into Back Knuckle Stream6PKK182.7%
Low Drop Kick62K into backdash172.6%
Elbow Butt4P into punchP152.3%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP101.5%
Defensive Style: Spinning Savate101.5%
Defensive Style: Back Charge Kick91.4%

125 further openings account for the other 245 rounds.

Wolf

Career
2,735–2,644 · 50.9%
This season
104 matches · 43.3%
Peak rank
30

First hit in 47.0% of 406 rounds. Won 47.6% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • After opening the round before with “66P+K Quick Shoulder”: opens with “G guard into 4K+G Heavy Toe Kick” in 17.5% of rounds, against 7.7% after anything else.

How is this tested?

Quick Shoulder66P+K8520.5%
Low Drop Kick62K4611.1%
guardG into Heavy Toe Kick4K+G338.0%
Screw Hook63214P into Screw Lariat63214PP327.7%
backdash into Heavy Middle Kick3K+G297.0%
forward movement into Elbow Butt4P266.3%
Low Drop Kick62K into backdash174.1%
Elbow Butt4P into punchP153.6%
evade down into Elbow Butt4P92.2%
evade up into Heavy Toe Kick4K+G81.9%
Comet Hook1P into Knuckle Part1PP71.7%
Body Blow6P into Rolling Back Elbow6PP+K61.4%
offensive move into throwP+G61.4%
forward dash into Gasp Kneel Palm Bomb6P+K51.2%
guardG into Low Drop Kick62K51.2%

46 further openings account for the other 85 rounds.

Vanessa

Career
1,450–1,707 · 45.9%
This season
59 matches · 37.3%
Peak rank
26

First hit in 23.1% of 243 rounds. Won 42.9% of the rounds they struck first, 43.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Bone Crush Middle3112.8%
Offensive Style: Pile Bunker2811.5%
Offensive Style: Stopping Low Combo into Stopping Low Smash2KPP239.5%
Defensive Style: Back Knuckle High into Back Knuckle Stream6PKK187.4%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP104.1%
Defensive Style: Spinning Savate104.1%
Defensive Style: Back Charge Kick93.7%
Defensive Style: backdash into backward movement83.3%
Defensive Style: Bone Crush Middle into Stopping Low2K52.1%
Defensive Style: backdash into guardG52.1%
Offensive Style: kick into punchP52.1%
Defensive Style: Bone Crush Middle into Cut-in Knee Kick6K41.6%
Defensive Style: guard into Back Charge Kick44K+G41.6%
Defensive Style: guard into Boomerang Hook3P+K41.6%
Defensive Style: Ducking Body Blow into Ducking Body Smash66PP31.2%

64 further openings account for the other 76 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 (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: 1 of 15 tests hold up
  • Vanessa: not tested (too few rounds)