VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

TikTok配信中@vovoltaボル

  • Lei Fei
  • Goh
Career matches2,953
Career win rate50.8%
Round win rate52.4%
Peak rank27
Distinct opponents85
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1447 #2,372 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

Wolf261,64381582849.6%
Lei Fei271,28267460852.6%
Goh2128101835.7%

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

660 of 922 rounds counted

9.3 inputs a second (556 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.2554516
Lei Fei9.657494
Goh9.255350

By opponent's character

Akira9.2549127
Jacky9.255066
Pai9.154363
Shun9.456349
Sarah9.255465
Wolf9.154756
Aoi9.959228
Goh9.858729
El Blaze9.959235
Jean9.356142
Dural8.24917
Lion9.657723
Eileen8.752014
Brad9.858917
Kage8.65187
Taka8.349617
Jeffry9.858612
Lau11.06603

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

Akira44291565.9%+6.8
Jacky28141450.0%+4.6
Pai1971236.8%-16.2
Shun1981142.1%-4.3
Sarah1712570.6%+9.1
Wolf178947.1%-7.5
Aoi1310376.9%+21.2
Goh136746.1%-16.7
El Blaze109190.0%+36.8
Jean107370.0%+25.0
Dural72528.6%-25.1
Lion71614.3%-14.2
Eileen61516.7%-34.0
Brad550100.0%+28.4
Kage52340.0%-12.4
Taka51420.0%-32.8
Jeffry4040.0%-64.2
Lei Fei330100.0%+47.3
Lau110100.0%+23.1
Vanessa1010.0%-33.7

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

Half Fence2719870.4%+17.2
Octagon2691734.6%-24.1
Breakable Full Fence2517868.0%+20.7
Low Fence2461825.0%-25.2
Rectangle2416866.7%+9.7
Breakable Half Fence2316769.6%+17.6
Single Wall2181338.1%-19.9
Full Fence1910952.6%+3.1
Open1711664.7%+9.3
Full Fence and Open93633.3%-15.5

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
Walls14460.4%53.8%+6.6
No walls6240.3%52.9%-12.5

Walls against open: +19.1 points (95% range +3.4 to +34.9), p 0.017 — 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

K.K.カブキモノ (Rank 24)2026/10/0265183.3%
yuzu (Rank 29)2026/10/024040.0%
M&E (Rank 24)2026/10/0252340.0%
あのくん (Rank 25)2026/09/2931233.3%
Varsity0326 (Rank 28)2026/09/2963350.0%
*******ing (Rank 24)2026/09/1576185.7%
ちょいそる (Rank 28)2026/09/1542250.0%
ちぇびーまるやま (Rank 22)2026/09/1564266.7%
KAORUman1102 (Rank 21)2026/09/08440100.0%
NORESPECT (Rank 27)2026/09/0871614.3%
Gun-Interceptor (Rank 27)2026/08/2531233.3%
kimxxxtt (Rank 24)2026/08/25127558.3%
HaseMasa (Rank 26)2026/08/25550100.0%
つのさん (Rank 23)2026/08/1842250.0%
moga_moga24 (Rank 23)2026/08/0493633.3%
snjpeeee (Rank 23)2026/08/04440100.0%
smogh (Rank 21)2026/07/28440100.0%
hahaha (Rank 26)2026/07/2842250.0%
nekosuke1515 (Rank 21)2026/07/2543175.0%
壱色淸淨 (Rank 25)2026/05/1954180.0%
nyu_necoginjo (Rank 24)2026/05/1942250.0%
CELIS (Rank 26)2026/05/15330100.0%
格雷希欧 (Rank 24)2026/05/1532166.7%
パニガーレ (Rank 23)2026/05/1531233.3%
咦?還有高手!! (Rank 23)2026/04/1832166.7%

Round openings

Every character

forward movement into punchP21523.2%
Screw Hook63214P into Screw Lariat63214PP10211.0%
Low Drop Kick62K646.9%
forward movement into Elbow Butt4P475.1%
forward movement into Level Back CrushP+K444.8%
forward movement into Hammer KickPK293.1%
evade down into Elbow Butt4P272.9%
Elbow Butt4P into punchP232.5%
forward movement into Jab StraightPP212.3%
backdash into Heavy Middle Kick3K+G181.9%
Comet Hook1P into Knuckle Part1PP171.8%
Souhikyaku9K+G151.6%
backdash into guardG141.5%
backdash into Short Shoulder46P+K131.4%
Low Drop Kick62K into guardG121.3%

124 further openings account for the other 264 rounds.

Wolf

Career
815–828 · 49.6%
This season
189 matches · 53.4%
Peak rank
26

First hit in 53.0% of 747 rounds. Won 54.0% of the rounds they struck first, 49.3% of the rounds they were struck first.

Significant Tells

  • Against Jacky: moves in first in 65.8% of rounds, against 45.8% against everyone else.
  • Against Pai: opens with “62K Low Drop Kick” in 20.6% of rounds, against 7.4% against everyone else.
  • On Rectangle stages: opens with “forward movement into P+K Level Back Crush” in 20.3% of rounds, against 4.5% on the other stages.

How is this tested?

forward movement into punchP19525.9%
Screw Hook63214P into Screw Lariat63214PP10213.6%
Low Drop Kick62K648.5%
forward movement into Elbow Butt4P476.2%
forward movement into Level Back CrushP+K445.8%
forward movement into Hammer KickPK293.9%
evade down into Elbow Butt4P273.6%
Elbow Butt4P into punchP233.1%
forward movement into Jab StraightPP212.8%
backdash into Heavy Middle Kick3K+G182.4%
Comet Hook1P into Knuckle Part1PP172.3%
backdash into Short Shoulder46P+K131.7%
Low Drop Kick62K into guardG121.6%
backdash into guardG111.5%
forward movement into Knuckle Part1PP81.1%

62 further openings account for the other 121 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–2 · 87%3–7 · 30%too few to test
Jacky13–10 · 57%1–4 · 20%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.

How is this tested?

Lei Fei

Career
674–608 · 52.6%
This season
33 matches · 63.6%
Peak rank
27

First hit in 43.4% of 122 rounds. Won 62.3% of the rounds they struck first, 55.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souhikyaku9K+G1512.3%
backdash into Souhikyaku9K+G119.0%
offensive move into SokutankyakuK+G86.6%
offensive move into evade up75.7%
Kochouheki (Deflect)236P+K64.9%
Chutenhou3P into Hai Shiki2P+K+G43.3%
Sayu ShoukenPP into Renkan MahosuiPPP43.3%
Souhikyaku9K+G into Touku Tenshinkyaku8K+G43.3%
punchP into Renkan MahosuiPPP43.3%
Chutenhou3P into down-forward, forward punch+kick+guard36P+K+G32.5%
Toushou66P32.5%
Zaban Hekishou66P+K32.5%
backdash into guardG32.5%
crouch into Shaten Renshou33PP32.5%
Chutenhou3P into down-forward punch+kick+guard3P+K+G21.6%

36 further openings account for the other 42 rounds.

Goh

Career
10–18 · 35.7%
This season
12 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2039.2%
Soukyu46P611.8%
backward movement into Hiji'ate6P59.8%
Raikou3P into Denkou3PP23.9%
crouch into Sune'uchi2P23.9%
evade down into guardG23.9%
Kokuryusatsu Ichi46P+K into throwP+G12.0%
Kyousengeri46K12.0%
Maegeri3K into Batousatsu3KP12.0%
Shouzuka Okuri1P+K12.0%
Zukotsuwari9P+K12.0%
backdash12.0%
backdash into evade up12.0%
backdash into throwP+G12.0%
backward movement into Soukyu46P12.0%

5 further openings account for the other 5 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: 3 of 15 tests hold up
  • Lei Fei: not tested (too few rounds)
  • Goh: not tested (too few rounds)