VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

big-galaxy0123

  • Lau
  • Jeffry
  • Lion
Career matches4,182
Career win rate56.5%
Round win rate52.5%
Peak rank41
Distinct opponents142
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1792 #402 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

Wolf412,0631,16390056.4%
Lau391,19164454754.1%
Jeffry3976544132457.6%
Lion341631144969.9%

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

1,142 of 1,848 rounds counted

9.4 inputs a second (562 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau9.4566580
Wolf9.4566245
Jeffry9.1545260
Lion9.657457

By opponent's character

Jacky9.5568160
Lau9.6575125
Akira9.5572126
Kage9.355688
Sarah8.651530
Lion9.557272
El Blaze9.053977
Shun9.154655
Aoi9.053842
Jeffry9.456333
Vanessa9.657825
Brad9.456551
Jean9.456454
Goh9.657341
Wolf9.356025
Taka9.154443
Pai9.657429
Eileen9.255136
Dural9.054117
Lei Fei10.160813

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

Jacky66363054.5%+1.0
Lau46281860.9%+7.6
Akira44182640.9%-14.6
Kage34241070.6%+14.8
Sarah2992031.0%-13.2
Lion25111444.0%-7.9
El Blaze2316769.6%+10.3
Shun22121054.5%+4.8
Aoi21111052.4%+3.8
Jeffry2012860.0%+2.8
Vanessa1911857.9%+1.7
Brad1881044.4%-12.2
Jean1881044.4%-10.0
Goh169756.2%-0.6
Wolf168850.0%-4.2
Taka146842.9%-12.1
Pai127558.3%-3.3
Eileen119281.8%+33.1
Dural43175.0%+12.0
Lei Fei43175.0%+15.6

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Octagon61313050.8%-0.6
Low Fence60382263.3%+8.6
Breakable Half Fence52331963.5%+7.4
Full Fence52272551.9%-3.3
Single Wall50272354.0%-1.7
Open47272057.5%+6.3
Rectangle47252253.2%+0.2
Breakable Full Fence31191261.3%+8.9
Half Fence2591636.0%-19.6
Full Fence and Open114736.4%-19.0

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26853.7%53.9%-0.1
No walls15758.6%54.5%+4.1

Walls against open: -4.2 points (95% range -14.3 to +5.8), p 0.410 — 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

『Nεnji』.β (Rank 41)2026/10/1483537.5%
村長~災禍の中心~ (Rank 40)2026/10/1463350.0%
hikabun (Rank 36)2026/10/13138561.5%
sizzle (Rank 35)2026/10/1373442.9%
妹に運転を教える (Rank 39)2026/10/1351420.0%
Umemon2026 (Rank 37)2026/10/10169756.2%
Nn_nekosuke (Rank 37)2026/10/0463350.0%
cyomiko (Rank 41)2026/10/02124833.3%
a.k.aとりてん (Rank 39)2026/09/24660100.0%
manatsu_7 (Rank 42)2026/09/2492722.2%
jinmenusagi (Rank 42)2026/09/24146842.9%
LEO (Rank 35)2026/09/241411378.6%
俺様バーンズ (Rank 37)2026/09/2474357.1%
マハリータまるこ (Rank 39)2026/09/2453260.0%
壱次元らあじ (Rank 40)2026/09/1365183.3%
こんにちわアキラ (Rank 42)2026/06/1563350.0%
ビルちゃん (Rank 40)2026/06/1494544.4%
かえる (Rank 36)2026/06/1352340.0%
CLEARCARE (Rank 41)2026/06/0775271.4%
ガウショ (Rank 36)2026/05/1364266.7%
うるヲ参拾 (Rank 39)2026/05/1182625.0%
デネ (Rank 39)2026/05/1163350.0%
かめやま (Rank 41)2026/05/0862433.3%
ちょいそる (Rank 34)2026/05/0652340.0%
ふかふか (Rank 36)2026/05/0465183.3%

Round openings

Every character

backdash into evade down1519.0%
forward movement into punchP835.0%
crouch into Senchutai3K472.8%
crouch dash forward into throwP+G412.5%
Arrow Knuckle3P372.2%
evade up into crouch dash forward342.0%
Fukko Kensou1P301.8%
Souko Sensou66P+K into Rouko Tekiga6P+KP+K291.7%
evade up into Souko Sensou66P+K241.4%
crouch dash forward into Knee Lift6K231.4%
Arrow Knuckle3P into guardG201.2%
Fukko Kensou1P into Souchuken2P201.2%
Low Knuckle2P201.2%
backdash into Kosoushou46P191.1%
Ko'en Senshi66K+G into Koryu Tenshinkyaku6K+G181.1%

409 further openings account for the other 1,077 rounds.

Counted from 419 of the 462 matches played. The rest were not pulled for openings.

Lau

Career
644–547 · 54.1%
This season
223 matches · 51.1%
Peak rank
39

First hit in 45.3% of 708 rounds. Won 55.8% of the rounds they struck first, 49.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 45.6% of rounds, against 31.6% in their other rounds.
  • After losing a round: backs off first in 35.2% of rounds, against 17.5% after winning one.
  • When ahead: attacks straight away in 36.9% of rounds, against 27.3% when level or behind.
  • In round 3: opens with “66P+K Souko Sensou into 6P+KP+K Rouko Tekiga” in 8.4% of rounds, against 2.6% in their other rounds.
  • After losing a round: opens with “backdash into evade down” in 19.8% of rounds, against 6.2% after winning one.

How is this tested?

backdash into evade down7310.3%
forward movement into punchP486.8%
crouch into Senchutai3K476.6%
Fukko Kensou1P304.2%
Souko Sensou66P+K into Rouko Tekiga6P+KP+K294.1%
evade up into Souko Sensou66P+K243.4%
Fukko Kensou1P into Souchuken2P202.8%
backdash into Kosoushou46P192.7%
Ko'en Senshi66K+G into Koryu Tenshinkyaku6K+G182.5%
crouch dash forward into Sako Soushou4P+K142.0%
Senchutai3K111.6%
down-back kick1K into kickK111.6%
evade down into Souko Sensou66P+K111.6%
backdash into Sako Soushou4P+K101.4%
evade down into crouch dash forward91.3%

167 further openings account for the other 334 rounds.

Counted from 180 of the 223 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky9–9 · 50%4–5 · 44%too few to test
Akira6–7 · 46%2–4 · 33%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.

43 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?

Wolf

Career
1,163–900 · 56.4%
This season
114 matches · 59.6%
Peak rank
41

First hit in 55.6% of 451 rounds. Won 57.8% of the rounds they struck first, 53.0% of the rounds they were struck first.

Significant Tells

  • After losing a round: backs off first in 36.4% of rounds, against 9.8% after winning one.

How is this tested?

Arrow Knuckle3P378.2%
backdash into evade down378.2%
crouch dash forward into Knee Lift6K235.1%
Arrow Knuckle3P into guardG204.4%
crouch dash forward into throwP+G194.2%
Low Hammer2P143.1%
Low Hammer2P into evade up143.1%
Knee Lift6K132.9%
backdash into Elbow Butt4P122.7%
forward dash into Knee Lift6K122.7%
Screw Hook63214P92.0%
forward movement into punchP81.8%
backdash into throwP+G71.6%
crouch into Low Hammer2P71.6%
Low Hammer2P into evade down61.3%

107 further openings account for the other 213 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau11–6 · 65%4–0 · 100%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?

Jeffry

Career
441–324 · 57.6%
This season
107 matches · 52.3%
Peak rank
39

First hit in 52.0% of 440 rounds. Won 52.8% of the rounds they struck first, 49.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down337.5%
forward movement into punchP265.9%
Low Knuckle2P204.5%
Overblow Shoulder66P+K163.6%
Tsunami Beat3K+G163.6%
evade up into crouch dash forward133.0%
crouch dash forward into throwP+G122.7%
crouch dash back into Hell Dunk Hammer214P+K92.0%
Tsunami Beat3K+G into Ducking Low2K+G81.8%
crouch dash forward into guardG71.6%
evade down into crouch dash forward71.6%
crouch into Toe Kick2K61.4%
evade down into crouch dash back61.4%
evade down into punchP61.4%
evade up into throw escape61.4%

135 further openings account for the other 249 rounds.

Lion

Career
114–49 · 69.9%
This season
18 matches · 61.1%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down810.8%
evade up into crouch dash forward79.5%
Juchou Senshou8P+K45.4%
backward movement into forward punch+kick6P+K34.0%
crouch into Dantai3K34.0%
Attai2K into Tousentai2KK+G22.7%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP22.7%
Tenshin Ryou'inkyaku6K+G22.7%
Ukoushin46P+K22.7%
backdash into Senshippo66P22.7%
backdash into Sentai4K22.7%
crouch dash forward into throwP+G22.7%
crouch into Rakugekishou3PP22.7%
evade up into Senkyutai1K22.7%
evade up into throw escape22.7%

29 further openings account for the other 29 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 (43 here; about 2.1 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

  • Lau: 5 of 15 tests hold up
  • Wolf: 1 of 14 tests hold up
  • Jeffry: 0 of 14 tests hold up
  • Lion: not tested (too few rounds)