VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

kuri_boze

  • Jeffry
  • Goh
Career matches507
Career win rate61.1%
Round win rate45.6%
Peak rank24
Distinct opponents16
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1395 Not ranked yet: the list needs 50 matches. See 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

Wolf2424614410258.5%
Jeffry242351508563.8%
Goh1826161061.5%

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

75 of 79 rounds counted

7.9 inputs a second (476 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jeffry8.450637
Wolf7.444429
Goh7.74649

By opponent's character

Akira8.047818
Wolf7.645517
Aoi8.04805
Goh7.04224
Jacky8.85265
Jeffry8.85275
Lion9.15434
Pai8.45024
Sarah7.24314
Shun6.74044
Taka8.75215

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

Akira51420.0%-39.6
Wolf42250.0%+13.7
Aoi110100.0%+60.8
Goh110100.0%+62.1
Jacky1010.0%-36.7
Jeffry110100.0%+73.9
Lei Fei110100.0%+68.7
Lion1010.0%-70.9
Pai1010.0%-30.4
Sarah1010.0%-36.7
Shun110100.0%+47.9
Taka1010.0%-30.4

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

Low Fence54180.0%+46.7
Breakable Half Fence3030.0%-48.6
Full Fence21150.0%+16.8
Octagon2020.0%-44.5
Open21150.0%-2.0
Rectangle21150.0%+19.0
Single Wall1010.0%-36.7

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
Walls922.2%37.6%-15.4
No walls862.5%45.8%+16.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

[VirtuAnalytics]SuperGolden (Rank 26)2026/10/081010.0%
え~る (Rank 26)2026/10/081010.0%
qzmix (Rank 24)2026/10/03110100.0%
シゲオ (Rank 20)2026/08/292020.0%
도룡밖에난몰라/RSA (Rank 23)2026/08/292020.0%
無槪念野獸/무개념야수 (Rank 25)2026/08/29110100.0%
失礼!スマッシュ☆彡 (Rank 26)2026/08/171010.0%
ら族 (Rank 21)2026/08/171010.0%
dkpyn (Rank 23)2026/07/3121150.0%
t4a (Rank 22)2026/07/31110100.0%
西岐奈奈 (Rank 24)2026/07/31110100.0%
가즈아!!! (Rank 25)2026/07/311010.0%
パニガーレ (Rank 25)2026/07/311010.0%
nr636 (Rank 20)2026/06/28110100.0%
ShadowKey_77X!Rise (Rank 21)2026/06/28110100.0%
negitoro999 (Rank 24)2026/04/02110100.0%

Round openings

Every character

Low Drop Kick62K45.7%
backdash into Double Hammer Down43P45.7%
crouch dash forward into guardG45.7%
forward movement into punchP45.7%
evade up into Arrow Knuckle3P34.3%
evade up into crouch dash forward34.3%
forward movement into Jab StraightPP34.3%
backdash into Mow Down Chop1P+K22.9%
backdash into evade up22.9%
crouch dash forward into throwP+G22.9%
evade up into throwP+G22.9%
forward movement into Double KnucklePP22.9%
guardG into evade up22.9%
Arrow Knuckle3P11.4%
Arrow Knuckle3P into evade down11.4%

31 further openings account for the other 31 rounds.

Counted from 17 of the 19 matches played. The rest were not pulled for openings.

Wolf

Career
144–102 · 58.5%
This season
8 matches · 62.5%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K412.1%
evade up into Arrow Knuckle3P39.1%
forward movement into Jab StraightPP39.1%
backdash into Mow Down Chop1P+K26.1%
crouch dash forward into guardG26.1%
Arrow Knuckle3P13.0%
Arrow Knuckle3P into evade down13.0%
Jab StraightPP into One Two UpperPPP13.0%
Low Hammer2P into backdash13.0%
backdash into Elbow Butt4P13.0%
backdash into Heavy Middle Kick3K+G13.0%
backdash into Quick Shoulder66P+K13.0%
backdash into evade up13.0%
backdash into throwP+G13.0%
crouch dash forward into punchP13.0%

9 further openings account for the other 9 rounds.

Jeffry

Career
150–85 · 63.8%
This season
9 matches · 11.1%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Double Hammer Down43P414.3%
forward movement into punchP310.7%
crouch dash forward into throwP+G27.1%
evade up into throwP+G27.1%
forward movement into Double KnucklePP27.1%
guardG into evade up27.1%
Full Swing Upper33P13.6%
Side Kick3K13.6%
backdash into Rising Hammer43PP13.6%
backdash into Smash Upper3P13.6%
backdash into evade up13.6%
crouch dash forward into Body CrushP+K13.6%
crouch dash forward into Middle Hell Stab6P+K13.6%
crouch dash forward into Smash Upper3P13.6%
crouch dash forward into guardG13.6%

4 further openings account for the other 4 rounds.

Counted from 7 of the 9 matches played. The rest were not pulled for openings.

Goh

Career
16–10 · 61.5%
This season
2 matches · 100.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kirin33P111.1%
Ni'oudaoshi3K+G111.1%
backdash into Kirin33P111.1%
backward movement into evade down111.1%
crouch dash forward into guardG111.1%
crouch into Denkou3PP111.1%
evade down into guardG111.1%
evade up into Jibishou3P+K111.1%
evade up into crouch dash forward111.1%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)