VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

sibajacky2000

  • Vanessa
Career matches11,024
Career win rate52.9%
Round win rate52.6%
Peak rank43
Distinct opponents284
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1958 #70 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

Wolf4311,0025,8085,19452.8%
Vanessa342219386.4%

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

4,217 of 5,828 rounds counted

6.6 inputs a second (397 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.63944,136
Vanessa8.551081

By opponent's character

Lau6.7403422
Brad6.4381468
Kage6.7403423
Jacky6.7401399
Pai6.8406303
Akira6.7404270
Lion6.8405274
Shun6.5390236
El Blaze6.3380130
Jeffry6.8409132
Vanessa6.3377168
Jean7.0419152
Lei Fei6.6393140
Eileen6.3376100
Aoi6.6396103
Sarah6.4386142
Goh6.5393116
Wolf6.7399115
Taka6.5389116
Dural7.64568

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

Lau152777550.7%-2.7
Brad148767251.4%-1.6
Kage135637246.7%-8.2
Jacky124636150.8%-0.4
Pai96583860.4%+7.8
Akira87513658.6%+5.3
Lion86553164.0%+7.3
Shun77374048.0%-11.5
El Blaze61352657.4%+1.4
Jeffry61342755.7%-1.0
Vanessa60273345.0%-12.6
Jean55381769.1%+8.2
Lei Fei50262452.0%+1.5
Eileen45222348.9%-2.0
Aoi41221953.7%-3.1
Sarah39281171.8%+14.2
Goh37231462.2%+0.5
Wolf37251267.6%+10.4
Taka35221362.9%+8.2
Dural2020.0%-40.3

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Breakable Full Fence163937057.1%+3.2
Single Wall162887454.3%+0.5
Rectangle156797750.6%-3.5
Half Fence155866955.5%+0.6
Full Fence137776056.2%+2.7
Open137736453.3%-4.5
Breakable Half Fence131775458.8%+3.3
Low Fence127705755.1%+0.4
Octagon124596547.6%-7.5
Full Fence and Open75433257.3%+3.9

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls86654.4%54.5%-0.1
No walls42654.2%55.3%-1.1

Walls against open: +1.0 points (95% range -5.5 to +7.4), p 0.770 — 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

藤の花 (Rank 42)2026/10/14136746.1%
jinmenusagi (Rank 43)2026/10/132891932.1%
じゃんぬ (Rank 43)2026/10/111421214.3%
ミスプロ狼@tenrishoko (Rank 42)2026/10/111510566.7%
こんにちわアキラ (Rank 42)2026/10/1022111150.0%
sizzle (Rank 43)2026/10/051551033.3%
めがじぇね (Rank 42)2026/10/042091145.0%
いろはにほへー (Rank 41)2026/10/04147750.0%
ハマラウ (Rank 42)2026/10/021961331.6%
kenzan1955 (Rank 38)2026/10/022013765.0%
ひらがなであおき (Rank 42)2026/10/02156940.0%
つがさん (Rank 41)2026/09/301811761.1%
おさげ (Rank 43)2026/09/291951426.3%
tu-kun0223 (Rank 39)2026/09/291711664.7%
shenron0321 (Rank 43)2026/09/281713476.5%
sutesute777 (Rank 39)2026/09/271410471.4%
『ρε』.α (Rank 41)2026/09/152281436.4%
jean (Rank 42)2026/09/12167943.8%
デネ (Rank 42)2026/09/1236132336.1%
lesser-pram7 (Rank 42)2026/09/062821775.0%
CLEARCARE (Rank 41)2026/09/061410471.4%
風閃刃 (Rank 41)2026/08/312113861.9%
ダンプよっし~2.0 (Rank 39)2026/08/17146842.9%
キルア (Rank 41)2026/08/17145935.7%
いくお (Rank 42)2026/07/311541126.7%

Round openings

Every character

backdash into backward movement66312.0%
Low Hammer2P3796.9%
backdash into evade up3666.6%
backdash into Elbow Butt4P3205.8%
Arrow Knuckle3P2714.9%
backdash into Low Hammer2P1442.6%
Arrow Knuckle3P into guardG1152.1%
backward movement into guardG1092.0%
crouch dash forward into throwP+G911.6%
backdash into punchP851.5%
backdash into guardG831.5%
forward dash into Low Drop Kick62K821.5%
backdash into Heavy Middle Kick3K+G781.4%
backdash into Body Blow6P761.4%
backdash into evade down741.3%

320 further openings account for the other 2,574 rounds.

Counted from 1,350 of the 1,428 matches played. The rest were not pulled for openings.

Wolf

Career
5,808–5,194 · 52.8%
This season
1,408 matches · 54.4%
Peak rank
43

First hit in 55.3% of 5,403 rounds. Won 55.0% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 67.2% of rounds, against 54.5% in their other rounds.
  • Against Taka: waits first in 10.2% of rounds, against 2.2% against everyone else.
  • On Rectangle stages: moves in first in 31.8% of rounds, against 16.6% on the other stages.
  • After opening the round before by backing off: backs off first in 58.5% of rounds, against 48.8% after anything else.
  • After losing a round: attacks straight away in 22.8% of rounds, against 17.0% after winning one.
  • When behind: attacks straight away in 22.9% of rounds, against 18.2% when ahead or level.
  • In round 4 or later: opens with “2P Low Hammer” in 10.1% of rounds, against 5.8% in their other rounds.
  • Against Shun: opens with “backdash into evade up” in 15.3% of rounds, against 6.3% against everyone else.
  • On Rectangle stages: opens with “3P Arrow Knuckle” in 9.4% of rounds, against 4.4% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 12.2% of rounds, against 6.7% after anything else.
  • After losing a round: opens with “2P Low Hammer” in 10.4% of rounds, against 4.6% after winning one.
  • When behind: opens with “2P Low Hammer” in 10.4% of rounds, against 5.1% when ahead or level.

How is this tested?

backdash into backward movement66312.2%
Low Hammer2P3797.0%
backdash into evade up3666.7%
backdash into Elbow Butt4P3205.9%
Arrow Knuckle3P2715.0%
backdash into Low Hammer2P1442.6%
Arrow Knuckle3P into guardG1152.1%
backward movement into guardG1092.0%
crouch dash forward into throwP+G911.7%
backdash into punchP851.6%
backdash into guardG831.5%
forward dash into Low Drop Kick62K821.5%
backdash into Heavy Middle Kick3K+G781.4%
backdash into Body Blow6P761.4%
backdash into evade down741.4%

271 further openings account for the other 2,493 rounds.

Counted from 1,330 of the 1,408 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau38–47 · 45%26–18 · 59%-16.0
Brad44–52 · 46%18–17 · 51%-0.9
Kage41–37 · 53%11–28 · 28%+24.4
Jacky35–31 · 53%17–21 · 45%+4.8
Pai39–29 · 57%14–5 · 74%too few to test
Lion34–23 · 60%18–5 · 78%too few to test
Akira30–24 · 56%13–6 · 68%too few to test
Shun15–19 · 44%12–11 · 52%too few to test
El Blaze23–21 · 52%5–4 · 56%too few to test
Jeffry18–13 · 58%9–12 · 43%too few to test
Vanessa19–9 · 68%6–18 · 25%too few to test
Jean13–8 · 62%18–5 · 78%too few to test
Lei Fei12–13 · 48%8–7 · 53%too few to test
Eileen14–11 · 56%6–8 · 43%too few to test
Aoi8–13 · 38%11–5 · 69%too few to test
Goh11–6 · 65%6–2 · 75%too few to test
Sarah14–1 · 93%9–5 · 64%too few to test
Taka12–6 · 67%3–5 · 38%too few to test
Wolf14–7 · 67%4–2 · 67%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

78 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?

Vanessa

Career
19–3 · 86.4%
This season
20 matches · 80.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: evade up into kickK1316.1%
Offensive Style: backdash into throw escape56.2%
Offensive Style: backdash into evade down44.9%
Offensive Style: backdash into evade up44.9%
Offensive Style: evade up into guardG33.7%
Defensive Style: backward movement into evade up22.5%
Defensive Style: guard into throw escape22.5%
Offensive Style: evade down into throw escape22.5%
Offensive Style: evade up22.5%
Offensive Style: forward movement into Combo UpperPPP22.5%
Offensive Style: forward movement into throw escape22.5%
Offensive Style: guard into throw escape22.5%
Offensive Style: kick22.5%
Defensive Style: backdash into Low Spin Slicer2K+G11.2%
Defensive Style: backdash into Spinning Savate66K+G11.2%

34 further openings account for the other 34 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 (18 here; about 0.9 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: 12 of 18 tests hold up
  • Vanessa: not tested (too few rounds)