VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

Kusano

  • Pai
Career matches228
Career win rate57.0%
Round win rate58.7%
Peak rank26
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1480 #2,156 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

Wolf261941118357.2%
Pai2234191555.9%

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

206 of 206 rounds counted

6.5 inputs a second (391 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.3380128
Pai6.840878

By opponent's character

Sarah6.036149
Dural6.438426
Lei Fei6.639436
Pai7.645420
Goh6.337817
Jean6.538713
Taka7.041712
Lion6.538812
Shun6.337712
Akira7.04199

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

Sarah148657.1%-17.7
Dural86275.0%-0.2
Lei Fei82625.0%-21.8
Pai51420.0%-25.5
Goh440100.0%+53.9
Jean440100.0%+8.8
Taka440100.0%+64.5
Lion31233.3%+18.7
Shun32166.7%+0.4
Akira2020.0%-39.2

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

Breakable Half Fence146842.9%-3.7
Open105550.0%-19.1
Low Fence76185.7%+18.1
Half Fence63350.0%+0.6
Rectangle64266.7%-5.7
Single Wall64266.7%+14.3
Full Fence42250.0%-22.9
Breakable Full Fence220100.0%+62.1

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
Walls3253.1%54.1%-1.0
No walls2365.2%63.9%+1.3

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

Chao-One (Rank 22)108280.0%
ConfidentMrSatan (Rank 23)64266.7%
LilLag808 (Rank 28)51420.0%
DDRMONKEY (Rank 26)4040.0%
THEWEIAND (Rank 24)440100.0%
arthurx13_us (Rank 24)440100.0%
CeMoi3333 (Rank 26)31233.3%
LethalLegendK (Rank 32)31233.3%
legendaryhero (Rank 31)31233.3%
sideswipe75x (Rank 25)32166.7%
AquariaVerse (Rank 27)2020.0%
Kirch (Rank 15)220100.0%
Sen_TheRuler__ (Rank 20)220100.0%
TazzySaVant (Rank 10)220100.0%
tenpai (Rank 25)2020.0%

Most played opponents, most recent first

LilLag808 (Rank 28)2026/10/1351420.0%
TazzySaVant (Rank 10)2026/10/13220100.0%
ConfidentMrSatan (Rank 23)2026/10/0264266.7%
Kirch (Rank 15)2026/10/02220100.0%
sideswipe75x (Rank 25)2026/09/2832166.7%
Chao-One (Rank 22)2026/09/18108280.0%
Sen_TheRuler__ (Rank 20)2026/09/15220100.0%
arthurx13_us (Rank 24)2026/09/15440100.0%
THEWEIAND (Rank 24)2026/09/09440100.0%
AquariaVerse (Rank 27)2026/09/092020.0%
legendaryhero (Rank 31)2026/09/0931233.3%
CeMoi3333 (Rank 26)2026/07/2631233.3%
DDRMONKEY (Rank 26)2026/07/264040.0%
tenpai (Rank 25)2026/05/252020.0%
LethalLegendK (Rank 32)2026/05/2531233.3%

Round openings

Every character

punchP into Hammer KickPK84.5%
guardG73.9%
punchP into RenshouPP73.9%
punchP63.4%
evade down into Savate4K52.8%
Jab StraightPP into One Two UpperPPP42.2%
crouch dash back into kickK42.2%
Low Hammer2P into Arrow Knuckle3P31.7%
Pounding Elbow9P+K31.7%
Renken ToukyakuPPK into Renken ToukikyakuPPKK31.7%
RenshouPP into RaigekishouPPP31.7%
RenshouPP into Renken ToukyakuPPK31.7%
Soukasui3P into backward movement31.7%
backdash31.7%
backdash into evade down31.7%

86 further openings account for the other 113 rounds.

Counted from 48 of the 55 matches played. The rest were not pulled for openings.

Wolf

Career
111–83 · 57.2%
This season
35 matches · 57.1%
Peak rank
26

First hit in 50.0% of 100 rounds. Won 60.0% of the rounds they struck first, 60.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Hammer KickPK88.0%
guardG66.0%
evade down into Savate4K55.0%
Jab StraightPP into One Two UpperPPP44.0%
Low Hammer2P into Arrow Knuckle3P33.0%
Pounding Elbow9P+K33.0%
backdash into evade down33.0%
evade up into Savate4K33.0%
Gasp Kneel Palm Bomb6P+K22.0%
Low Hammer2P into backward movement22.0%
backdash22.0%
evade down into Elbow Butt4P22.0%
evade down into backdash22.0%
evade up22.0%
evade up into Elbow Butt4P22.0%

45 further openings account for the other 51 rounds.

Counted from 28 of the 35 matches played. The rest were not pulled for openings.

Pai

Career
19–15 · 55.9%
This season
20 matches · 60.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into RenshouPP79.0%
punchP56.4%
crouch dash back into kickK45.1%
Renken ToukyakuPPK into Renken ToukikyakuPPKK33.9%
RenshouPP into RaigekishouPPP33.9%
RenshouPP into Renken ToukyakuPPK33.9%
Soukasui3P into backward movement33.9%
RaigekishouPPP into Renkan TenshinkyakuPPPK22.6%
Soukasui3P into Souka Rensui3PP22.6%
evade down into crouch dash forward22.6%
forward dash into evade up22.6%
forward dash into guardG22.6%
guardG into evade down22.6%
guardG into throwP+G22.6%
Hi'en Tankyaku9K into crouch dash forward11.3%

35 further openings account for the other 35 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 (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)
  • Pai: not tested (too few rounds)