VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Wolf

Bava

  • Pai
Career matches2,623
Career win rate72.0%
Round win rate67.3%
Peak rank41
Distinct opponents34
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1892 #154 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

Wolf4190562827769.4%
Taka—89566423174.2%
Jeffry—64345918471.4%
Pai361801394177.2%

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

225 of 373 rounds counted

6.7 inputs a second (402 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Pai6.7402225

By opponent's character

Akira6.840673
Shun6.941433
Kage6.941234
Jacky4.62787
El Blaze6.33818
Lau6.639721
Wolf6.639323
Eileen6.84099
Lei Fei7.14288
Sarah6.84109

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

Akira2213959.1%-14.3
Shun1614287.5%+8.7
Kage105550.0%-15.2
Jacky880100.0%+19.1
El Blaze770100.0%+21.1
Lau64266.7%+7.4
Pai550100.0%+6.4
Wolf54180.0%+3.8
Eileen440100.0%+6.0
Lei Fei32166.7%-12.9
Taka32166.7%-22.8
Aoi220100.0%+2.2
Goh21150.0%-43.0
Jean220100.0%+1.8
Sarah220100.0%+20.8
Vanessa110100.0%+13.9

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

Octagon189950.0%-34.9
Single Wall1712570.6%-3.5
Full Fence15150100.0%+20.8
Rectangle10100100.0%+15.4
Breakable Half Fence96366.7%-6.7
Low Fence86275.0%+7.3
Half Fence660100.0%+17.3
Open65183.3%+3.2
Full Fence and Open550100.0%+15.3
Breakable Full Fence32166.7%+12.1

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
Walls6178.7%79.2%-0.5
No walls3174.2%73.5%+0.7

Walls against open: -1.3 points (95% range -18.9 to +16.3), p 0.888 — 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

JustFRAMEshawty (Rank 42)2026/07/19220100.0%
BlackGeneral (Rank 12)2026/07/1953260.0%
chexmixofdeath (Rank 33)2026/07/1932166.7%
Da-Goat-Pawn (Rank 33)2026/07/19880100.0%
SunGoblin (Rank 26)2026/07/19220100.0%
Username (Rank 35)2026/07/1964266.7%
Chris (Rank 35)2026/07/1864266.7%
live4eva_ (Rank 42)2026/07/182020.0%
LethalLegendK (Rank 30)2026/07/18220100.0%
ChilePiquín (Rank 34)2026/07/1894544.4%
Setsuna_X (Rank 39)2026/07/1853260.0%
HARLEMKNIGHT116 (Rank 32)2026/07/1898188.9%
DatDemo (Rank 28)2026/07/18220100.0%
ttacoguyy (Rank 31)2026/06/1354180.0%
GoldenBoko (Rank 29)2026/06/13220100.0%
ROOBY (Rank 25)2026/04/03440100.0%
SolisInvicti (Rank 8)2026/04/03110100.0%
llMICll (Rank 30)2026/04/03220100.0%
TTVmf_dva (Rank 31)2026/04/03330100.0%
Rthg (Rank 22)2026/04/03220100.0%
GasLit310 (Rank 2)2026/04/03110100.0%
freddy (Rank 6)2026/04/03220100.0%
alteredbeast (Rank 21)2026/04/03220100.0%
MidnightSci-Fi (Rank 21)2026/04/02330100.0%
generalripper114 (Rank 38)2026/04/021010.0%

Round openings

Every character

backdash into evade down4411.8%
guardG256.7%
backdash into Tenshin Oushoushou46P+K205.4%
backdash into Ensei Toukyaku46K92.4%
Low Drop Kick62K82.1%
punchP82.1%
forward dash into evade down71.9%
guardG into punchP71.9%
guardG into throw escape71.9%
evade down into guardG61.6%
forward dash into guardG61.6%
crouch dash forward into evade down51.3%
crouch dash forward into guardG51.3%
evade up into guardG51.3%
backdash into Heavy Middle Kick3K+G41.1%

137 further openings account for the other 207 rounds.

Pai

Career
139–41 · 77.2%
This season
56 matches · 67.9%
Peak rank
36

First hit in 48.4% of 225 rounds. Won 65.1% of the rounds they struck first, 51.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down3113.8%
backdash into Tenshin Oushoushou46P+K208.9%
guardG104.4%
backdash into Ensei Toukyaku46K94.0%
forward dash into evade down73.1%
forward dash into guardG62.7%
punchP62.7%
backdash into Souka Senpukyaku3PK41.8%
evade down into guardG41.8%
Honshin Soukyaku1K+G31.3%
backdash into Ensei Haikyaku4K31.3%
backdash into Ensei Soushouheki4P31.3%
backdash into punchP31.3%
crouch dash forward into evade down31.3%
crouch dash forward into guardG31.3%

87 further openings account for the other 110 rounds.

Wolf

Career
628–277 · 69.4%
This season
42 matches · 90.5%
Peak rank
41

First hit in 40.5% of 148 rounds. Won 78.3% of the rounds they struck first, 83.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1510.1%
backdash into evade down138.8%
Low Drop Kick62K85.4%
guardG into punchP64.0%
backdash into Heavy Middle Kick3K+G42.7%
forward dash into Low Drop Kick62K42.7%
guardG into throw escape42.7%
Face Lift Kick3K32.0%
backdash into Body Blow6P32.0%
crouch dash forward into throwP+G32.0%
evade up into guardG32.0%
forward dash into Heavy Toe Kick4K+G32.0%
kickK32.0%
punchP into Low Drop Kick62K32.0%
Arrow Knuckle3P21.4%

56 further openings account for the other 71 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

  • Pai: not tested (too few rounds)
  • Wolf: not tested (too few rounds)