VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

HEKOMI

  • El Blaze
Career matches2,025
Career win rate49.0%
Round win rate47.4%
Peak rank27
Distinct opponents179
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1450 #2,342 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

Wolf271,40270869450.5%
El Blaze2662328433945.6%

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

1,414 of 1,548 rounds counted

7.8 inputs a second (469 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.64561,056
Wolf8.5510358

By opponent's character

Aoi7.6458169
Akira7.9476167
Wolf8.0481117
Jacky8.3497124
Shun7.545294
Sarah7.746299
Kage7.645878
Goh7.846773
Lion7.444355
El Blaze8.148567
Jeffry7.746162
Pai8.148571
Vanessa7.645676
Jean7.746365
Lei Fei8.047829
Brad7.947412
Eileen8.148618
Lau8.148619
Dural7.645610
Taka7.64549

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

Aoi44222250.0%+3.7
Akira42212150.0%+11.2
Wolf36171947.2%+8.4
Jacky33171651.5%+5.7
Shun2617965.4%+11.0
Sarah25101540.0%-4.9
Kage2181338.1%-14.7
Goh2061430.0%-18.8
Lion2091145.0%+3.5
El Blaze1951426.3%-18.1
Jeffry1991047.4%+4.1
Pai1913668.4%+18.6
Vanessa1861233.3%-10.8
Jean156940.0%-8.5
Lei Fei74357.1%+9.6
Brad61516.7%-18.0
Eileen4040.0%-48.1
Lau43175.0%+5.8
Dural2020.0%-31.2
Taka2020.0%-42.5

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

Full Fence58283048.3%-1.4
Half Fence55203536.4%-7.2
Octagon38191950.0%+3.6
Breakable Full Fence37172046.0%+2.3
Breakable Half Fence34181652.9%+3.0
Low Fence3392427.3%-15.8
Single Wall33122136.4%-9.7
Rectangle32181456.2%+11.3
Open28161257.1%+14.7
Full Fence and Open24111345.8%+0.3

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
Walls25447.2%46.4%+0.9
No walls9439.4%43.5%-4.1

Walls against open: +5.0 points (95% range -6.4 to +16.3), p 0.389 — 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

AKAI-SUISEI3 (Rank 24)2026/09/1062433.3%
CELIS (Rank 28)2026/08/2442250.0%
神無月夏美Vtuber (Rank 26)2026/08/2352340.0%
失礼!スマッシュ☆彡 (Rank 27)2026/08/0352340.0%
Penoco (Rank 24)2026/08/0242250.0%
neco (Rank 21)2026/07/3086275.0%
カリス★まっくすさん (Rank 23)2026/07/2341325.0%
まろんた (Rank 23)2026/07/1243175.0%
nekota (Rank 23)2026/07/0861516.7%
MaxMuncy (Rank 25)2026/06/2941325.0%
G.S (Rank 21)2026/06/2465183.3%
mmmm (Rank 26)2026/06/236060.0%
桃之助 (Rank 23)2026/06/224040.0%
銀 (Rank 26)2026/06/1861516.7%
Martin1833 (Rank 22)2026/06/1843175.0%
manekinecogames (Rank 23)2026/06/0996366.7%
makoto.qo.op (Rank 21)2026/06/0543175.0%
emespink (Rank 25)2026/06/0242250.0%
Archer (Rank 25)2026/06/0282625.0%
dalmax72 (Rank 21)2026/06/0275271.4%
wh-ida2 (Rank 24)2026/05/3152340.0%
TakuAnn (Rank 24)2026/05/2441325.0%
え~る (Rank 21)2026/05/2142250.0%
NEKOz (Rank 24)2026/05/114040.0%
I'mabeginner (Rank 26)2026/05/114040.0%

Round openings

Every character

Low Drop Kick845.6%
crouch into Low Spin Kick2K+G825.4%
Backswing Rocket1P+K543.6%
backdash into Short Shoulder46P+K422.8%
backdash into Heavy Middle Kick3K+G392.6%
evade up into backdash392.6%
Low Drop Kick1K+G into backdash382.5%
guardG352.3%
Fade Roll Kick7K332.2%
Comet Hook1P into Knuckle Part1PP291.9%
backdash into evade up291.9%
Quick HookPP into Keen Edge ComboPPP281.9%
Fade Roll Kick7K into forward movement241.6%
Backswing Rocket1P+K into backdash211.4%
Low Drop Kick into evade down211.4%

279 further openings account for the other 909 rounds.

Counted from 372 of the 382 matches played. The rest were not pulled for openings.

El Blaze

Career
284–339 · 45.6%
This season
260 matches · 44.6%
Peak rank
26

First hit in 55.3% of 1,050 rounds. Won 46.5% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Low Spin Kick2K+G827.7%
Low Drop Kick1K+G646.0%
Backswing Rocket1P+K545.1%
Low Drop Kick1K+G into backdash383.6%
evade up into backdash343.2%
Fade Roll Kick7K333.1%
Quick HookPP into Keen Edge ComboPPP282.6%
guardG282.6%
backdash into evade up252.4%
Fade Roll Kick7K into forward movement242.3%
Backswing Rocket1P+K into backdash212.0%
backdash into guardG161.5%
Back Knuckle4P into Shadow Spin Kick4PK151.4%
Low Drop Kick1K+G into evade down151.4%
Volcano Upper4P+K into forward movement151.4%

201 further openings account for the other 568 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi10–12 · 45%2–5 · 29%too few to test
Akira11–12 · 48%5–5 · 50%too few to test
Wolf5–7 · 42%2–3 · 40%too few to test
Sarah2–6 · 25%3–3 · 50%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?

Wolf

Career
708–694 · 50.5%
This season
122 matches · 47.5%
Peak rank
27

First hit in 52.0% of 440 rounds. Won 52.4% of the rounds they struck first, 42.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Short Shoulder46P+K429.4%
backdash into Heavy Middle Kick3K+G398.7%
Comet Hook1P into Knuckle Part1PP296.5%
Low Drop Kick62K204.5%
Jab StraightPP into One Two UpperPPP184.0%
evade down into Elbow Butt4P173.8%
Elbow Butt4P into One Two UpperPPP143.1%
backward movement into Low Drop Kick62K143.1%
Low Drop Kick62K into throwP+G132.9%
Quick Shoulder66P+K132.9%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K112.5%
backdash into Elbow Butt4P102.2%
Low Drop Kick62K into kickK92.0%
forward movement into Elbow Butt4P92.0%
backdash into backward movement71.6%

91 further openings account for the other 182 rounds.

Counted from 112 of the 122 matches played. The rest were not pulled for openings.

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 (29 here; about 1.5 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

  • El Blaze: 0 of 15 tests hold up
  • Wolf: 0 of 14 tests hold up