VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

indoor_proviso

  • Akira
Career matches2,168
Career win rate50.3%
Round win rate44.6%
Peak rank31
Distinct opponents107
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1481 #2,147 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

Wolf312,1491,0721,07749.9%
Akira241918194.7%

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

1,035 of 1,191 rounds counted

8.1 inputs a second (484 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf8.14831,022
Akira8.853113

By opponent's character

El Blaze7.8470124
Jeffry8.249477
Akira7.8468110
Jacky7.9474125
Wolf8.148394
Aoi8.450491
Shun8.148465
Lei Fei7.947261
Jean8.551147
Sarah7.746154
Kage8.148440
Pai8.651730
Taka8.450233
Lion8.249317
Brad8.651413
Vanessa7.947622
Goh8.551215
Lau8.450513
Dural11.16664

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

El Blaze3492526.5%-13.1
Jeffry32102231.2%-10.2
Akira31131841.9%+3.9
Jacky30141646.7%+2.6
Wolf27101737.0%-2.6
Aoi2281436.4%-7.0
Shun2171433.3%+1.0
Lei Fei1512380.0%+39.5
Jean145935.7%-4.1
Sarah126650.0%+10.4
Kage113827.3%-7.7
Pai990100.0%+47.6
Taka81712.5%-19.8
Lion63350.0%+6.4
Brad52340.0%-15.4
Vanessa52340.0%-9.1
Goh4040.0%-26.1
Lau42250.0%+14.9
Dural1010.0%-29.1
Eileen110100.0%+39.6

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 Fence46192741.3%+1.7
Rectangle39112828.2%-12.2
Open31121938.7%-2.1
Breakable Full Fence27131448.1%+4.7
Half Fence27131448.1%+7.8
Single Wall2791833.3%-7.2
Breakable Half Fence2671926.9%-12.1
Octagon22121054.5%+16.9
Low Fence21101147.6%+7.2
Full Fence and Open1651131.2%-11.1

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18740.1%40.0%+0.1
No walls7939.2%40.4%-1.2

Walls against open: +1.3 points (95% range -12.4 to +15.0), p 0.852 — 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

hahaha (Rank 29)2026/10/1541325.0%
Go!飯饌GiI (Rank 29)2026/10/1551420.0%
マクシミリアン15世 (Rank 31)2026/10/1472528.6%
Pluto (Rank 33)2026/10/1251420.0%
うめおに。 (Rank 32)2026/10/12112918.2%
ブルマ天国 (Rank 28)2026/10/1241325.0%
yamaneko (Rank 33)2026/10/115050.0%
pinturicchio (Rank 29)2026/10/04104640.0%
ルビーロマン葵 (Rank 33)2026/10/044040.0%
gimoring (Rank 30)2026/09/2452340.0%
Gano (Rank 27)2026/09/1754180.0%
cokeshi (Rank 31)2026/09/141331023.1%
ケイメイざとぅ (Rank 32)2026/09/1441325.0%
juste (Rank 30)2026/09/1353260.0%
しろ☆おび。@のびしろF (Rank 27)2026/09/11440100.0%
エルモchYT★プなれ★ (Rank 29)2026/09/1164266.7%
kojop-oyabin (Rank 28)2026/09/0651420.0%
うをん (Rank 30)2026/09/0551420.0%
ATSUSHI (Rank 31)2026/09/0541325.0%
ミクzzzw (Rank 30)2026/09/054040.0%
maripon (Rank 31)2026/06/215050.0%
imhanzo (Rank 27)2026/06/1863350.0%
え~る (Rank 26)2026/06/11440100.0%
무파ZeroBlue (Rank 30)2026/06/07114736.4%
B.S.R-JP (Rank 29)2026/05/1842250.0%

Round openings

Every character

crouch into Low Hammer2P12713.0%
up-back kick7K into Savate4K9910.2%
crouch into Arrow Knuckle3P596.0%
Elbow Butt4P505.1%
forward movement into Elbow Butt4P343.5%
evade down into Elbow Butt4P293.0%
Savate4K282.9%
punchP272.8%
backward movement into punchP242.5%
forward movement into Low Smash2K202.0%
forward movement into punchP202.0%
Heavy Middle Kick3K+G191.9%
Low Smash2K191.9%
backdash into guardG191.9%
Rolling Savate6K+G141.4%

166 further openings account for the other 387 rounds.

Counted from 241 of the 292 matches played. The rest were not pulled for openings.

Wolf

Career
1,072–1,077 · 49.9%
This season
289 matches · 39.8%
Peak rank
31

First hit in 56.4% of 962 rounds. Won 46.2% of the rounds they struck first, 43.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 24.8% of rounds, against 13.4% in their other rounds.
  • Against Shun: waits first in 45.5% of rounds, against 17.9% against everyone else.
  • On Rectangle stages: backs off first in 25.5% of rounds, against 15.1% on the other stages.
  • In round 3: opens with “4P Elbow Butt” in 10.1% of rounds, against 3.6% in their other rounds.
  • Against Shun: opens with “crouch into 2P Low Hammer” in 40.3% of rounds, against 10.8% against everyone else.
  • On Octagon stages: opens with “4P Elbow Butt” in 14.8% of rounds, against 4.5% on the other stages.

How is this tested?

crouch into Low Hammer2P12713.2%
up-back kick7K into Savate4K9910.3%
crouch into Arrow Knuckle3P596.1%
Elbow Butt4P505.2%
forward movement into Elbow Butt4P343.5%
evade down into Elbow Butt4P293.0%
Savate4K282.9%
punchP272.8%
backward movement into punchP242.5%
forward movement into Low Smash2K202.1%
forward movement into punchP202.1%
Heavy Middle Kick3K+G192.0%
Low Smash2K192.0%
backdash into guardG192.0%
Rolling Savate6K+G141.5%

158 further openings account for the other 374 rounds.

Counted from 238 of the 289 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
Jeffry7–11 · 39%2–7 · 22%too few to test
El Blaze3–15 · 17%1–4 · 20%too few to test
Jacky8–12 · 40%3–2 · 60%too few to test
Akira3–7 · 30%7–3 · 70%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.

51 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?

Akira

Career
18–1 · 94.7%
This season
3 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Touken6P323.1%
punchP into Jouho Touken6P215.4%
Jouho Touken6P into crouch17.7%
Kaikyusei4P17.7%
backdash into Chouyoushu1P17.7%
backdash into Chouzan Housui46P+K17.7%
crouch into Housui2P17.7%
crouch into Souka Housui3P+K17.7%
guardG17.7%
up-back kick7K17.7%

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 (15 here; about 0.8 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: 6 of 15 tests hold up
  • Akira: not tested (too few rounds)