VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Johnnybwai

  • El Blaze
  • Aoi
  • Jeffry
  • Jean
Career matches5,743
Career win rate48.5%
Round win rate50.5%
Peak rank27
Distinct opponents185
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1332 #3,000 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

Wolf274,5082,1502,35847.7%
El Blaze2756328927451.3%
Aoi2537819518351.6%
Jeffry2727814413451.8%
Jean211661037.5%

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

3,590 of 3,646 rounds counted

7.3 inputs a second (436 a minute) this season. Faster than 53% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.24341,738
Aoi7.44421,056
Jeffry7.2431502
Wolf7.3438231
Jean6.841063

By opponent's character

Sarah7.2430456
Shun7.1426426
Pai7.2432337
Aoi7.2435306
Jacky7.3436228
Akira7.2433237
Jeffry7.2434207
Goh7.8471233
Lei Fei7.2433155
Brad7.4444142
Vanessa7.2431122
Eileen7.4443119
Jean7.3440108
Lion7.0422109
Lau7.042391
Wolf7.645592
Taka7.343885
Kage7.142567
Dural7.041841
El Blaze8.148829

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

Sarah114486642.1%-7.2
Shun107575053.3%+4.1
Pai84325238.1%-11.1
Aoi78522666.7%+15.8
Jacky64333151.6%-3.0
Akira61382362.3%+12.8
Jeffry58283048.3%-0.6
Goh57282949.1%+1.7
Lei Fei40192147.5%-2.2
Brad37181948.6%-9.4
Vanessa32161650.0%+5.5
Eileen2920969.0%-0.8
Jean29171258.6%+5.3
Lion2719870.4%+16.9
Lau2581732.0%-15.1
Wolf23101343.5%+0.6
Taka2081240.0%-18.1
Kage1981142.1%-13.5
Dural115645.5%+1.0
El Blaze85362.5%+7.9

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.

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

Octagon115605552.2%-6.3
Breakable Half Fence105545151.4%+2.4
Low Fence105584755.2%+7.4
Full Fence93534057.0%+7.0
Rectangle91553660.4%+13.4
Breakable Full Fence82344841.5%-9.0
Open81384346.9%-2.2
Single Wall73343946.6%-7.5
Half Fence70254535.7%-15.4
Full Fence and Open50302060.0%+9.7

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
Walls55650.5%51.2%-0.7
No walls25950.2%50.1%+0.1

Walls against open: -0.8 points (95% range -8.1 to +6.5), p 0.833 — 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

THEWEIAND (Rank 22)2026/10/14139469.2%
abo_Sami__M (Rank 26)2026/10/14100100.0%
teh-sneek (Rank 26)2026/10/1494544.4%
Lucas (Rank 27)2026/10/142581732.0%
Teinted_GENE (Rank 26)2026/10/1330102033.3%
CraftierNut (Rank 27)2026/10/1331121938.7%
babo209 (Rank 27)2026/10/1242222052.4%
ConfidentMrSatan (Rank 23)2026/10/111810855.6%
SinNagy (Rank 21)2026/10/111511473.3%
TAIDADA (Rank 26)2026/10/112011955.0%
BushidoCode7296 (Rank 16)2026/10/101110190.9%
DatDemo (Rank 29)2026/10/10134930.8%
nooby-X (Rank 22)2026/10/10114736.4%
RisenGlory (Rank 26)2026/09/2791811.1%
mugenxulqui92 (Rank 21)2026/09/271910952.6%
Jiikae (Rank 31)2026/09/2592722.2%
VengefulVizzini (Rank 25)2026/09/18157846.7%
Wodin (Rank 26)2026/09/18156940.0%
compton187p (Rank 23)2026/09/1698188.9%
S_C_H_T_O_M_P (Rank 25)2026/09/091210283.3%
김멋있다 (Rank 21)2026/09/0698188.9%
Mungo18-3rdStrikeFiend-GurlPowah (Rank 24)2026/09/0495455.6%
Themis (Rank 21)2026/09/0496366.7%
BillCutting0666 (Rank 23)2026/09/0497277.8%
bootywarrior (Rank 21)2026/08/29105550.0%

Round openings

Every character

crouch into Sit Jab2P1987.8%
punchP1726.8%
evade up1616.3%
punchP into Quick HookPP953.7%
crouch into Low Knuckle2P833.3%
backdash into Head Smash Kick46K742.9%
punchP into Jab~High KickPK732.9%
crouch into Low Hammer2P672.6%
up-back kick+guard7K+G into forward movement652.6%
backdash612.4%
evade up into Volcano Knee6K+G562.2%
guardG562.2%
evade down461.8%
evade up into Low Drop Kick461.8%
backdash into guardG351.4%

317 further openings account for the other 1,251 rounds.

Counted from 640 of the 653 matches played. The rest were not pulled for openings.

El Blaze

Career
289–274 · 51.3%
This season
435 matches · 50.6%
Peak rank
27

First hit in 44.2% of 1,732 rounds. Won 49.5% of the rounds they struck first, 51.6% of the rounds they were struck first.

Significant Tells

  • Against Shun: waits first in 29.4% of rounds, against 14.9% against everyone else.
  • Against Shun: opens with “crouch into 2P Sit Jab” in 25.7% of rounds, against 8.8% against everyone else.

How is this tested?

crouch into Sit Jab2P19811.4%
evade up1096.3%
punchP into Quick HookPP955.5%
punchP905.2%
backdash into Head Smash Kick46K744.3%
punchP into Jab~High KickPK734.2%
up-back kick+guard7K+G into forward movement653.7%
evade up into Volcano Knee6K+G563.2%
backdash543.1%
evade up into Low Drop Kick1K+G442.5%
guardG392.2%
Low Drop Kick1K+G321.8%
evade down321.8%
Jumping Hammer Knuckle8P+K291.7%
backdash into evade up291.7%

181 further openings account for the other 719 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun19–16 · 54%15–7 · 68%too few to test
Sarah13–23 · 36%4–7 · 36%too few to test
Pai13–18 · 42%2–7 · 22%too few to test
Akira10–8 · 56%13–2 · 87%too few to test
Aoi14–5 · 74%6–2 · 75%too few to test
Jeffry4–11 · 27%5–3 · 62%too few to test
Goh7–8 · 47%2–7 · 22%too few to test
Jacky8–7 · 53%5–4 · 56%too few to test
Vanessa6–10 · 38%0–4 · 0%too few to test
Taka3–6 · 33%3–4 · 43%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?

Jeffry

Career
144–134 · 51.8%
This season
127 matches · 55.1%
Peak rank
27

First hit in 50.6% of 447 rounds. Won 56.6% of the rounds they struck first, 52.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch into Low Knuckle2P8318.5%
punchP7115.8%
evade up265.8%
punchP into Double KnucklePP235.1%
backdash into Rising Hammer43PP224.9%
evade down into Knee Attack6K224.9%
evade down122.7%
Ducking Low2K+G112.5%
backdash into crouch112.5%
guardG92.0%
Knee Attack6K81.8%
evade up into Rising Hammer43PP81.8%
evade down into Ducking Low2K+G71.6%
evade up into backdash71.6%
backdash into guardG61.3%

79 further openings account for the other 122 rounds.

Counted from 114 of the 127 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi13–6 · 68%6–5 · 55%too few to test
Lei Fei5–7 · 42%2–6 · 25%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.

13 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?

Wolf

Career
2,150–2,358 · 47.7%
This season
74 matches · 50.0%
Peak rank
27

First hit in 50.7% of 286 rounds. Won 55.2% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Hammer2P6723.1%
evade up227.6%
evade up into Toe Kick Side4K+GK155.2%
evade up into Screw Lariat63214PP103.5%
punchP103.5%
crouch into Low Smash2K93.1%
backdash into Heavy Middle Kick3K+G82.8%
evade up into forward dash82.8%
backdash into guardG72.4%
evade up into backdash72.4%
evade up into crouch72.4%
guardG72.4%
evade down into backward movement62.1%
punchP into Hammer KickPK62.1%
Pounding Elbow9P+K51.7%

57 further openings account for the other 96 rounds.

Jean

Career
6–10 · 37.5%
This season
17 matches · 35.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shitamaeken2P1727.0%
evade up46.3%
punchP into KounirenPP46.3%
Nozuchi1P+K34.8%
evade down into Joudan Ushiro MawashigeriK+G34.8%
evade down into Renge Karitsumi2K+G34.8%
backdash into backward movement23.2%
evade down into Koubougeri6K+G23.2%
evade down into Yamakuzushi6K23.2%
Harai'uke (Deflect)4P+K+G11.6%
KounirenPP into KagizukiPPP11.6%
Nozuchi1P+K into backdash11.6%
Nozuchi1P+K into evade down11.6%
backdash into Kou'un Nidan Hizageri9K+G11.6%
backdash into evade down11.6%

17 further openings account for the other 17 rounds.

Not counted here: Aoi. Their matches 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 (30 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: 2 of 17 tests hold up
  • Jeffry: 0 of 13 tests hold up
  • Wolf: not tested (too few rounds)
  • Jean: not tested (too few rounds)