VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Not-Batman

  • Jean
  • Vanessa
  • Goh
  • Brad
  • El Blaze
Career matches437
Career win rate61.3%
Round win rate60.2%
Peak rank25
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1433 #2,453 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

Wolf252071188957.0%
Vanessa1772522072.2%
El Blaze1563352855.6%
Goh1649311863.3%
Jean2137271073.0%
Brad1295455.6%

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

648 of 847 rounds counted

4.7 inputs a second (279 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf4.5268441
Jean4.929298
Goh5.029968
Brad5.432227
El Blaze5.633414

By opponent's character

Pai4.7280116
Akira4.527262
Brad5.532856
El Blaze4.728447
Shun4.225563
Sarah4.728363
Aoi4.225248
Jean4.728033
Lau5.030014
Kage5.030114
Lei Fei4.829127
Taka4.627633
Goh4.929621
Vanessa4.728214
Wolf4.627520
Jacky4.22539
Jeffry3.92348

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

Pai30181260.0%-4.9
Akira2415962.5%+2.4
Brad2316769.6%+6.7
El Blaze2061430.0%-26.7
Shun2017385.0%+14.9
Sarah1810855.6%-6.2
Aoi1441028.6%-31.8
Jean1311284.6%+7.9
Lau1110190.9%+15.9
Kage109190.0%+20.6
Lei Fei84450.0%-9.8
Taka85362.5%+4.6
Goh75271.4%+7.2
Vanessa660100.0%+29.6
Wolf51420.0%-32.7
Jacky330100.0%+60.5
Eileen220100.0%+23.3
Jeffry21150.0%-15.2

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

Rectangle38241463.2%+2.0
Open2723485.2%+17.7
Breakable Half Fence2617965.4%+2.5
Low Fence25141156.0%-5.8
Breakable Full Fence2316769.6%+3.8
Single Wall2191242.9%-19.9
Full Fence1711664.7%+7.2
Half Fence159660.0%-6.2
Octagon1410471.4%+8.8
Full Fence and Open84450.0%-21.3

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13365.4%62.9%+2.6
No walls7363.0%64.2%-1.2

Walls against open: +3.8 points (95% range -9.5 to +17.0), p 0.579 — 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

Guardian64 (Rank 29)114736.4%
Teinted_GENE (Rank 26)106460.0%
Dukes3285 (Rank 21)98188.9%
Nate9256895 (Rank 20)880100.0%
BxrbieeGutz (Rank 24)74357.1%
Johnnybwai (Rank 24)74357.1%
NickyYam_Requiem (Rank 11)76185.7%
platinumheaven_ (Rank 21)660100.0%
{KCW}TTVHotrodUrameshi (Rank 13)660100.0%
KitsuneNoClue (Rank 21)54180.0%
Lucas (Rank 27)53260.0%
Setsuna_X (Rank 39)5050.0%
SoleT (Rank 10)54180.0%
Gold---Mole (Rank 21)440100.0%
KingRAZ (Rank 8)440100.0%
PerfectLegend (Rank 23)4040.0%
ThaddeusStank (Rank 22)4040.0%
TimLee1223 (Rank 10)42250.0%
Woodeeks (Rank 18)440100.0%
Y0dah1050 (Rank 19)440100.0%
ZachAttack (Rank 19)4040.0%
bootywarrior (Rank 22)43175.0%
brothaman13 (Rank 28)43175.0%
F!ring-$quad#RoadtoMG (Rank 22)31233.3%
hugo160479 (Rank 13)32166.7%

Most played opponents, most recent first

platinumheaven_ (Rank 21)2026/10/16660100.0%
Teinted_GENE (Rank 26)2026/10/16106460.0%
Lucas (Rank 27)2026/10/1653260.0%
Johnnybwai (Rank 24)2026/10/1374357.1%
Guardian64 (Rank 29)2026/10/11114736.4%
brothaman13 (Rank 28)2026/10/0943175.0%
Y0dah1050 (Rank 19)2026/10/06440100.0%
Woodeeks (Rank 18)2026/09/27440100.0%
BxrbieeGutz (Rank 24)2026/09/2374357.1%
Nate9256895 (Rank 20)2026/09/23880100.0%
Dukes3285 (Rank 21)2026/09/2398188.9%
Setsuna_X (Rank 39)2026/09/165050.0%
KitsuneNoClue (Rank 21)2026/09/1454180.0%
Gold---Mole (Rank 21)2026/09/12440100.0%
bootywarrior (Rank 22)2026/08/3043175.0%
ZachAttack (Rank 19)2026/08/284040.0%
hugo160479 (Rank 13)2026/07/0332166.7%
PerfectLegend (Rank 23)2026/07/024040.0%
SoleT (Rank 10)2026/07/0254180.0%
TimLee1223 (Rank 10)2026/05/2542250.0%
ThaddeusStank (Rank 22)2026/04/144040.0%
NickyYam_Requiem (Rank 11)2026/04/1076185.7%
F!ring-$quad#RoadtoMG (Rank 22)2026/04/0931233.3%
{KCW}TTVHotrodUrameshi (Rank 13)2026/04/08660100.0%
KingRAZ (Rank 8)2026/04/03440100.0%

Round openings

Every character

backdash into guardG6810.2%
punchP406.0%
backdash into backward movement375.6%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K253.8%
Low Drop Kick213.2%
forward movement into Low Smash2K172.6%
R.A.W. AvengerP+K+G162.4%
backdash into Mow Down Chop1P+K152.3%
Defensive Style: backdash into backward movement142.1%
evade up142.1%
guardG131.9%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G121.8%
punchP into Jab Straight121.8%
Elbow Butt4P101.5%
Defensive Style: backdash into guardG91.4%

183 further openings account for the other 342 rounds.

Counted from 177 of the 224 matches played. The rest were not pulled for openings.

Wolf

Career
118–89 · 57.0%
This season
141 matches · 56.7%
Peak rank
25

First hit in 46.2% of 407 rounds. Won 53.2% of the rounds they struck first, 53.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into guardG4711.6%
punchP389.3%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K256.1%
Low Drop Kick62K194.7%
forward movement into Low Smash2K174.2%
R.A.W. AvengerP+K+G163.9%
backdash into backward movement163.9%
backdash into Mow Down Chop1P+K153.7%
evade up143.4%
punchP into Jab StraightPP112.7%
Elbow Butt4P102.5%
guardG82.0%
Quick Shoulder66P+K61.5%
backdash into Elbow Butt4P61.5%
backdash into Quick Shoulder66P+K61.5%

81 further openings account for the other 153 rounds.

Counted from 110 of the 141 matches played. The rest were not pulled for openings.

Vanessa

Career
52–20 · 72.2%
This season
24 matches · 83.3%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into backward movement1415.7%
Defensive Style: backdash into guardG910.1%
Defensive Style: Defensive Elbow (Deflect)89.0%
Defensive Style: Back Charge Kick77.9%
Defensive Style: guard55.6%
Defensive Style: backdash into Hind Back Spin KickK+G44.5%
Defensive Style: Leopard Strike (Deflect)33.4%
Defensive Style: Sliding Low Kick33.4%
Defensive Style: backdash into Switch Back Middle44K33.4%
Defensive Style: backdash into Switch Shoulder6P+K+G22.2%
Defensive Style: backdash into Wheel Kick9K+G22.2%
Defensive Style: forward dash into Ducking Body Smash66PP22.2%
Defensive Style: no input22.2%
Defensive Style: Cut-in Knee Kick11.1%
Defensive Style: Low Spin Slicer11.1%

23 further openings account for the other 23 rounds.

Goh

Career
31–18 · 63.3%
This season
21 matches · 61.9%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G1213.9%
backdash into backward movement1213.9%
Ni'oudaoshi3K+G910.5%
backdash into guardG78.1%
Kurogane Kudaki66P into Hiji'ate6P33.5%
backdash into Batousatsu3KP33.5%
backdash into Ni'oudaoshi3K+G33.5%
evade up into guardG33.5%
guardG33.5%
Hiji'ate6P22.3%
Kumite Harai (Deflect)4P+K+G22.3%
Tsukikage6K22.3%
backdash22.3%
backdash into Tengusatsu9K+G22.3%
Hiji'ate6P into backward movement11.2%

20 further openings account for the other 20 rounds.

Jean

Career
27–10 · 73.0%
This season
28 matches · 85.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG716.7%
Ryoutezuki66P+K into Nukitesashi6P+K37.1%
Shitanagi Shutou1P37.1%
Harai'uke (Deflect)4P+K+G24.8%
KounirenPP into KagizukiPPP24.8%
backdash into Shitanagi Shutou1P24.8%
backdash into backward movement24.8%
guardG24.8%
Gyaku Seikenzuki66P12.4%
Hangetsu NirenzukiP+K12.4%
Hizageri4K into Kousenshu4KP12.4%
Koubougeri6K+G12.4%
Nozuchi1P+K12.4%
Oihiji4P+K12.4%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK12.4%

12 further openings account for the other 12 rounds.

Counted from 12 of the 28 matches played. The rest were not pulled for openings.

Brad

Career
5–4 · 55.6%
This season
7 matches · 71.4%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG725.9%
backdash into backward movement622.2%
no input27.4%
Jab StraightPP into Combination UpperPPP13.7%
Rapid Double JabP+K13.7%
Sway Back4P+K+G13.7%
backdash13.7%
crouch into Dtee Sawk Bon1P+K13.7%
evade up into High Spin KickK+G13.7%
evade up into guardG13.7%
forward dash into Middle Spin Kick66K13.7%
forward dash into guardG13.7%
kickK into forward movement13.7%
punchP13.7%
punchP into Jab StraightPP13.7%

El Blaze

Career
35–28 · 55.6%
This season
3 matches · 33.3%
Peak rank
15

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move428.6%
Low Drop Kick1K+G214.3%
backdash into Overtune Blow3P+K214.3%
Fade Roll Kick7K17.1%
Straight6P+K into ElbowP+K17.1%
backdash into Demon's Tail9P+KK17.1%
backdash into backward movement17.1%
offensive move into Tornado Spin (Deflect)P+K+G17.1%
offensive move into evade up17.1%

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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Vanessa: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)