VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

moksa

Career matches5,066
Career win rate49.0%
Round win rate45.0%
Peak rank28
Distinct opponents118
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1435 #2,436 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

Wolf285,0662,4822,58449.0%

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

473 of 706 rounds counted

6.0 inputs a second (362 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.0362473

By opponent's character

Akira6.136884
Wolf5.834558
Jacky6.237343
Pai6.237544
Shun5.835124
Jeffry5.935422
Kage5.734522
Lau6.538822
Goh6.237530
Aoi6.237419
Eileen5.734219
Lei Fei5.432515
Sarah5.532917
El Blaze6.237512
Jean5.935214
Lion6.438513
Taka6.337910
Dural6.73995

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

Akira27121544.4%+7.1
Wolf2181338.1%-2.4
Jacky151146.7%-34.0
Pai126650.0%+12.2
Shun125741.7%+5.2
Jeffry112918.2%-25.6
Kage116554.5%+19.7
Lau93633.3%-7.6
Goh85362.5%+24.3
Aoi63350.0%+7.0
Brad63350.0%+10.2
Eileen63350.0%+2.4
Lei Fei63350.0%+7.3
Sarah62433.3%-0.1
Vanessa63350.0%+10.2
El Blaze41325.0%-8.4
Jean41325.0%-8.0
Lion3030.0%-37.5
Taka32166.7%+33.1
Dural1010.0%-42.1

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

Rectangle24101441.7%+7.5
Full Fence23101343.5%+5.4
Half Fence23101343.5%+4.0
Open1971236.8%-0.1
Low Fence1771041.2%+1.0
Breakable Full Fence1651131.2%-13.7
Octagon1531220.0%-16.4
Single Wall125741.7%+3.0
Breakable Half Fence116554.5%+16.4
Full Fence and Open93633.3%-10.7

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
Walls11239.3%38.5%+0.8
No walls4839.6%38.6%+1.0

Walls against open: -0.2 points (95% range -16.8 to +16.4), p 0.983 — 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

taj_god333 (Rank 26)2026/08/2621150.0%
statham7352 (Rank 25)2026/08/2531233.3%
nyu_necoginjo (Rank 27)2026/08/2532166.7%
tie-hack (Rank 27)2026/08/2432166.7%
Lucifer-1971 (Rank 24)2026/08/1721150.0%
fwnd1396 (Rank 29)2026/08/172020.0%
カミナリおやじ (Rank 27)2026/08/172020.0%
え~る (Rank 30)2026/07/292020.0%
RonRon556 (Rank 25)2026/07/2931233.3%
prestidigitator0 (Rank 27)2026/07/2931233.3%
allgonnaworkout (Rank 27)2026/07/2632166.7%
ターム (Rank 23)2026/07/2521150.0%
Yu2Yam (Rank 27)2026/07/02220100.0%
白い妖精 (Rank 28)2026/07/022020.0%
Side_mountain-n (Rank 27)2026/07/022020.0%
μ (Rank 27)2026/07/0231233.3%
BANANA (Rank 30)2026/07/023030.0%
ガリバー (Rank 29)2026/06/222020.0%
ginchuwan (Rank 26)2026/06/0432166.7%
ロデム (Rank 30)2026/05/3143175.0%
dio5860 (Rank 26)2026/05/0731233.3%
金田一の少年 (Rank 26)2026/05/07220100.0%
しゅが~nsr (Rank 25)2026/04/2321150.0%
JISERU (Rank 27)2026/03/2943175.0%
南部の釣れないルアー (Rank 29)2026/03/2732166.7%

Round openings

Wolf

Career
2,482–2,584 · 49.0%
This season
177 matches · 39.0%
Peak rank
28

First hit in 50.4% of 700 rounds. Won 46.2% of the rounds they struck first, 43.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 14.7% of rounds, against 4.2% in their other rounds.
  • Against Akira: evades first in 17.7% of rounds, against 4.6% against everyone else.
  • In round 1: opens with “3P Arrow Knuckle into forward dash” in 13.6% of rounds, against 5.3% in their other rounds.

How is this tested?

Arrow Knuckle3P into evade up659.2%
Low Drop Kick62K628.8%
Arrow Knuckle3P into forward dash527.4%
Screw Hook63214P into Screw Lariat63214PP517.2%
Quick Shoulder66P+K496.9%
crouch into Low Hammer2P436.1%
forward movement into Elbow Butt4P324.5%
Arrow Knuckle3P304.2%
Comet Hook1P into Knuckle Part1PP213.0%
Arrow Knuckle3P into forward movement182.5%
Rolling Savate6K+G182.5%
Screw Hook63214P152.1%
evade up into Low Drop Kick62K152.1%
punchP into kickK121.7%
throwP+G111.6%

84 further openings account for the other 212 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–11 · 42%3–2 · 60%too few to test
Wolf4–6 · 40%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?

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: 3 of 15 tests hold up