VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

あ

Career matches2,207
Career win rate49.9%
Round win rate49.5%
Peak rank29
Distinct opponents150
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1463 #2,250 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

Wolf292,2071,1021,10549.9%

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

2,023 of 2,023 rounds counted

7.2 inputs a second (433 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.24332,023

By opponent's character

Akira7.3440250
Jacky7.2434243
Jean7.2430187
Wolf7.3438175
Pai7.2434148
Jeffry7.1426121
Aoi7.1427113
Sarah7.1427109
Goh7.6455109
Lion7.142497
Shun7.544889
El Blaze6.841077
Vanessa7.041965
Eileen7.444452
Lau7.343940
Lei Fei6.639441
Kage7.142736
Taka7.142834
Brad7.344026
Dural7.544911

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

Akira60352558.3%+9.4
Jacky58322655.2%+3.5
Jean48252352.1%+4.6
Wolf42261661.9%+14.4
Pai36142238.9%-19.1
Jeffry29131644.8%-7.0
Aoi28171160.7%+7.7
Sarah28101835.7%-11.7
Goh26151157.7%+9.1
Lion25121348.0%-3.3
Shun24111345.8%-6.0
El Blaze1961331.6%-22.4
Vanessa1613381.2%+23.2
Eileen125741.7%-0.3
Lau113827.3%-26.1
Lei Fei103730.0%-14.5
Kage93633.3%-25.3
Taka880100.0%+54.2
Brad72528.6%-11.6
Dural3030.0%-49.0

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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

Breakable Half Fence62303248.4%-1.8
Open59293049.1%+0.0
Single Wall56342260.7%+9.4
Octagon54252946.3%-9.1
Half Fence49282157.1%+9.3
Rectangle48272156.2%+7.6
Breakable Full Fence39251464.1%+11.4
Full Fence38191950.0%+1.3
Full Fence and Open38142436.8%-12.9
Low Fence34151944.1%-10.1

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
Walls29053.1%50.8%+2.3
No walls14952.3%51.3%+1.0

Walls against open: +1.3 points (95% range -10.1 to +12.6), p 0.825 — 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

NEKOz (Rank 26)2026/10/1762433.3%
camelvf (Rank 28)2026/10/171510566.7%
무파ZeroBlue (Rank 29)2026/10/1761516.7%
yuzu (Rank 27)2026/10/16117463.6%
トローリロートル (Rank 25)2026/10/1176185.7%
入れ込むかもしれない (Rank 29)2026/10/10125741.7%
somelight (Rank 26)2026/10/1053260.0%
xXsoul-childXx (Rank 30)2026/10/1093633.3%
え~る (Rank 26)2026/10/0961516.7%
混浴ジャキミリアン (Rank 30)2026/10/09157846.7%
seobin_papa (Rank 28)2026/10/0775271.4%
弾丸(だんまる) (Rank 27)2026/10/0773442.9%
さざび (Rank 29)2026/10/06102820.0%
hahaha (Rank 29)2026/10/04106460.0%
a_h_i_k_o (Rank 29)2026/10/0386275.0%
gimoring (Rank 29)2026/09/3061516.7%
猫鼻 (Rank 26)2026/09/30660100.0%
紫荆一头牛 (Rank 24)2026/09/2786275.0%
Nn_nekosuke (Rank 30)2026/09/2562433.3%
tamaneen (Rank 25)2026/09/2473442.9%
ぽん (Rank 30)2026/09/2282625.0%
48歳技覚えられないよ (Rank 26)2026/09/19660100.0%
はち割れ・練習中 (Rank 28)2026/09/186060.0%
アセスルファムK (Rank 31)2026/09/1794544.4%
はげまん (Rank 27)2026/09/1676185.7%

Round openings

Wolf

Career
1,102–1,105 · 49.9%
This season
499 matches · 50.7%
Peak rank
29

First hit in 49.8% of 1,557 rounds. Won 53.5% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 22.2% of rounds, against 14.9% in their other rounds.
  • Against El Blaze: backs off first in 39.7% of rounds, against 15.6% against everyone else.
  • On Rectangle stages: attacks straight away in 54.8% of rounds, against 39.0% on the other stages.
  • After opening the round before by waiting: waits first in 25.2% of rounds, against 14.1% after anything else.
  • In round 4 or later: opens with “66P+K Quick Shoulder” in 10.6% of rounds, against 5.4% in their other rounds.
  • Against Goh: opens with “crouch dash back into evade up” in 12.9% of rounds, against 3.0% against everyone else.
  • On Low Fence stages: opens with “crouch into 2P Low Hammer” in 17.4% of rounds, against 7.1% on the other stages.

How is this tested?

crouch into Low Hammer2P1177.5%
Quick Shoulder66P+K1066.8%
Low Hammer2P674.3%
guardG into throw escape644.1%
crouch dash back into evade up553.5%
evade down into Elbow Butt4P483.1%
Low Drop Kick62K into backdash422.7%
evade up into punchP422.7%
evade up into crouch dash back412.6%
forward movement into Elbow Butt4P372.4%
throw escape372.4%
Low Hammer2P into evade down362.3%
Elbow Butt4P into punchP312.0%
punchP into throwP+G312.0%
punchP into evade down301.9%

146 further openings account for the other 780 rounds.

Counted from 383 of the 499 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
Akira19–15 · 56%8–1 · 89%too few to test
Jean8–12 · 40%12–4 · 75%too few to test
Jacky16–11 · 59%7–4 · 64%too few to test
Wolf13–8 · 62%8–6 · 57%too few to test
Pai5–8 · 38%3–7 · 30%too few to test
Sarah5–6 · 45%2–3 · 40%too few to test
Aoi9–7 · 56%1–2 · 33%too few to test
Goh8–2 · 80%4–6 · 40%too few to test
Jeffry7–7 · 50%3–1 · 75%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.

116 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?

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: 7 of 15 tests hold up