VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Wolf

Wolf-500Yen-VFes

Career matches2,596
Career win rate50.5%
Round win rate48.7%
Peak rank35
Distinct opponents86
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1712 #744 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

Wolf352,5961,3111,28550.5%

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

400 of 709 rounds counted

6.1 inputs a second (366 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.1366400

By opponent's character

Kage5.935254
Akira6.337949
Lau6.136740
Jacky6.136846
Aoi6.035726
Jeffry6.236931
El Blaze5.835113
Brad5.834814
Lion6.338022
Shun6.236924
Wolf6.438516
Lei Fei6.438518
Pai6.538816
Sarah6.33774
Vanessa6.035810
Jean6.03638
Taka5.33219

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

Kage2113861.9%+12.1
Akira2061430.0%-21.5
Lau1912763.2%+21.5
Jacky168850.0%+5.4
Aoi156940.0%-10.6
Jeffry157846.7%+1.2
El Blaze1331023.1%-32.9
Brad82625.0%-21.0
Lion86275.0%+28.1
Shun86275.0%+26.3
Wolf84450.0%-3.6
Lei Fei42250.0%-1.9
Pai42250.0%+3.5
Sarah41325.0%-23.3
Vanessa42250.0%+7.9
Goh32166.7%+22.6
Jean32166.7%+19.8
Taka31233.3%-20.4

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

Full Fence28121642.9%-9.5
Rectangle26121446.1%-4.0
Breakable Full Fence21101147.6%+3.5
Open1991047.4%-1.3
Half Fence1812666.7%+23.6
Octagon1811761.1%+7.8
Low Fence134930.8%-21.9
Breakable Half Fence126650.0%+7.4
Single Wall104640.0%-6.1
Full Fence and Open61516.7%-30.8

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
Walls12351.2%48.4%+2.8
No walls4240.5%48.6%-8.2

Walls against open: +11.0 points (95% range -8.9 to +30.8), p 0.279 — 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

うめおに。 (Rank 33)2026/09/1742250.0%
ヘニオ (Rank 33)2026/09/1632166.7%
あっしゅさんとごち昌 (Rank 32)2026/09/1553260.0%
五寸釘くん (Rank 36)2026/09/1552340.0%
Koromo (Rank 32)2026/09/1363350.0%
おるが@のびしろF (Rank 32)2026/09/134040.0%
へっぽこラウ (Rank 35)2026/09/12116554.5%
鳩男 (Rank 30)2026/09/0821150.0%
ガンオンやりたひ (Rank 33)2026/09/0764266.7%
A56-7W (Rank 29)2026/09/0753260.0%
KA-GO (Rank 36)2026/05/2832166.7%
Dark (Rank 33)2026/05/273030.0%
俺様バーンズ (Rank 35)2026/05/2731233.3%
黒シャツ (Rank 30)2026/05/27330100.0%
fwnd1396 (Rank 32)2026/05/2653260.0%
방가방가 (Rank 29)2026/05/26330100.0%
太鼓の別人/TaikoStrike (Rank 32)2026/05/1531233.3%
おむすび山▲かずkaz_kcj (Rank 36)2026/05/1031233.3%
ctraum (Rank 35)2026/05/0841325.0%
真也 (Rank 32)2026/05/0831233.3%
ひざくん☆中能登VF部 (Rank 33)2026/05/0631233.3%
ラーメソマソ (Rank 36)2026/04/252020.0%
究極無敵 (Rank 35)2026/04/1641325.0%
ginsancha (Rank 32)2026/04/163030.0%
キネマ坂46 (Rank 33)2026/04/1632166.7%

Round openings

Wolf

Career
1,311–1,285 · 50.5%
This season
176 matches · 48.3%
Peak rank
35

First hit in 47.8% of 699 rounds. Won 51.5% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

forward movement into Elbow Butt4P365.1%
crouch dash forward into Low Hammer2P344.8%
forward movement into Screw Hook63214P243.4%
forward movement into Jab StraightPP233.2%
Rolling Savate6K+G213.0%
forward movement into Hammer KickPK202.8%
Quick Shoulder66P+K192.7%
backdash into Heavy Middle Kick3K+G192.7%
forward movement into punchP192.7%
Elbow Butt4P182.5%
crouch dash back into Kenka Kick1K+G182.5%
crouch dash forward into guardG182.5%
guardG into Low Hammer2P182.5%
punchP172.4%
backdash into Short Shoulder46P+K152.1%

126 further openings account for the other 393 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage9–4 · 69%3–4 · 43%too few to test
Akira4–10 · 29%1–4 · 20%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 (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