VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

BeavisAndButt-Head69

Career matches1,817
Career win rate60.2%
Round win rate55.5%
Peak rank32
Distinct opponents72
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1603 #1,329 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

Wolf321,8151,09372260.2%
Jeffry—21150.0%

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

1,019 of 1,114 rounds counted

6.5 inputs a second (390 a minute) this season. Faster than 31% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.53901,019

By opponent's character

Sarah6.136695
Jacky6.740090
Akira6.438282
Shun5.935383
Aoi6.136469
Lion6.639880
Jeffry7.243478
Kage6.237252
Wolf6.840870
Lei Fei6.740451
Pai7.042329
Vanessa6.036240
El Blaze6.840544
Brad6.539236
Dural6.539030
Lau7.343726
Goh6.538830
Taka6.639722
Eileen7.04227
Jean6.13655

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

Sarah30201066.7%+2.5
Jacky27141351.9%-4.8
Akira2291340.9%+3.6
Shun22121054.5%+9.3
Aoi2112957.1%+0.6
Lion2181338.1%-35.2
Jeffry2091145.0%-16.9
Kage1814477.8%+12.3
Wolf1881044.4%-7.8
Lei Fei1410471.4%+16.1
Pai118372.7%+18.4
Vanessa11110100.0%+20.7
El Blaze104640.0%-5.7
Brad97277.8%+17.7
Dural83537.5%-6.8
Lau86275.0%+10.7
Goh73442.9%+5.8
Taka52340.0%-18.3
Eileen43175.0%+6.3
Jean1010.0%-32.5

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

Half Fence40172342.5%-14.1
Breakable Full Fence36201655.6%+6.1
Octagon33211263.6%-1.7
Rectangle30181260.0%+1.5
Full Fence28171160.7%+2.1
Low Fence28131546.4%-10.2
Breakable Half Fence25121348.0%+1.7
Single Wall2314960.9%+1.1
Open1815383.3%+21.0
Full Fence and Open1510566.7%+5.3

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19254.7%55.8%-1.1
No walls6960.9%59.1%+1.8

Walls against open: -2.9 points (95% range -17.4 to +11.7), p 0.699 — 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

ulilb1ckard (Rank 32)41132831.7%
susvery (Rank 34)1551033.3%
Angelus619 (Rank 28)139469.2%
Jaguar (Rank 35)1321115.4%
relentlessBEEF (Rank 15)103730.0%
RENOTIGER (Rank 15)990100.0%
Scorcho (Rank 27)95455.6%
itrap (Rank 29)96366.7%
BehemothTyphoon (Rank 27)86275.0%
VFhayatoYO! (Rank 36)81712.5%
BaebladeRIP (Rank 39)6060.0%
HardcoreHerc (Rank 33)61516.7%
Ilyricio (Rank 24)660100.0%
Kai_Uchiha10 (Rank 29)62433.3%
Sevensided253 (Rank 25)53260.0%
Clipz4Reelz (Rank 11)440100.0%
GhostShaku (Rank 39)4040.0%
Hoophoop (Rank 21)440100.0%
Sevengar01 (Rank 22)440100.0%
Shadowmare0Z (Rank 6)440100.0%
TrooGentulman (Rank 17)440100.0%
VectorMan- (Rank 32)42250.0%
wavy_route9 (Rank 23)440100.0%
NOWAR ひな (Rank 8)330100.0%
TAIDADA (Rank 27)32166.7%

Most played opponents, most recent first

ulilb1ckard (Rank 32)2026/08/0341132831.7%
Scorcho (Rank 27)2026/08/0295455.6%
Kai_Uchiha10 (Rank 29)2026/08/0262433.3%
relentlessBEEF (Rank 15)2026/07/23103730.0%
Jaguar (Rank 35)2026/07/221321115.4%
Angelus619 (Rank 28)2026/07/22139469.2%
VectorMan- (Rank 32)2026/07/2242250.0%
susvery (Rank 34)2026/07/141551033.3%
BehemothTyphoon (Rank 27)2026/07/1486275.0%
VFhayatoYO! (Rank 36)2026/07/1481712.5%
itrap (Rank 29)2026/07/0496366.7%
Hoophoop (Rank 21)2026/06/28440100.0%
wavy_route9 (Rank 23)2026/05/28440100.0%
Sevengar01 (Rank 22)2026/05/28440100.0%
RENOTIGER (Rank 15)2026/05/28990100.0%
Sevensided253 (Rank 25)2026/05/2853260.0%
Ilyricio (Rank 24)2026/05/27660100.0%
Shadowmare0Z (Rank 6)2026/05/27440100.0%
TAIDADA (Rank 27)2026/05/2732166.7%
TrooGentulman (Rank 17)2026/05/27440100.0%
NOWAR ひな (Rank 8)2026/05/27330100.0%
GhostShaku (Rank 39)2026/05/274040.0%
BaebladeRIP (Rank 39)2026/04/216060.0%
Clipz4Reelz (Rank 11)2026/04/21440100.0%
HardcoreHerc (Rank 33)2026/04/0461516.7%

Round openings

Wolf

Career
1,093–722 · 60.2%
This season
287 matches · 56.8%
Peak rank
32

First hit in 57.6% of 1,106 rounds. Won 56.7% of the rounds they struck first, 54.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 11.8% of rounds, against 6.3% in their other rounds.
  • Against Akira: evades first in 30.5% of rounds, against 11.4% against everyone else.
  • After winning a round: backs off first in 24.2% of rounds, against 12.4% after losing one.
  • When ahead: backs off first in 27.7% of rounds, against 12.2% when level or behind.
  • In round 4 or later: opens with “P punch” in 7.2% of rounds, against 3.7% in their other rounds.
  • Against Aoi: opens with “66P+K Quick Shoulder” in 20.0% of rounds, against 8.4% against everyone else.
  • When behind: opens with “66P+K Quick Shoulder” in 14.6% of rounds, against 9.6% when ahead or level.

How is this tested?

Quick Shoulder66P+K1039.2%
backdash into Mow Down Chop1P+K565.0%
punchP514.6%
evade down into Elbow Butt4P484.3%
guardG into evade down413.7%
crouch into Low Hammer2P393.5%
forward movement into Low Smash2K363.2%
backdash into guardG353.1%
forward movement into crouch302.7%
Arrow Knuckle3P282.5%
Low Hammer2P252.2%
Elbow Butt4P into punchP242.1%
backdash into Short Shoulder46P+K222.0%
crouch into Low Smash2K201.8%
evade down into guardG201.8%

181 further openings account for the other 539 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah14–6 · 70%4–4 · 50%too few to test
Jacky4–8 · 33%5–4 · 56%too few to test
Akira7–12 · 37%2–1 · 67%too few to test
Shun6–5 · 55%4–4 · 50%too few to test
Aoi10–6 · 62%0–3 · 0%too few to test
Lion2–8 · 20%5–3 · 62%too few to test
Jeffry4–6 · 40%4–3 · 57%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: 7 of 15 tests hold up