VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

SnowyLobster161

  • Pai
Career matches410
Career win rate56.8%
Round win rate45.4%
Peak rank24
Distinct opponents20
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1263 Not ranked yet: the list needs 50 matches. See 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

Wolf2429515514052.5%
Pai23115783767.8%

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

172 of 172 rounds counted

8.9 inputs a second (533 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf8.7523135
Pai9.556937

By opponent's character

Brad8.752026
Akira8.953519
Eileen8.651417
Jacky9.053813
Sarah9.858516
Shun9.556815
Wolf9.255414
Aoi9.456410
Goh7.846511
Pai8.450212
Jean8.450210
Lion9.25519

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

Brad63350.0%-1.6
Akira51420.0%-3.1
Eileen42250.0%+4.5
Jacky43175.0%+29.2
Sarah42250.0%+10.1
Shun4040.0%-71.0
Wolf4040.0%-54.4
Aoi31233.3%+13.1
Goh32166.7%+16.4
Pai330100.0%+66.7
Jean2020.0%-28.4
Lion220100.0%+54.4

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

Open124833.3%-23.9
Full Fence83537.5%-3.1
Rectangle61516.7%-15.9
Octagon42250.0%-7.1
Full Fence and Open32166.7%+36.0
Half Fence32166.7%+16.4
Breakable Full Fence21150.0%+16.8
Single Wall21150.0%-8.0
Low Fence110100.0%+55.6

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
Walls2339.1%41.4%-2.2
No walls1540.0%51.3%-11.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

ら族 (Rank 24)2026/10/13110100.0%
48歳技覚えられないよ (Rank 27)2026/10/132020.0%
富美 (Rank 22)2026/10/1163350.0%
nekoneko (Rank 21)2026/10/0521150.0%
ホノン (Rank 21)2026/10/05220100.0%
kosk5906 (Rank 17)2026/10/04220100.0%
yooutan (Rank 14)2026/10/04110100.0%
LawolF (Rank 25)2026/10/042020.0%
jhs9657 (Rank 22)2026/10/0432166.7%
kimxxxtt (Rank 23)2026/10/0421150.0%
manekinecogames (Rank 22)2026/10/0421150.0%
偷桃 (Rank 22)2026/09/272020.0%
ゅろぽ (Rank 22)2026/09/27330100.0%
seobin_papa (Rank 27)2026/09/272020.0%
Martin1833 (Rank 24)2026/09/27110100.0%
カミナリおやじ (Rank 27)2026/09/141010.0%
Leejang (Rank 12)2026/09/144040.0%
STAGEW(ON)@스테이지원 (Rank 41)2026/09/142020.0%
Wednesday (Rank 11)2026/09/142020.0%
ttfour@サラしかできないw (Rank 22)2026/09/1321150.0%

Round openings

Every character

forward movement into punchP2723.1%
backdash into Heavy Middle Kick3K+G86.8%
Screw Hook63214P into Screw Lariat63214PP43.4%
backdash into Rolling Elbow43P32.6%
forward movement into Elbow Butt4P32.6%
forward movement into Jab StraightPP32.6%
backdash into Rolling Savate6K+G21.7%
crouch dash back into Rolling Savate6K+G21.7%
crouch dash back into evade down21.7%
crouch dash back into punchP21.7%
crouch dash forward into punchP21.7%
forward dash into throwP+G21.7%
forward movement into Ensei KatanhekiP+K21.7%
forward movement into Level Back CrushP+K21.7%
forward movement into evade down21.7%

47 further openings account for the other 51 rounds.

Counted from 31 of the 44 matches played. The rest were not pulled for openings.

Wolf

Career
155–140 · 52.5%
This season
34 matches · 38.2%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2526.3%
backdash into Heavy Middle Kick3K+G88.4%
Screw Hook63214P into Screw Lariat63214PP44.2%
backdash into Rolling Elbow43P33.2%
forward movement into Elbow Butt4P33.2%
forward movement into Jab StraightPP33.2%
backdash into Rolling Savate6K+G22.1%
crouch dash back into Rolling Savate6K+G22.1%
crouch dash back into evade down22.1%
crouch dash back into punchP22.1%
forward dash into throwP+G22.1%
forward movement into Level Back CrushP+K22.1%
forward movement into evade down22.1%
punchP22.1%
punchP into Arrow Knuckle3P22.1%

30 further openings account for the other 31 rounds.

Counted from 25 of the 34 matches played. The rest were not pulled for openings.

Pai

Career
78–37 · 67.8%
This season
10 matches · 60.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Ensei KatanhekiP+K29.1%
forward movement into punchP29.1%
punchP into kickK29.1%
Ensei Haikyaku4K into evade down14.5%
Soukasui3P14.5%
Soukasui3P into Souka Senpukyaku3PK14.5%
backdash into Souka Senpukyaku3PK14.5%
backdash into crouch dash back14.5%
crouch dash back into Renka Sentai2KK14.5%
crouch dash forward into punchP14.5%
crouch into down-back kick1K14.5%
down-back kick1K14.5%
down-back kick1K into Renka Sentai2KK14.5%
kickK into Ko'en SenkyakuKK14.5%
kickK into evade down14.5%

4 further openings account for the other 4 rounds.

Counted from 6 of the 10 matches played. The rest were not pulled for openings.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: not tested (too few rounds)
  • Pai: not tested (too few rounds)