VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

dr5046_ryo

Career matches4,099
Career win rate50.0%
Round win rate47.2%
Peak rank32
Distinct opponents232
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1538 #1,758 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

Wolf324,0992,0482,05150.0%

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

3,114 of 3,293 rounds counted

6.8 inputs a second (408 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.84083,114

By opponent's character

Jacky6.8410365
Akira6.7401327
Wolf6.7404262
Jeffry6.8406223
Pai6.9416184
El Blaze6.8411184
Jean6.7402172
Sarah6.8409158
Goh6.7403167
Shun7.0420142
Brad6.8409124
Kage6.7404129
Lau6.9416136
Lion6.9412133
Vanessa6.740085
Aoi6.941290
Taka6.740282
Lei Fei6.639870
Dural6.941254
Eileen6.639527

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

Jacky92395342.4%-0.3
Akira88454351.1%+7.1
Wolf75334244.0%-3.2
Jeffry54252946.3%+3.4
Pai47262155.3%+9.4
El Blaze45172837.8%-8.3
Jean43192444.2%+1.7
Sarah42162638.1%-7.7
Goh41202148.8%+6.2
Shun36181850.0%+6.2
Brad35142140.0%-0.6
Kage35152042.9%-0.5
Lau35112431.4%-12.5
Lion34161847.1%-1.0
Vanessa25101540.0%-13.9
Aoi2371630.4%-16.5
Taka20101050.0%+4.1
Lei Fei1861233.3%-5.0
Dural128466.7%+16.2
Eileen65183.3%+40.9

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Rectangle98524653.1%+9.0
Breakable Half Fence89335637.1%-4.6
Single Wall89464351.7%+8.4
Low Fence86345239.5%-7.6
Open84374744.0%+1.1
Half Fence77324541.6%-3.6
Octagon76344244.7%+0.1
Breakable Full Fence71274438.0%-9.2
Full Fence57282949.1%+4.5
Full Fence and Open28151353.6%+9.9

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls46844.0%44.4%-0.4
No walls25945.2%44.5%+0.6

Walls against open: -1.0 points (95% range -8.5 to +6.4), p 0.788 — 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

エルモchYT★プなれ★ (Rank 31)2026/10/1821101147.6%
jiwoonpk (Rank 32)2026/10/17102820.0%
BANANA (Rank 30)2026/10/1693633.3%
ジャキる。 (Rank 33)2026/10/16146842.9%
マクシミリアン15世 (Rank 31)2026/10/1182625.0%
肉彦さん☆彡 (Rank 31)2026/10/10105550.0%
兀庵☆ (Rank 30)2026/10/1074357.1%
MaBoy (Rank 33)2026/10/1082625.0%
獣王(設定2) (Rank 31)2026/10/0785362.5%
SHUSHUSHU (Rank 29)2026/10/06125741.7%
ロストマン (Rank 32)2026/10/0494544.4%
CELIS (Rank 28)2026/10/04145935.7%
え~る (Rank 29)2026/09/3073442.9%
gimoring (Rank 30)2026/09/3073442.9%
しゅが~nsr (Rank 27)2026/09/29149564.3%
juste (Rank 32)2026/09/1885362.5%
ふぇに (Rank 33)2026/09/1874357.1%
えびもち (Rank 32)2026/09/1793633.3%
cokeshi (Rank 30)2026/09/14103730.0%
ニトロ (Rank 34)2026/09/1383537.5%
鳩男 (Rank 30)2026/09/12179852.9%
カミナリおやじ (Rank 30)2026/09/11106460.0%
kojop-oyabin (Rank 29)2026/09/0873442.9%
りゅうのすけ (Rank 32)2026/09/0794544.4%
orz (Rank 30)2026/08/2685362.5%

Round openings

Wolf

Career
2,048–2,051 · 50.0%
This season
806 matches · 44.7%
Peak rank
32

First hit in 50.4% of 2,694 rounds. Won 48.7% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 73.9% of rounds, against 68.7% in their other rounds.
  • Against Akira: backs off first in 18.5% of rounds, against 6.2% against everyone else.
  • After winning a round: backs off first in 11.8% of rounds, against 4.2% after losing one.
  • When ahead: backs off first in 10.2% of rounds, against 6.5% when level or behind.
  • In round 1: opens with “2P Low Hammer” in 14.0% of rounds, against 7.4% in their other rounds.
  • Against El Blaze: opens with “6K+G Rolling Savate” in 15.6% of rounds, against 3.7% against everyone else.
  • After losing a round: opens with “66P+K Quick Shoulder” in 7.8% of rounds, against 2.3% after winning one.
  • When behind: opens with “66P+K Quick Shoulder” in 7.0% of rounds, against 3.4% when ahead or level.

How is this tested?

Low Drop Kick62K28610.6%
Low Hammer2P2449.0%
Heavy Middle Kick3K+G1264.7%
Quick Shoulder66P+K1204.4%
Rolling Savate6K+G1204.4%
punchP923.4%
forward movement into Elbow Butt4P893.3%
punchP into Jab StraightPP863.2%
Low Hammer2P into punchP732.7%
Elbow Butt4P into punchP622.3%
Heavy Middle Kick3K+G into Jumping Knee Butt66K+G602.2%
crouch into Low Drop Kick62K602.2%
evade down into Elbow Butt4P542.0%
Screw Hook63214P into Screw Lariat63214PP521.9%
Arrow Knuckle3P441.6%

244 further openings account for the other 1,141 rounds.

Counted from 666 of the 806 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
Akira23–23 · 50%17–13 · 57%-6.9
Wolf20–28 · 42%11–10 · 52%too few to test
Jacky14–22 · 39%7–9 · 44%too few to test
El Blaze10–14 · 42%7–8 · 47%too few to test
Jeffry5–10 · 33%12–10 · 55%too few to test
Goh10–12 · 45%9–8 · 53%too few to test
Pai11–11 · 50%6–6 · 50%too few to test
Sarah8–15 · 35%6–5 · 55%too few to test
Jean12–7 · 63%2–8 · 20%too few to test
Lion8–12 · 40%6–3 · 67%too few to test
Lau4–9 · 31%5–6 · 45%too few to test
Brad2–11 · 15%4–7 · 36%too few to test
Shun13–4 · 76%2–8 · 20%too few to test
Kage5–8 · 38%5–4 · 56%too few to test
Vanessa7–4 · 64%3–9 · 25%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

140 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 (16 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: 8 of 16 tests hold up