VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

こて

Career matches16,658
Career win rate48.0%
Round win rate49.4%
Peak rank31
Distinct opponents933
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1506 #1,976 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

Wolf3116,6587,9928,66648.0%

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

11,792 of 14,202 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.035811,792

By opponent's character

Akira6.13661,311
Jacky6.03601,047
Wolf6.0361992
Jeffry5.9354876
Pai6.1368848
Shun6.0363845
Aoi6.1366680
Sarah6.0363692
Goh6.0358551
Lion5.9352504
Kage5.6334472
Vanessa5.9356479
Jean5.8348444
Lau6.0361421
Brad5.8345382
El Blaze5.9352367
Lei Fei5.9356330
Eileen5.8351256
Taka5.8348253
Dural6.136642

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

Akira37820217653.4%+6.8
Jacky32116415751.1%+3.0
Wolf30813617244.2%-0.9
Jeffry25611514144.9%-1.0
Pai25213811454.8%+6.7
Shun25011513546.0%-2.0
Aoi22011910154.1%+3.7
Sarah197999850.2%+4.1
Goh168897953.0%+4.8
Lion150708046.7%-2.8
Kage149698046.3%-3.4
Vanessa142637944.4%-3.8
Jean131518038.9%-6.5
Lau123705356.9%+3.8
Brad112526046.4%-2.5
El Blaze103356834.0%-15.8
Lei Fei96445245.8%-0.5
Eileen84345040.5%-9.7
Taka71205128.2%-16.9
Dural1431121.4%-31.1

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Rectangle38319119249.9%+2.7
Breakable Half Fence36517918649.0%-0.8
Open35917418548.5%+3.0
Breakable Full Fence34815119743.4%-4.7
Octagon34716817948.4%-0.0
Single Wall34417417050.6%+3.4
Half Fence33716117647.8%-1.0
Low Fence33517615952.5%+5.4
Full Fence32913519441.0%-7.1
Full Fence and Open160768447.5%-3.0

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
Walls2,10946.7%48.3%-1.5
No walls1,03850.5%47.0%+3.5

Walls against open: -5.1 points (95% range -8.7 to -1.5), p 0.006 — a difference this size is unlikely to be chance.

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

金田一の少年 (Rank 28)2026/10/181331023.1%
弾丸(だんまる) (Rank 28)2026/10/18145935.7%
zxyzguy (Rank 26)2026/10/171510566.7%
ZANNEN-TAKUHAN (Rank 27)2026/10/172081240.0%
juste (Rank 32)2026/10/161641225.0%
striker0123 (Rank 31)2026/10/141741323.5%
igyoken55 (Rank 30)2026/10/122591636.0%
legend0219 (Rank 31)2026/10/111971236.8%
crazy7infinty (Rank 27)2026/10/1129131644.8%
下P撃ち過ぎですか!? (Rank 27)2026/10/11159660.0%
SpaceKnight (Rank 27)2026/10/11146842.9%
nyu_necoginjo (Rank 26)2026/10/1035161945.7%
jyariten-1968 (Rank 26)2026/10/04138561.5%
AKAI-SUISEI3 (Rank 26)2026/10/031510566.7%
gimoring (Rank 31)2026/09/301611568.8%
CELIS (Rank 28)2026/09/24145935.7%
かりすまっくすさん★ (Rank 30)2026/09/231551033.3%
openpen (Rank 31)2026/09/182271531.8%
midori6127 (Rank 29)2026/09/15130130.0%
a032682 (Rank 27)2026/09/15158753.3%
37 (Rank 27)2026/08/03189950.0%
syounai (Rank 30)2026/08/03148657.1%
kupipi_ff11 (Rank 27)2026/07/30167943.8%
headup11 (Rank 29)2026/07/231761135.3%
忘本朱の父 (Rank 26)2026/07/20157846.7%

Round openings

Wolf

Career
7,992–8,666 · 48.0%
This season
3,525 matches · 47.9%
Peak rank
31

First hit in 56.8% of 12,805 rounds. Won 51.9% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 24.4% of rounds, against 11.1% in their other rounds.
  • Against Akira: backs off first in 62.8% of rounds, against 44.8% against everyone else.
  • On Rectangle stages: attacks straight away in 24.0% of rounds, against 18.1% on the other stages.
  • After opening the round before by waiting: waits first in 14.8% of rounds, against 10.4% after anything else.
  • After winning a round: attacks straight away in 27.6% of rounds, against 11.4% after losing one.
  • When ahead: attacks straight away in 27.3% of rounds, against 15.1% when level or behind.
  • In round 1: opens with “crouch into 2P Low Hammer” in 10.3% of rounds, against 2.6% in their other rounds.
  • Against Jacky: opens with “forward movement into P punch” in 12.3% of rounds, against 5.4% against everyone else.
  • On Rectangle stages: opens with “62K Low Drop Kick” in 8.4% of rounds, against 6.7% on the other stages.
  • After opening the round before with “backdash into 46P+K Short Shoulder”: opens with “backdash into 46P+K Short Shoulder” in 19.2% of rounds, against 12.9% after anything else.
  • After winning a round: opens with “62K Low Drop Kick” in 11.3% of rounds, against 4.1% after losing one.
  • When ahead: opens with “62K Low Drop Kick” in 11.0% of rounds, against 5.8% when level or behind.

How is this tested?

backdash into Short Shoulder46P+K1,52811.8%
backdash into Savate4K8906.9%
Low Drop Kick62K8816.8%
forward movement into punchP7796.0%
crouch into Low Hammer2P5864.5%
backdash into Face Lift Kick3K4763.7%
forward movement into Elbow Butt4P3823.0%
backdash into backward movement3702.9%
guardG into Low Drop Kick62K3322.6%
evade down into Elbow Butt4P3302.6%
forward movement into Jab StraightPP3302.6%
backdash into Heavy Middle Kick3K+G3092.4%
backdash into throwP+G2652.0%
backdash into guardG2331.8%
backdash into Gasp Kneel Palm Bomb6P+K2221.7%

317 further openings account for the other 4,997 rounds.

Counted from 3,200 of the 3,525 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
Akira106–87 · 55%61–39 · 61%-7.5
Jacky88–93 · 49%36–28 · 56%-7.3
Wolf76–97 · 44%34–34 · 50%-3.6
Jeffry65–76 · 46%30–41 · 42%-0.1
Pai75–73 · 51%36–27 · 57%-4.5
Shun55–77 · 42%35–31 · 53%-13.3
Aoi68–51 · 57%37–34 · 52%-0.4
Sarah50–54 · 48%31–31 · 50%-2.6
Goh38–47 · 45%32–18 · 64%-14.4
Lion38–50 · 43%17–18 · 49%-6.0
Kage43–40 · 52%17–22 · 44%+3.6
Vanessa33–39 · 46%19–27 · 41%-1.7
Lau39–34 · 53%21–9 · 70%-17.2
Jean28–43 · 39%12–19 · 39%-1.7
Brad28–38 · 42%17–12 · 59%too few to test
El Blaze20–38 · 34%13–19 · 41%-11.5
Lei Fei23–29 · 44%17–16 · 52%-7.5
Eileen14–25 · 36%11–14 · 44%too few to test
Taka13–25 · 34%2–14 · 12%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.

325 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 (18 here; about 0.9 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: 12 of 18 tests hold up