VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

9779797

Career matches3,273
Career win rate48.1%
Round win rate47.6%
Peak rank27
Distinct opponents151
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1430 #2,466 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

Wolf273,2731,5741,69948.1%

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

1,809 of 2,048 rounds counted

6.6 inputs a second (397 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.63971,809

By opponent's character

Akira6.7402220
Jeffry6.5391192
Jacky6.9414196
Wolf6.9416138
Sarah6.4384141
Vanessa6.7402117
Goh6.3379108
Kage6.237596
Aoi6.539084
Lau6.438356
Pai6.337676
El Blaze6.840863
Shun6.740459
Brad6.438263
Lion6.639862
Jean7.343733
Lei Fei6.941448
Eileen7.142822
Taka6.438430
Dural7.64555

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

Akira60342656.7%+7.0
Jeffry56312555.4%+8.1
Jacky53183534.0%-9.9
Wolf40152537.5%-5.1
Sarah34122235.3%-6.1
Vanessa32131940.6%-3.8
Goh30141646.7%-0.7
Kage2681830.8%-13.1
Aoi2014670.0%+18.4
Lau2071335.0%-16.9
Pai2013765.0%+18.6
El Blaze1861233.3%-10.0
Shun1811761.1%+17.7
Brad179852.9%+4.4
Lion1712570.6%+26.2
Jean1551033.3%-12.5
Lei Fei134930.8%-15.1
Eileen81712.5%-28.1
Taka84450.0%+8.9
Dural110100.0%+36.5

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Half Fence74413355.4%+10.4
Low Fence56263046.4%+4.5
Octagon54262848.1%-1.8
Rectangle48183037.5%-10.8
Open47173036.2%-12.5
Full Fence45232251.1%+3.9
Single Wall45192642.2%-3.3
Breakable Half Fence36171947.2%+2.9
Breakable Full Fence35152042.9%-0.5
Full Fence and Open35161945.7%+3.2

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
Walls29247.9%46.8%+1.2
No walls14841.9%44.9%-3.0

Walls against open: +4.2 points (95% range -5.7 to +14.0), p 0.410 — 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

FreddieKing (Rank 26)2026/10/1881712.5%
hellohair (Rank 24)2026/10/1673442.9%
cjnholife (Rank 23)2026/10/0954180.0%
SpaceKnight (Rank 26)2026/10/07105550.0%
dalmax72 (Rank 23)2026/10/0796366.7%
manekinecogames (Rank 21)2026/09/2983537.5%
DDaDDai (Rank 28)2026/09/08123925.0%
JOHNFLOE (Rank 29)2026/09/0463350.0%
bellcharleel (Rank 23)2026/08/2975271.4%
釜猫 (Rank 26)2026/08/2674357.1%
XsT (Rank 28)2026/08/2551420.0%
ララ・クラフト (Rank 27)2026/08/23179852.9%
無槪念野獸/무개념야수 (Rank 28)2026/08/1773442.9%
Konjikinoame (Rank 26)2026/07/2982625.0%
μ (Rank 25)2026/07/28103730.0%
Sinabro (Rank 27)2026/07/2752340.0%
headup11 (Rank 29)2026/07/22157846.7%
SBD0121 (Rank 27)2026/07/1662433.3%
orz (Rank 27)2026/07/1391811.1%
yasai (Rank 22)2026/07/0854180.0%
makoto.qo.op (Rank 22)2026/07/0876185.7%
ryu2811 (Rank 23)2026/07/0672528.6%
銀 (Rank 25)2026/06/1871614.3%
kouchant0051 (Rank 23)2026/05/3064266.7%
elf4sale (Rank 28)2026/05/2574357.1%

Round openings

Wolf

Career
1,574–1,699 · 48.1%
This season
506 matches · 45.9%
Peak rank
27

First hit in 55.1% of 1,874 rounds. Won 48.5% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • Against El Blaze: moves in first in 9.8% of rounds, against 0.8% against everyone else.
  • After the opponent opened the round before by moving in: backs off first in 57.6% of rounds, against 38.1% after anything else.
  • After losing a round: backs off first in 50.5% of rounds, against 28.3% after winning one.
  • When behind: backs off first in 48.5% of rounds, against 31.9% when ahead or level.
  • In round 4 or later: opens with “backdash into backward movement” in 14.7% of rounds, against 8.6% in their other rounds.
  • Against Goh: opens with “P punch” in 12.0% of rounds, against 5.7% against everyone else.
  • After losing a round: opens with “backdash into G guard” in 13.1% of rounds, against 4.2% after winning one.
  • When behind: opens with “backdash into G guard” in 13.3% of rounds, against 5.4% when ahead or level.

How is this tested?

backdash into backward movement19310.2%
backdash into guardG1578.3%
evade up into Savate4K1316.9%
punchP1156.1%
evade up into guardG864.5%
R.A.W. AvengerP+K+G613.2%
backdash into Rolling Savate6K+G613.2%
backdash into punchP512.7%
crouch into Arrow Knuckle3P502.6%
guardG into backdash492.6%
Arrow Knuckle3P432.3%
punchP into backdash412.2%
guardG into Savate4K372.0%
punchP into forward dash361.9%
Body Blow6P291.5%

161 further openings account for the other 750 rounds.

Counted from 466 of the 506 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
Akira19–14 · 58%8–8 · 50%too few to test
Jeffry19–12 · 61%8–8 · 50%too few to test
Jacky11–16 · 41%7–12 · 37%too few to test
Wolf8–15 · 35%5–6 · 45%too few to test
Vanessa10–14 · 42%3–5 · 38%too few to test
Sarah7–10 · 41%4–9 · 31%too few to test
Goh7–10 · 41%4–4 · 50%too few to test
Aoi10–2 · 83%1–0 · 100%too few to test
Kage3–13 · 19%0–4 · 0%too few to test
Lau3–6 · 33%3–4 · 43%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.

40 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 (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: 8 of 15 tests hold up