VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

TOMORV

Career matches10,510
Career win rate47.8%
Round win rate49.6%
Peak rank30
Distinct opponents433
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1453 #2,319 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

Wolf3010,5105,0215,48947.8%

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

1,979 of 3,693 rounds counted

7.0 inputs a second (420 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.04201,979

By opponent's character

Wolf7.2430187
Jacky7.2430227
Akira7.0420224
Sarah6.9415167
Aoi7.0419109
Pai6.8408117
Jeffry7.243391
Goh6.9416121
Kage6.8406104
Lion7.041871
Jean7.243289
Shun7.042381
Vanessa6.740473
El Blaze6.841077
Brad7.344052
Lau7.142967
Eileen6.639538
Taka6.941435
Lei Fei6.740326
Dural7.042023

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

Wolf127794862.2%+16.1
Jacky96564058.3%+7.4
Akira87503757.5%+9.6
Sarah73373650.7%+8.0
Aoi57312654.4%+1.7
Pai57253243.9%-4.4
Jeffry55292652.7%+4.0
Goh46172937.0%-15.2
Kage43192444.2%-7.0
Lion4183319.5%-28.5
Jean40172342.5%-5.5
Shun35152042.9%-9.5
Vanessa30141646.7%-2.7
El Blaze2891932.1%-15.2
Brad26121446.1%+1.9
Lau2691734.6%-10.2
Eileen137653.9%+10.9
Taka136746.1%-3.1
Lei Fei124833.3%-14.8
Dural7070.0%-54.7

2 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 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

Rectangle106515548.1%-0.7
Octagon105465943.8%-5.0
Half Fence104604457.7%+9.3
Breakable Full Fence93484551.6%+2.8
Full Fence91424946.1%-1.1
Single Wall89414846.1%-4.0
Breakable Half Fence87404746.0%-1.4
Low Fence74324243.2%-6.2
Open74334144.6%-6.9
Full Fence and Open44232152.3%+3.5

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
Walls58649.0%48.3%+0.6
No walls23744.7%49.8%-5.1

Walls against open: +5.8 points (95% range -1.9 to +13.4), p 0.141 — 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

misoazy (Rank 28)2026/10/05550100.0%
masabon734 (Rank 27)2026/10/05114736.4%
haira_76 (Rank 30)2026/09/1451420.0%
しゅが~nsr (Rank 26)2026/09/1453260.0%
ドクダミふぇーい// (Rank 31)2026/09/1452340.0%
dryryo (Rank 28)2026/09/0587187.5%
zxyzguy (Rank 25)2026/09/051413192.9%
moga_moga24 (Rank 26)2026/09/0584450.0%
ありがとナス (Rank 28)2026/08/3085362.5%
こて (Rank 27)2026/08/30108280.0%
Teruo_1114 (Rank 30)2026/07/0474357.1%
SICHIROUJI (Rank 27)2026/07/0453260.0%
skyward_wildcat4 (Rank 30)2026/06/1482625.0%
Shurkn-_-pap03 (Rank 26)2026/06/1475271.4%
syounai (Rank 26)2026/06/1454180.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/06/1162433.3%
a_h_i_k_o (Rank 27)2026/06/1162433.3%
RANAO3AKN3 (Rank 29)2026/06/1182625.0%
miso_kobe24 (Rank 25)2026/05/27127558.3%
いそまるGOLDEN (Rank 28)2026/05/2562433.3%
いかちゃPC (Rank 27)2026/05/186060.0%
moroQamazingdelicious (Rank 25)2026/05/161871138.9%
え~る (Rank 24)2026/05/0953260.0%
marir1115 (Rank 29)2026/04/206060.0%
dragonwolf_0911 (Rank 29)2026/04/2061516.7%

Round openings

Wolf

Career
5,021–5,489 · 47.8%
This season
912 matches · 48.7%
Peak rank
30

First hit in 65.3% of 3,547 rounds. Won 51.0% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 21.4% of rounds, against 15.1% in their other rounds.
  • Against Sarah: backs off first in 32.2% of rounds, against 8.6% against everyone else.
  • After opening the round before by backing off: backs off first in 18.0% of rounds, against 9.0% after anything else.
  • After losing a round: evades first in 52.2% of rounds, against 38.7% after winning one.
  • When behind: evades first in 53.1% of rounds, against 40.2% when ahead or level.
  • In round 1: opens with “evade down into 2P Low Hammer” in 10.4% of rounds, against 7.5% in their other rounds.
  • Against Pai: opens with “evade down into 2P Low Hammer” in 19.4% of rounds, against 7.3% against everyone else.
  • After losing a round: opens with “evade down into G guard” in 10.3% of rounds, against 4.7% after winning one.
  • When behind: opens with “evade down” in 5.7% of rounds, against 1.9% when ahead or level.

How is this tested?

evade down into Elbow Butt4P3128.8%
evade down into Low Hammer2P2918.2%
forward movement into Low Smash2K2817.9%
evade down into guardG2537.1%
evade down1363.8%
Elbow Butt4P into punchP1333.7%
Comet Hook1P into Knuckle Part1PP1273.6%
punchP1153.2%
evade up into crouch dash back1143.2%
Low Drop Kick62K1063.0%
crouch dash forward into guardG852.4%
punchP into Jab StraightPP722.0%
evade down into punchP671.9%
Low Smash2K651.8%
evade down into crouch601.7%

197 further openings account for the other 1,346 rounds.

Counted from 879 of the 912 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
Wolf46–34 · 58%15–9 · 62%too few to test
Jacky27–23 · 54%19–10 · 66%too few to test
Akira31–17 · 65%14–14 · 50%too few to test
Sarah28–26 · 52%6–5 · 55%too few to test
Pai14–14 · 50%10–17 · 37%too few to test
Aoi13–15 · 46%10–8 · 56%too few to test
Jeffry21–20 · 51%4–4 · 50%too few to test
Goh14–16 · 47%2–5 · 29%too few to test
Kage16–16 · 50%1–4 · 20%too few to test
Lion5–25 · 17%3–8 · 27%too few to test
Jean11–15 · 42%6–4 · 60%too few to test
Shun12–12 · 50%1–7 · 12%too few to test
Vanessa9–11 · 45%4–5 · 44%too few to test
El Blaze8–12 · 40%1–7 · 12%too few to test
Brad8–10 · 44%2–2 · 50%too few to test
Lau3–10 · 23%4–4 · 50%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.

33 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: 9 of 16 tests hold up