VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Wolf

Pokkaさん

Career matches14,742
Career win rate48.5%
Round win rate47.8%
Peak rank30
Distinct opponents722
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1455 #2,299 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

Wolf3014,7427,1567,58648.5%

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

8,961 of 8,961 rounds counted

7.2 inputs a second (435 a minute) this season. Faster than 53% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.24358,961

By opponent's character

Akira7.54521,268
Jacky7.44431,086
Wolf7.1425872
Goh7.2429642
Pai7.3437620
Shun7.0419520
Jeffry7.2429492
Lion7.6454439
Jean7.2434440
Sarah7.2431348
Lau7.2432366
Brad7.3440324
Aoi7.3437318
Kage7.2434316
El Blaze6.9412295
Vanessa7.0422196
Lei Fei7.2434138
Taka7.2429125
Eileen6.9415114
Dural6.840742

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

Akira31414716746.8%+0.4
Jacky26313113249.8%+4.8
Wolf21610710949.5%+3.4
Goh158728645.6%-1.4
Pai152767650.0%+1.7
Shun131646748.9%+3.0
Jeffry121625951.2%+4.7
Lion107565152.3%+2.4
Jean103396437.9%-6.6
Sarah88385043.2%-7.4
Lau87394844.8%-1.0
Brad85394645.9%-0.3
Aoi81414050.6%+1.7
Kage79265332.9%-12.8
El Blaze73423157.5%+7.8
Vanessa49262353.1%+2.8
Lei Fei35132237.1%-7.5
Taka31102132.3%-15.3
Eileen2972224.1%-22.4
Dural114736.4%-13.9

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Single Wall23611811850.0%+5.0
Breakable Half Fence23411711750.0%+3.3
Half Fence23211311948.7%+1.9
Octagon23210912347.0%-1.1
Open22410412046.4%-0.9
Rectangle22411211250.0%+3.0
Full Fence2068911743.2%-5.2
Low Fence2019011144.8%-2.4
Breakable Full Fence1998211741.2%-5.5
Full Fence and Open87345339.1%-7.0

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
Walls1,32746.9%47.3%-0.4
No walls66147.2%46.5%+0.7

Walls against open: -1.1 points (95% range -5.6 to +3.5), p 0.648 — 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

midori6127 (Rank 29)2026/10/182681830.8%
CELIS (Rank 30)2026/10/181551033.3%
ありがとナス (Rank 23)2026/10/18128466.7%
しろ☆おび。@のびしろF (Rank 26)2026/10/18109190.0%
∞オロチ丸∞ (Rank 27)2026/10/17168850.0%
イチゲン (Rank 29)2026/10/17156940.0%
Shurkn-_-pap03 (Rank 24)2026/10/16179852.9%
E-BB1 (Rank 26)2026/10/16106460.0%
はるまき@FF14 (Rank 26)2026/10/161810855.6%
jyariten-1968 (Rank 27)2026/10/09118372.7%
ratel-d9 (Rank 30)2026/10/09156940.0%
koiketyan (Rank 28)2026/10/03118372.7%
DDaDDai (Rank 29)2026/09/192181338.1%
オージ (Rank 29)2026/09/17123925.0%
エルモchYT★プなれ★ (Rank 28)2026/09/15127558.3%
masabon734 (Rank 26)2026/09/15105550.0%
どろパイ (Rank 29)2026/09/141441028.6%
nasumiso (Rank 28)2026/09/12115645.5%
ShieldHolder (Rank 28)2026/09/112012860.0%
クロサギ@はなちゃん (Rank 31)2026/09/10158753.3%
M&E (Rank 23)2026/09/091211191.7%
タイヨウ (Rank 30)2026/09/03103730.0%
Hijima-J (Rank 27)2026/09/03134930.8%
JAGAMARU-MIKE (Rank 27)2026/09/03115645.5%
m01ch1 (Rank 31)2026/09/02104640.0%

Round openings

Wolf

Career
7,156–7,586 · 48.5%
This season
2,213 matches · 47.0%
Peak rank
30

First hit in 49.7% of 7,913 rounds. Won 51.4% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 29.4% of rounds, against 14.3% in their other rounds.
  • Against Wolf: backs off first in 21.7% of rounds, against 5.7% against everyone else.
  • On Single Wall stages: backs off first in 11.4% of rounds, against 6.7% on the other stages.
  • After opening the round before by backing off: backs off first in 16.4% of rounds, against 6.5% after anything else.
  • After winning a round: attacks straight away in 54.5% of rounds, against 41.6% after losing one.
  • When ahead: attacks straight away in 53.9% of rounds, against 41.1% when level or behind.
  • In round 4 or later: opens with “6K+G Rolling Savate” in 8.4% of rounds, against 2.2% in their other rounds.
  • Against Taka: opens with “forward movement into P punch” in 12.7% of rounds, against 3.1% against everyone else.
  • After opening the round before with “3P Arrow Knuckle”: opens with “2P Low Hammer” in 12.2% of rounds, against 7.1% after anything else.
  • After winning a round: opens with “6K+G Rolling Savate” in 6.4% of rounds, against 3.1% after losing one.
  • When ahead: opens with “6K+G Rolling Savate” in 5.4% of rounds, against 2.7% when level or behind.

How is this tested?

Arrow Knuckle3P6358.0%
Low Hammer2P5506.9%
Rolling Savate6K+G3063.9%
forward movement into punchP2553.2%
evade down into guardG2072.6%
crouch dash forward into evade down2012.5%
crouch dash forward into guardG2012.5%
throwP+G1722.2%
Knee Lift6K1692.1%
evade up1562.0%
Low Hammer2P into Knee Lift6K1451.8%
evade up into crouch dash forward1401.8%
crouch dash forward into throw escape1361.7%
Screw Hook63214P into Screw Lariat63214PP1301.6%
Arrow Knuckle3P into guardG1201.5%

376 further openings account for the other 4,429 rounds.

Counted from 1,961 of the 2,213 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
Akira72–82 · 47%50–43 · 54%-4.9
Jacky76–82 · 48%38–25 · 60%-8.5
Wolf56–47 · 54%24–39 · 38%+8.9
Goh32–48 · 40%23–24 · 49%-11.9
Shun40–35 · 53%19–20 · 49%+5.2
Pai41–47 · 47%10–14 · 42%too few to test
Jeffry37–26 · 59%20–18 · 53%+5.4
Lion36–28 · 56%12–18 · 40%+17.7
Jean18–32 · 36%11–16 · 41%too few to test
Sarah23–23 · 50%8–17 · 32%too few to test
Brad22–26 · 46%8–12 · 40%too few to test
Lau24–29 · 45%10–7 · 59%too few to test
Aoi18–18 · 50%10–8 · 56%too few to test
El Blaze26–12 · 68%11–14 · 44%too few to test
Kage10–29 · 26%10–11 · 48%too few to test
Vanessa16–12 · 57%4–7 · 36%too few to test
Lei Fei4–11 · 27%4–8 · 33%too few to test
Taka8–9 · 47%1–8 · 11%too few to test
Eileen4–12 · 25%2–5 · 29%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.

252 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: 11 of 18 tests hold up