VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

hsat0310

Career matches13,847
Career win rate48.9%
Round win rate48.4%
Peak rank37
Distinct opponents414
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1716 #719 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

Wolf3713,8476,7667,08148.9%

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

6,928 of 8,771 rounds counted

6.7 inputs a second (402 a minute) this season. Faster than 37% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.74026,928

By opponent's character

Jacky7.0417763
Wolf6.7403622
Akira6.8405516
Jeffry6.6396475
Kage6.7402530
Goh6.7399465
Jean6.6399376
Brad6.8406336
Lau6.8408324
Lion6.8408381
Shun6.6394411
El Blaze6.7400358
Aoi6.3378316
Sarah6.7404242
Pai6.8410237
Lei Fei6.6398154
Vanessa6.6394138
Taka6.3379140
Eileen6.639486
Dural6.739958

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

Jacky2108612441.0%-7.7
Wolf182919150.0%+1.6
Akira179918850.8%+4.5
Jeffry160798149.4%+2.9
Kage1555510035.5%-11.5
Goh140716950.7%+4.1
Jean138647446.4%-1.1
Brad124606448.4%+1.9
Lau123487539.0%-7.5
Lion116595750.9%+5.4
Shun112575550.9%+5.5
El Blaze100524852.0%+4.7
Aoi95445146.3%-0.7
Sarah73363749.3%+3.7
Pai71373452.1%+7.0
Lei Fei48272156.2%+9.4
Vanessa46192741.3%-1.6
Taka36132336.1%-9.8
Eileen2481633.3%-12.1
Dural156940.0%-6.8

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

Breakable Half Fence23910913045.6%-0.7
Full Fence22610412246.0%-1.0
Rectangle22412110354.0%+8.5
Half Fence2229612643.2%-6.0
Low Fence2208813240.0%-7.6
Breakable Full Fence2159711845.1%-2.2
Octagon2111179455.5%+8.8
Single Wall2028911344.1%-1.5
Open178859347.8%+2.2
Full Fence and Open99465346.5%+0.5

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
Walls1,33748.2%47.1%+1.1
No walls60043.7%46.0%-2.4

Walls against open: +3.4 points (95% range -1.4 to +8.2), p 0.164 — 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

MaBoy (Rank 34)2026/10/1734151944.1%
zakisan (Rank 36)2026/10/162291340.9%
LEO (Rank 36)2026/10/162516964.0%
ぬっき~@女キャラ嫌 (Rank 35)2026/10/1626131350.0%
漂泊の民回線ジプシー (Rank 37)2026/10/1635161945.7%
ekd (Rank 34)2026/10/151712570.6%
★闘将拉麵男★ (Rank 38)2026/10/153582722.9%
NORESPECT (Rank 37)2026/10/1522111150.0%
kzkm92678 (Rank 37)2026/10/091841422.2%
poco/ぽこ (Rank 38)2026/10/09178947.1%
へっぽこラウ (Rank 35)2026/10/082181338.1%
REDdog.狂犬 (Rank 33)2026/10/0622111150.0%
躑躅 (Rank 36)2026/10/031961331.6%
ちょいそる (Rank 32)2026/09/302013765.0%
abcdkazu1986 (Rank 34)2026/09/261812666.7%
たあぼさん (Rank 34)2026/09/22189950.0%
ヘニオ (Rank 35)2026/09/22159660.0%
ドランクン//Konpay (Rank 37)2026/09/18168850.0%
マクシミリアン15世 (Rank 31)2026/09/172114766.7%
ニトロ (Rank 36)2026/09/162071335.0%
ミッチー (Rank 33)2026/09/131771041.2%
影虎 (Rank 33)2026/09/081910952.6%
ゲッパー (Rank 38)2026/09/081610662.5%
寿司眼鉄 (Rank 36)2026/08/312591636.0%
AzaeManV (Rank 37)2026/07/261771041.2%

Round openings

Wolf

Career
6,766–7,081 · 48.9%
This season
2,147 matches · 46.7%
Peak rank
37

First hit in 49.5% of 8,014 rounds. Won 50.9% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 46.8% of rounds, against 14.2% in their other rounds.
  • Against Wolf: backs off first in 38.2% of rounds, against 17.7% against everyone else.
  • On Open stages: backs off first in 23.8% of rounds, against 18.9% on the other stages.
  • After opening the round before by moving in: moves in first in 24.1% of rounds, against 17.7% after anything else.
  • After winning a round: backs off first in 27.6% of rounds, against 16.1% after losing one.
  • When ahead: backs off first in 29.2% of rounds, against 18.7% when level or behind.
  • In round 2: opens with “backdash into 4P Elbow Butt” in 21.9% of rounds, against 11.2% in their other rounds.
  • Against Wolf: opens with “backdash into 4P Elbow Butt” in 31.0% of rounds, against 12.3% against everyone else.
  • On Rectangle stages: opens with “6K+G Rolling Savate” in 10.6% of rounds, against 4.4% on the other stages.
  • After opening the round before with “6K+G Rolling Savate”: opens with “6K+G Rolling Savate” in 15.2% of rounds, against 4.9% after anything else.
  • After winning a round: opens with “backdash into 4P Elbow Butt” in 19.7% of rounds, against 11.8% after losing one.
  • When ahead: opens with “backdash into 4P Elbow Butt” in 21.8% of rounds, against 13.6% when level or behind.

How is this tested?

backdash into Elbow Butt4P1,11513.8%
evade down into Elbow Butt4P7048.7%
Elbow Butt4P6417.9%
Quick Shoulder66P+K into forward movement4926.1%
Rolling Savate6K+G4155.1%
crouch into Low Drop Kick62K3814.7%
guardG into throw escape3694.6%
guardG2463.0%
Elbow Butt4P into punchP2372.9%
backdash into Mow Down Chop1P+K2352.9%
Screw Hook63214P2272.8%
forward movement into Elbow Butt4P2212.7%
punchP1792.2%
forward dash into Low Drop Kick62K1732.1%
forward movement into crouch1722.1%

181 further openings account for the other 2,280 rounds.

Counted from 1,979 of the 2,147 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
Jacky54–73 · 43%15–30 · 33%+7.0
Akira67–51 · 57%17–25 · 40%+14.8
Wolf53–51 · 51%21–21 · 50%+1.1
Jeffry53–52 · 50%14–15 · 48%too few to test
Kage31–50 · 38%17–32 · 35%+2.2
Goh46–31 · 60%16–19 · 46%+14.8
Jean37–51 · 42%12–12 · 50%too few to test
Brad39–37 · 51%11–17 · 39%too few to test
Lau28–37 · 43%17–27 · 39%+6.9
Shun30–35 · 46%17–14 · 55%-6.3
Lion32–32 · 50%19–19 · 50%-0.0
El Blaze25–27 · 48%15–16 · 48%-0.6
Aoi21–31 · 40%16–13 · 55%too few to test
Sarah19–20 · 49%15–11 · 58%too few to test
Pai18–19 · 49%8–5 · 62%too few to test
Lei Fei15–13 · 54%5–7 · 42%too few to test
Vanessa7–9 · 44%4–9 · 31%too few to test
Taka8–11 · 42%2–6 · 25%too few to test
Eileen8–8 · 50%0–4 · 0%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.

168 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