VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

tst634tst

Career matches4,057
Career win rate43.0%
Round win rate47.9%
Peak rank25
Distinct opponents209
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1360 #2,871 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

Wolf254,0571,7432,31443.0%

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

1,870 of 2,536 rounds counted

5.8 inputs a second (346 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.83461,870

By opponent's character

Aoi5.7342245
Akira5.7344204
Jacky5.8351183
Lion5.6336175
Pai5.8348123
Jeffry5.9356157
Shun5.7339141
Kage5.734266
Wolf6.237480
Lau5.834667
Sarah5.633792
Goh5.935452
Jean5.633544
El Blaze5.733939
Taka5.935265
Brad6.035739
Lei Fei6.136344
Eileen5.532826
Vanessa5.935324
Dural5.03034

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

Aoi77334442.9%-2.4
Akira62352756.5%+4.3
Jacky62323051.6%+11.5
Lion52351767.3%+13.4
Pai50212942.0%-2.6
Jeffry45123326.7%-18.6
Shun40192147.5%+1.1
Kage34181652.9%+6.0
Wolf33112233.3%-6.4
Lau29161355.2%+3.8
Sarah2891932.1%-6.8
Goh1810855.6%+5.3
Jean1771041.2%-5.7
El Blaze1621412.5%-23.3
Taka1611568.8%+7.9
Brad136746.1%-3.3
Lei Fei136746.1%-3.3
Eileen96366.7%+1.6
Vanessa72528.6%-12.4
Dural1010.0%-27.4

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Low Fence72324044.4%-4.8
Full Fence71333846.5%-1.9
Open66234334.9%-11.2
Half Fence65283743.1%-5.1
Rectangle64382659.4%+11.7
Single Wall56263046.4%+2.3
Octagon54302455.6%+7.2
Breakable Full Fence52292355.8%+8.0
Breakable Half Fence52223042.3%-1.3
Full Fence and Open40162440.0%-2.0

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
Walls35850.3%47.7%+2.6
No walls19441.8%46.1%-4.4

Walls against open: +7.0 points (95% range -2.0 to +15.9), p 0.129 — 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

がんぴーさん【S.R.G.M】 (Rank 27)2026/10/1062433.3%
亀 (Rank 24)2026/10/0494544.4%
dalmax72 (Rank 21)2026/10/0464266.7%
kinoppy0126 (Rank 22)2026/10/0495455.6%
neco (Rank 23)2026/09/2787187.5%
豆次郎 (Rank 23)2026/09/27157846.7%
zxyzguy (Rank 25)2026/09/231110190.9%
ゅろぽ (Rank 24)2026/09/06113827.3%
cs2skoda (Rank 23)2026/09/0663350.0%
manekinecogames (Rank 23)2026/09/06105550.0%
GWO (Rank 25)2026/09/0562433.3%
O.J.A (Rank 21)2026/09/0598188.9%
☆瞳氷☆ (Rank 24)2026/08/3196366.7%
こて (Rank 27)2026/08/2953260.0%
gimoring (Rank 26)2026/08/2161516.7%
しゅうまい (Rank 22)2026/08/2163350.0%
naowai (Rank 21)2026/07/2664266.7%
fdjskjfsdls (Rank 27)2026/07/2672528.6%
sk901 (Rank 21)2026/07/261815383.3%
CHASER (Rank 21)2026/07/2074357.1%
yasai (Rank 21)2026/07/201310376.9%
ありがとナス (Rank 26)2026/06/225050.0%
阿佐谷南外科 (Rank 21)2026/05/1683537.5%
openlast (Rank 26)2026/05/0581712.5%
カリス★まっくすさん (Rank 29)2026/05/0561516.7%

Round openings

Wolf

Career
1,743–2,314 · 43.0%
This season
622 matches · 46.8%
Peak rank
25

First hit in 40.0% of 2,458 rounds. Won 50.3% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 33.6% of rounds, against 12.1% in their other rounds.
  • Against Wolf: attacks straight away in 66.9% of rounds, against 49.6% against everyone else.
  • After the opponent opened the round before by attacking: evades first in 22.5% of rounds, against 17.6% after anything else.
  • In round 1: opens with “G guard” in 18.0% of rounds, against 7.1% in their other rounds.
  • After opening the round before with “evade up into crouch dash forward”: opens with “63214P Screw Hook into 63214PP Screw Lariat” in 16.4% of rounds, against 6.8% after anything else.

How is this tested?

guardG2419.8%
Rolling Savate6K+G1857.5%
Screw Hook63214P into Screw Lariat63214PP1556.3%
evade up into crouch dash forward813.3%
forward movement into Elbow Butt4P803.2%
punchP into Jab StraightPP793.2%
Quick Shoulder66P+K682.8%
evade up612.5%
throwP+G461.9%
evade down451.8%
evade down into Elbow Butt4P391.6%
Body Blow6P371.5%
evade up into Arrow Knuckle3P371.5%
Death ScytheK+G351.4%
Elbow Butt4P into punchP351.4%

272 further openings account for the other 1,245 rounds.

Counted from 604 of the 622 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
Aoi18–23 · 44%9–14 · 39%too few to test
Akira17–13 · 57%17–10 · 63%too few to test
Jacky16–14 · 53%9–12 · 43%too few to test
Lion27–6 · 82%6–6 · 50%too few to test
Pai13–19 · 41%2–5 · 29%too few to test
Jeffry9–24 · 27%3–9 · 25%too few to test
Shun11–8 · 58%3–7 · 30%too few to test
Kage9–6 · 60%6–8 · 43%too few to test
Wolf9–13 · 41%1–8 · 11%too few to test
Sarah5–9 · 36%3–8 · 27%too few to test
Lau9–7 · 56%6–5 · 55%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.

18 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: 5 of 16 tests hold up