VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

オムレツハンター©

Career matches11,826
Career win rate49.5%
Round win rate48.8%
Peak rank34
Distinct opponents473
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1601 #1,345 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

Wolf3411,8265,8505,97649.5%

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

5,292 of 6,961 rounds counted

6.1 inputs a second (365 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.13655,292

By opponent's character

Akira6.1363625
Jacky6.0357497
Jeffry6.0357405
Wolf6.4384410
Pai6.0362399
Lion6.2369310
Lau6.0361335
Aoi6.3380280
El Blaze6.0363306
Jean5.9356254
Goh6.3381276
Kage6.0359185
Brad6.0358233
Vanessa6.0357196
Shun6.2370166
Sarah5.8351186
Lei Fei6.2372121
Eileen5.834850
Taka6.035944
Dural5.734014

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

Akira21010510550.0%+1.2
Jacky159699043.4%-4.1
Jeffry133726154.1%+6.2
Wolf124655952.4%+1.4
Pai116625453.5%+3.8
Lion107386935.5%-9.8
Lau100445644.0%-2.5
Aoi99584158.6%+8.9
El Blaze93415244.1%-1.4
Jean85454052.9%+2.5
Goh82414150.0%+1.9
Kage77255232.5%-15.3
Brad71323945.1%-1.9
Vanessa67343350.8%+7.2
Shun57302752.6%+3.5
Sarah56243242.9%-8.7
Lei Fei37162143.2%-3.0
Eileen1510566.7%+26.3
Taka1441028.6%-12.4
Dural75271.4%+24.2

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 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

Full Fence1958710844.6%-5.1
Low Fence183899448.6%+1.1
Octagon183899448.6%+2.8
Open174849048.3%-0.8
Half Fence172809246.5%-0.9
Breakable Half Fence166709642.2%-6.7
Rectangle164877753.0%+4.3
Single Wall159877254.7%+7.2
Breakable Full Fence145717449.0%+4.2
Full Fence and Open68303844.1%-4.0

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
Walls1,02547.2%47.6%-0.4
No walls51650.4%48.3%+2.1

Walls against open: -2.5 points (95% range -8.0 to +3.0), p 0.372 — 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

きてぃ☆ (Rank 29)2026/10/171210283.3%
マクシミリアン15世 (Rank 33)2026/10/1724141058.3%
ぴょろすぽ (Rank 31)2026/10/13118372.7%
calmknight[냠냠] (Rank 29)2026/09/27139469.2%
雷電 (Rank 31)2026/09/261712570.6%
タイヨウ (Rank 32)2026/09/261611568.8%
ちょいそる (Rank 34)2026/09/23146842.9%
ノーマルビックアキラ (Rank 30)2026/09/15136746.1%
猫鼻 (Rank 33)2026/09/15168850.0%
zakisan (Rank 36)2026/09/1326121446.1%
ムカつきが止まらない (Rank 36)2026/09/03105550.0%
jiwoonpk (Rank 33)2026/09/02129375.0%
aona (Rank 26)2026/08/29105550.0%
fwnd1396 (Rank 35)2026/08/292161528.6%
JKSTW(SEGAWORLD大亞店) (Rank 33)2026/08/281771041.2%
お~ちゃん (Rank 35)2026/08/18102820.0%
onigiryy_14 (Rank 34)2026/08/17112918.2%
くろなぎ (Rank 30)2026/08/05136746.1%
zaduhkj (Rank 34)2026/08/031761135.3%
BigBoin (Rank 32)2026/07/23115645.5%
けいすけ新宿 (Rank 32)2026/07/20135838.5%
ekd (Rank 32)2026/07/17105550.0%
ふぇに (Rank 33)2026/07/131441028.6%
bonbon (Rank 32)2026/06/241431121.4%
筋トレ職人 (Rank 34)2026/06/04112918.2%

Round openings

Wolf

Career
5,850–5,976 · 49.5%
This season
1,709 matches · 48.0%
Peak rank
34

First hit in 46.4% of 6,680 rounds. Won 51.7% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 50.5% of rounds, against 36.7% in their other rounds.
  • Against Lau: evades first in 8.9% of rounds, against 2.4% against everyone else.
  • On Open stages: waits first in 22.8% of rounds, against 18.5% on the other stages.
  • After opening the round before by attacking: backs off first in 41.2% of rounds, against 25.4% after anything else.
  • After winning a round: backs off first in 38.2% of rounds, against 25.4% after losing one.
  • When behind: attacks straight away in 41.5% of rounds, against 33.7% when ahead or level.
  • In round 2: opens with “backdash into 3K+G Heavy Middle Kick” in 23.3% of rounds, against 12.1% in their other rounds.
  • Against El Blaze: opens with “66P+K Quick Shoulder into P+K Level Back Crush” in 13.9% of rounds, against 6.3% against everyone else.
  • On Rectangle stages: opens with “66P+K Quick Shoulder into P+K Level Back Crush” in 12.2% of rounds, against 6.2% on the other stages.
  • After opening the round before with “backdash into 3K+G Heavy Middle Kick”: opens with “forward movement into 2K Low Smash” in 9.1% of rounds, against 5.3% after anything else.
  • After winning a round: opens with “backdash into 3K+G Heavy Middle Kick” in 22.9% of rounds, against 11.5% after losing one.
  • When ahead: opens with “backdash into 3K+G Heavy Middle Kick” in 23.1% of rounds, against 14.6% when level or behind.

How is this tested?

backdash into Heavy Middle Kick3K+G99714.8%
backdash into punchP5087.5%
Quick Shoulder66P+K into Level Back CrushP+K4526.7%
forward movement into Low Smash2K3525.2%
Low Drop Kick62K into kickK3355.0%
guardG into evade up2623.9%
Rolling Savate6K+G into Death ScytheK+G2543.8%
guardG into punchP2513.7%
guardG2203.3%
punchP2043.0%
Heavy Middle Kick3K+G1822.7%
guardG into throw escape1692.5%
backdash into Elbow Butt4P1221.8%
forward dash into throwP+G1161.7%
Body Blow6P into punchP1111.6%

215 further openings account for the other 2,192 rounds.

Counted from 1,647 of the 1,709 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
Akira56–62 · 47%37–35 · 51%-5.7
Jacky32–53 · 38%29–29 · 50%-11.4
Jeffry38–33 · 54%24–16 · 60%-5.2
Wolf36–31 · 54%21–18 · 54%+1.6
Pai30–25 · 55%22–27 · 45%+8.7
Lion24–46 · 34%10–12 · 45%too few to test
Lau32–32 · 50%5–10 · 33%too few to test
Aoi44–24 · 65%9–11 · 45%too few to test
El Blaze23–31 · 43%11–12 · 48%too few to test
Jean24–20 · 55%15–10 · 60%too few to test
Goh20–26 · 43%15–13 · 54%too few to test
Kage10–29 · 26%8–18 · 31%too few to test
Brad22–30 · 42%8–7 · 53%too few to test
Vanessa22–21 · 51%12–10 · 55%too few to test
Shun16–18 · 47%11–6 · 65%too few to test
Sarah15–17 · 47%6–6 · 50%too few to test
Lei Fei8–9 · 47%5–4 · 56%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.

62 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