VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Black-Swan104-_-

Career matches4,552
Career win rate43.9%
Round win rate46.2%
Peak rank33
Distinct opponents186
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1611 #1,277 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

Wolf334,5521,9962,55643.9%

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

1,962 of 2,400 rounds counted

6.0 inputs a second (363 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.03631,962

By opponent's character

Jacky6.1365268
Jean6.1364187
Akira6.1366199
Lau6.1368164
El Blaze6.0357129
Goh6.1364106
Lei Fei5.9355124
Sarah5.9356118
Brad6.1368110
Wolf6.136869
Lion6.338168
Aoi6.136560
Jeffry6.035971
Kage5.834678
Pai6.036147
Shun6.237254
Vanessa6.036260
Taka6.136833
Dural6.035817

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

Jacky80384247.5%+5.0
Jean64253939.1%-4.4
Akira55183732.7%-13.7
Lau47242351.1%+6.1
El Blaze41142734.1%-9.4
Goh32171553.1%+7.0
Lei Fei32151746.9%+1.6
Sarah30151550.0%+4.5
Brad29111837.9%-3.0
Wolf27131448.1%+3.2
Lion26101638.5%-6.6
Aoi2516964.0%+17.5
Jeffry24131154.2%+10.3
Kage2281436.4%-5.1
Pai1761135.3%-7.8
Shun1771041.2%-4.5
Vanessa156940.0%+1.0
Taka97277.8%+30.1
Dural4040.0%-43.0

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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 Fence84453953.6%+12.9
Full Fence75363948.0%+2.1
Breakable Half Fence72294340.3%-6.1
Octagon62283445.2%+1.7
Rectangle61223936.1%-7.1
Half Fence53213239.6%-6.9
Open43182541.9%+1.5
Breakable Full Fence42152735.7%-9.7
Single Wall41192246.3%+1.7
Full Fence and Open32122037.5%-6.4

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
Walls36541.4%44.8%-3.4
No walls16848.8%42.5%+6.3

Walls against open: -9.7 points (95% range -19.3 to -0.1), p 0.047 — a difference this size is unlikely to be chance.

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

拳四郎 (Rank 34)2026/10/1151420.0%
くろね@のびしろF (Rank 35)2026/10/111641225.0%
えびもち (Rank 33)2026/10/11146842.9%
ヘニオ (Rank 34)2026/10/0462433.3%
へっぽこラウ (Rank 33)2026/10/04118372.7%
俺様バーンズ (Rank 37)2026/10/04101910.0%
五寸釘くん (Rank 36)2026/09/15145935.7%
∈挙動不審∋ (Rank 35)2026/09/1484450.0%
LEO (Rank 35)2026/09/1463350.0%
[VirtuAnalytics]SuperGolden (Rank 34)2026/09/051331023.1%
マーウォ (Rank 36)2026/08/3083537.5%
お~ちゃん (Rank 35)2026/08/2774357.1%
zaduhkj (Rank 34)2026/08/24104640.0%
ちょいそる (Rank 35)2026/08/2473442.9%
煽るアホは0721してろ (Rank 34)2026/08/2375271.4%
Re:Biz (Rank 35)2026/08/2273442.9%
滝太郎(Takitarou) (Rank 34)2026/08/0297277.8%
pinturicchio (Rank 33)2026/07/2797277.8%
さみぃ_ANTARES (Rank 35)2026/07/2694544.4%
RedCap (Rank 37)2026/07/2662433.3%
へにほに (Rank 34)2026/07/26104640.0%
鳩男 (Rank 30)2026/06/2764266.7%
B軍団 (Rank 34)2026/06/22116554.5%
黒シャツ (Rank 31)2026/06/15106460.0%
会長さん (Rank 34)2026/05/2362433.3%

Round openings

Wolf

Career
1,996–2,556 · 43.9%
This season
596 matches · 44.1%
Peak rank
33

First hit in 48.3% of 2,131 rounds. Won 49.1% of the rounds they struck first, 43.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 45.2% of rounds, against 30.3% in their other rounds.
  • Against Akira: waits first in 58.7% of rounds, against 30.9% against everyone else.
  • On Breakable Half Fence stages: moves in first in 8.3% of rounds, against 4.0% on the other stages.
  • After opening the round before by backing off: backs off first in 24.3% of rounds, against 17.6% after anything else.
  • After losing a round: moves in first in 6.7% of rounds, against 2.4% after winning one.
  • When behind: moves in first in 7.6% of rounds, against 2.4% when ahead or level.
  • In round 1: opens with “G guard” in 11.0% of rounds, against 3.6% in their other rounds.
  • Against Lei Fei: opens with “66P+K Quick Shoulder” in 16.5% of rounds, against 4.4% against everyone else.
  • After winning a round: opens with “crouch into 2P Low Hammer” in 19.5% of rounds, against 10.5% after losing one.
  • When ahead: opens with “crouch into 2P Low Hammer” in 19.1% of rounds, against 11.8% when level or behind.

How is this tested?

crouch into Low Hammer2P26312.1%
guardG1185.4%
up-back kick7K into Savate4K1105.1%
Quick Shoulder66P+K1054.8%
Savate4K into guardG984.5%
guardG into throw escape954.4%
Savate4K944.3%
forward movement into Elbow Butt4P763.5%
guardG into Elbow Butt4P713.3%
backdash into Short Shoulder46P+K572.6%
up-back kick7K into up-back, up, up-back kick787K562.6%
backdash into guardG502.3%
backdash into Face Lift Kick3K472.2%
evade down into Elbow Butt4P432.0%
crouch dash back into Kenka Kick1K+G421.9%

158 further openings account for the other 844 rounds.

Counted from 538 of the 596 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
Jacky20–25 · 44%12–9 · 57%too few to test
Akira15–27 · 36%2–2 · 50%too few to test
Jean11–18 · 38%7–6 · 54%too few to test
Lau14–14 · 50%4–5 · 44%too few to test
El Blaze5–12 · 29%7–10 · 41%too few to test
Goh14–6 · 70%3–8 · 27%too few to test
Sarah10–10 · 50%3–3 · 50%too few to test
Wolf11–11 · 50%2–3 · 40%too few to test
Brad3–5 · 38%6–10 · 38%too few to test
Lion4–11 · 27%6–4 · 60%too few to test
Aoi5–6 · 45%6–0 · 100%too few to test
Kage4–7 · 36%3–5 · 38%too few to test
Lei Fei4–5 · 44%5–4 · 56%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.

58 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: 10 of 16 tests hold up