VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Citywolf

  • Sarah
Career matches4,056
Career win rate54.9%
Round win rate53.9%
Peak rank35
Distinct opponents68
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1583 #1,464 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

Wolf352,8021,5351,26754.8%
Sarah3284848336557.0%
Pai—40620919751.5%

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

1,717 of 1,797 rounds counted

6.3 inputs a second (378 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.43831,296
Sarah6.0360421

By opponent's character

Akira6.3381366
Goh6.3380233
Jean6.3376175
Lion6.2373148
Shun5.8350107
Jeffry6.0358122
Jacky6.438559
Lei Fei5.935585
Sarah6.739972
Dural6.539056
Eileen6.841148
Lau6.438255
Brad6.639547
Vanessa6.237238
Kage6.840738
Aoi6.639427
Taka6.639623
Pai5.532812
El Blaze5.93543
Wolf6.94153

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

Akira94514354.3%+7.3
Goh61283345.9%-11.3
Jean44291565.9%+1.2
Lion36142238.9%-4.2
Shun36211558.3%+1.6
Jeffry32211165.6%-2.1
Jacky2171433.3%-18.1
Lei Fei2161528.6%-15.4
Sarah1712570.6%+16.5
Dural147750.0%-2.2
Eileen147750.0%-0.9
Lau149564.3%+10.5
Brad118372.7%+17.2
Vanessa106460.0%+3.8
Kage97277.8%+6.3
Aoi76185.7%+9.1
Taka64266.7%+8.5
Pai330100.0%+28.6
El Blaze1010.0%-24.7
Wolf110100.0%+3.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Wall63333052.4%-1.2
Breakable Half Fence61362559.0%+1.1
Half Fence46242252.2%-2.8
Breakable Full Fence44232152.3%-3.4
Open44281663.6%-1.1
Rectangle44182640.9%-5.2
Full Fence41202148.8%-6.4
Octagon38241463.2%+13.1
Low Fence26151157.7%+3.8
Full Fence and Open2213959.1%+7.7

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls27452.9%53.6%-0.7
No walls13357.1%57.2%-0.1

Walls against open: -0.6 points (95% range -12.6 to +11.5), p 0.929 — 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

Lifeisaneyrie (Rank 33)2026/10/175050.0%
NaughtNaught (Rank 33)2026/10/1637152240.5%
Smashquatch (Rank 31)2026/10/1557332457.9%
RickoSama (Rank 26)2026/10/151211191.7%
Drawn_ (Rank 29)2026/10/151513286.7%
EDO (Rank 21)2026/10/13660100.0%
brogasaurusrex (Rank 29)2026/10/132921872.4%
10年遅いんだよ! (Rank 38)2026/10/132051525.0%
kila_kam (Rank 40)2026/10/1382625.0%
Brolly727 (Rank 31)2026/10/1376185.7%
BloodyRoseVF (Rank 37)2026/10/1392722.2%
Kreuz (Rank 34)2026/10/1063350.0%
b4i4radoslav|xliiv (Rank 33)2026/10/1074357.1%
Onpwnage (Rank 33)2026/09/301510566.7%
outlawbeast (Rank 29)2026/09/1664266.7%
genobee (Rank 36)2026/09/111741323.5%
CoolerTails (Rank 37)2026/09/10103730.0%
Bloodartist (Rank 35)2026/09/10106460.0%
Kingheim (Rank 43)2026/09/0851420.0%
Rodryu (Rank 33)2026/08/292071335.0%
GOMVPGO (Rank 31)2026/07/27106460.0%
EverlastingFGC[SCO] (Rank 33)2026/07/27118372.7%
Akumasama (Rank 33)2026/07/26127558.3%
Dadino67italy (Rank 32)2026/06/25113827.3%
Ilyricio (Rank 26)2026/05/2064266.7%

Round openings

Every character

backdash into Heavy Middle Kick3K+G14111.5%
Low Drop Kick62K into kickK816.6%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K715.8%
backdash into Short Shoulder46P+K685.5%
guardG504.1%
guardG into Low Drop Kick62K423.4%
Rolling Savate6K+G383.1%
throwP+G373.0%
Gasp Kneel Palm Bomb6P+K322.6%
R.A.W. AvengerP+K+G282.3%
crouch into Arrow Knuckle3P252.0%
forward movement into Low Smash2K252.0%
forward dash into throwP+G242.0%
Low Smash2K into kickK201.6%
punchP191.6%

177 further openings account for the other 525 rounds.

Counted from 309 of the 452 matches played. The rest were not pulled for openings.

Wolf

Career
1,535–1,267 · 54.8%
This season
337 matches · 53.7%
Peak rank
35

First hit in 51.6% of 1,151 rounds. Won 59.4% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • Against Shun: moves in first in 21.3% of rounds, against 9.1% against everyone else.

How is this tested?

backdash into Heavy Middle Kick3K+G14112.1%
Low Drop Kick62K into kickK817.0%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K716.1%
backdash into Short Shoulder46P+K685.8%
guardG494.2%
guardG into Low Drop Kick62K423.6%
Rolling Savate6K+G383.3%
throwP+G373.2%
Gasp Kneel Palm Bomb6P+K322.8%
R.A.W. AvengerP+K+G282.4%
crouch into Arrow Knuckle3P252.1%
forward movement into Low Smash2K252.1%
forward dash into throwP+G232.0%
Low Smash2K into kickK201.7%
forward dash into Gasp Kneel Palm Bomb6P+K181.6%

141 further openings account for the other 466 rounds.

Counted from 292 of the 337 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
Akira17–18 · 49%10–8 · 56%too few to test
Lion7–11 · 39%3–4 · 43%too few to test
Goh9–4 · 69%3–9 · 25%too few to test
Shun14–4 · 78%2–8 · 20%too few to test
Jean13–12 · 52%2–0 · 100%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.

45 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?

Sarah

Career
483–365 · 57.0%
This season
115 matches · 57.4%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Crescent Heel4K+G69.7%
Round Kick8K+G46.5%
crouch into Low Spin Kick3K+G46.5%
Back Spin KickK+G34.8%
Low Spin Kick3K+G34.8%
backdash into Full Spin Heel Kick9K34.8%
Full Spin Heel Kick9K23.2%
backdash into Low Spin Kick3K+G23.2%
backdash into backward movement23.2%
punchP23.2%
Low Spin Kick3K+G into Leg Slicer2K+G11.6%
Queen Bee Needle66K+G11.6%
Quick Knee6K into Double Thrust KickKK11.6%
Quick Knee6K into Quick Knee and Toe Kick6KK11.6%
Rising Elbow6P11.6%

26 further openings account for the other 26 rounds.

Counted from 17 of the 115 matches played. The rest were not pulled for openings.

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 (15 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: 1 of 15 tests hold up
  • Sarah: not tested (too few rounds)