VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

蒼穹霸道拳

Career matches1,867
Career win rate51.4%
Round win rate46.2%
Peak rank30
Distinct opponents50
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1507 #1,966 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

Wolf301,86795990851.4%

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

352 of 359 rounds counted

7.7 inputs a second (463 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.7463352

By opponent's character

Akira7.847073
Sarah7.343945
Wolf7.444640
Shun7.846631
Goh8.148430
Lau7.947531
Pai7.846723
Jeffry7.545311
El Blaze8.047915
Kage7.544915
Jacky7.44468
Jean8.34986
Lion8.24959
Aoi8.65154
Brad7.34405
Lei Fei7.14253
Vanessa7.84703

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

Akira167943.8%+4.5
Sarah105550.0%+13.7
Wolf93633.3%-13.9
Shun82625.0%-4.3
Goh72528.6%-9.6
Lau72528.6%-11.8
Pai63350.0%+14.4
Jeffry52340.0%-11.7
El Blaze41325.0%-12.0
Kage43175.0%+34.4
Jacky220100.0%+55.6
Jean2020.0%-30.6
Lion2020.0%-44.0
Aoi1010.0%-44.4
Brad1010.0%-32.0
Lei Fei110100.0%+48.5
Vanessa110100.0%+55.9

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Wall167943.8%+8.8
Half Fence106460.0%+23.5
Low Fence104640.0%+0.5
Open104640.0%-4.9
Full Fence and Open83537.5%+2.5
Breakable Full Fence72528.6%-10.1
Rectangle71614.3%-33.2
Full Fence61516.7%-25.1
Octagon64266.7%+25.6
Breakable Half Fence52340.0%+2.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls4139.0%40.4%-1.4
No walls3641.7%39.6%+2.1

Walls against open: -3.5 points (95% range -25.6 to +18.6), p 0.756 — 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

Amor_y_Paz_0921 (Rank 29)2026/09/0521150.0%
たけし (Rank 28)2026/09/0532166.7%
west-muta (Rank 33)2026/09/052020.0%
specialweek3250 (Rank 33)2026/09/032020.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 29)2026/08/2532166.7%
takeyan5608 (Rank 29)2026/08/25220100.0%
こて (Rank 26)2026/08/252020.0%
simusimu500 (Rank 31)2026/08/2521150.0%
南部の釣れないルアー (Rank 32)2026/08/2531233.3%
Yamete (Rank 30)2026/08/22220100.0%
a032682 (Rank 27)2026/08/043030.0%
イイダ (Rank 29)2026/07/3141325.0%
omuretukun (Rank 24)2026/07/3131233.3%
ラウアキ (Rank 25)2026/07/262020.0%
MELTBUTTER (Rank 29)2026/07/262020.0%
る_SouledgeLuminorl (Rank 28)2026/07/262020.0%
獣王(設定2) (Rank 30)2026/07/261010.0%
pallmtree (Rank 29)2026/07/2631233.3%
さざび (Rank 28)2026/07/2632166.7%
37 (Rank 29)2026/07/2652340.0%
カプリッチョ (Rank 27)2026/06/2731233.3%
gimoring (Rank 25)2026/06/15220100.0%
Iei-Taicho-0624 (Rank 29)2026/06/152020.0%
OgreAunt (Rank 30)2026/05/251010.0%
pposic2 (Rank 24)2026/03/3121150.0%

Round openings

Wolf

Career
959–908 · 51.4%
This season
86 matches · 39.5%
Peak rank
30

First hit in 50.6% of 356 rounds. Won 52.8% of the rounds they struck first, 39.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Quick Shoulder66P+K287.8%
forward movement into punchP185.0%
backdash into Toe Kick Side4K+GK174.7%
Mow Down Chop1P+K164.5%
crouch into Low Hammer2P133.6%
evade down into Elbow Butt4P102.8%
Rolling Savate6K+G92.5%
backdash into Heavy Toe Kick4K+G92.5%
evade up into Regret Discharge33P+K92.5%
Arrow Knuckle3P82.2%
Elbow Butt4P into punchP82.2%
forward movement into Jab StraightPP82.2%
Low Drop Kick62K71.9%
crouch dash back into Kenka Kick1K+G71.9%
Arrow Knuckle3P into guardG61.7%

105 further openings account for the other 186 rounds.

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 (11 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: 0 of 11 tests hold up