VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

daisan

Career matches661
Career win rate40.9%
Round win rate45.3%
Peak rank24
Distinct opponents103
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1227 #3,365 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

Wolf2466127039140.9%

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

499 of 846 rounds counted

6.8 inputs a second (408 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.8408499

By opponent's character

Shun6.740396
Akira6.639872
Jacky6.740367
Aoi6.840875
Goh6.740115
Lau6.840936
Lion7.243313
Pai7.14246
Jeffry6.941518
Kage6.840628
Brad7.242913
Jean6.337610
Wolf6.94145
El Blaze7.847010
Sarah6.740020
Vanessa7.64577
Taka7.84658

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

Shun30201066.7%+24.9
Akira2618869.2%+21.6
Jacky2652119.2%-23.8
Aoi2317673.9%+27.1
Goh1661037.5%-4.1
Lau1661037.5%-1.1
Lion114736.4%-4.5
Pai104640.0%+1.9
Jeffry91811.1%-28.9
Kage81712.5%-33.7
Brad62433.3%+0.1
Jean63350.0%+11.0
Wolf6060.0%-32.4
El Blaze5050.0%-24.3
Sarah54180.0%+35.8
Lei Fei4040.0%-37.0
Vanessa4040.0%-52.5
Taka3030.0%-28.8
Eileen1010.0%-28.3

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

Half Fence37201754.0%+16.2
Low Fence32171553.1%+7.2
Single Wall30111936.7%-6.7
Rectangle2181338.1%-3.5
Breakable Full Fence189950.0%+12.6
Open1821611.1%-31.2
Breakable Half Fence1611568.8%+28.1
Full Fence134930.8%-5.0
Octagon135838.5%-5.0
Full Fence and Open112918.2%-30.0

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11848.3%40.4%+7.9
No walls8037.5%43.6%-6.1

Walls against open: +14.0 points (95% range -2.1 to +30.2), p 0.089 — 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

Eguchin-5632 (Rank 24)2026/07/044040.0%
つのさん (Rank 22)2026/07/041110190.9%
もっちぃ (Rank 22)2026/06/2542250.0%
makoto.qo.op (Rank 21)2026/06/13119281.8%
サーちゃん (Rank 21)2026/06/1332166.7%
おかわりくん (Rank 23)2026/06/1364266.7%
manekinecogames (Rank 22)2026/05/283030.0%
kouchant0051 (Rank 21)2026/05/283030.0%
壱色淸淨 (Rank 26)2026/05/2831233.3%
Ishmokin (Rank 21)2026/05/2832166.7%
dojoGR (Rank 21)2026/05/27440100.0%
Fuji_Atsuka (Rank 21)2026/05/1932166.7%
nakamine0824 (Rank 19)2026/05/1451420.0%
GaaMANジール (Rank 24)2026/05/1232166.7%
XiaoMing.SH (Rank 24)2026/05/1132166.7%
おだんごたべたい (Rank 21)2026/05/1132166.7%
neco (Rank 21)2026/05/0942250.0%
donburi_kanjo117 (Rank 21)2026/05/0631233.3%
ほーげつ (Rank 23)2026/05/0431233.3%
ありがとナス (Rank 24)2026/04/223030.0%
G.S (Rank 21)2026/04/2232166.7%
ハル (Rank 21)2026/04/2132166.7%
マッスルトマト (Rank 24)2026/04/2031233.3%
かいじ*きあら (Rank 14)2026/04/0232166.7%
nanataku (Rank 11)2026/03/31330100.0%

Round openings

Wolf

Career
270–391 · 40.9%
This season
215 matches · 42.3%
Peak rank
24

First hit in 47.5% of 838 rounds. Won 44.7% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • After opening the round before by moving in: waits first in 38.3% of rounds, against 20.6% after anything else.
  • After losing a round: waits first in 28.9% of rounds, against 15.5% after winning one.
  • After losing a round: opens with “crouch into 1K down-back kick” in 28.3% of rounds, against 12.8% after winning one.
  • When behind: opens with “crouch into 1K down-back kick” in 25.8% of rounds, against 16.4% when ahead or level.

How is this tested?

crouch into down-back kick1K20524.1%
Screw Hook63214P into Screw Lariat63214PP8610.1%
forward movement into punchP677.9%
Quick Shoulder66P+K566.6%
Jumping Knee Butt66K+G404.7%
Elbow Butt4P into punchP394.6%
Low Drop Kick62K313.6%
Comet Hook1P into Knuckle Part1PP303.5%
forward movement into Elbow Butt4P273.2%
down-back kick1K252.9%
R.A.W. AvengerP+K+G182.1%
Knee Lift6K121.4%
backdash into Quick Shoulder66P+K91.1%
Elbow Butt4P into Jab StraightPP80.9%
evade down into Elbow Butt4P80.9%

90 further openings account for the other 191 rounds.

By stage type

Record against each character on walled and open stages, as Wolf

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun15–5 · 75%3–4 · 43%too few to test
Akira9–5 · 64%8–3 · 73%too few to test
Jacky4–8 · 33%1–12 · 8%too few to test
Aoi8–3 · 73%8–3 · 73%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.

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 (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: 4 of 15 tests hold up