VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

kazu

Career matches10,647
Career win rate50.5%
Round win rate50.9%
Peak rank33
Distinct opponents265
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1664 #982 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

Wolf3310,6475,3825,26550.5%

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

2,138 of 3,296 rounds counted

6.5 inputs a second (387 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.53872,138

By opponent's character

Akira6.3377246
Jacky6.5393255
Lau6.5391194
Sarah6.6395178
Shun6.4382155
Goh6.4384119
Kage6.236982
Jean6.7400103
Jeffry6.3378116
Wolf6.4386140
Pai6.6394112
Vanessa6.639488
Aoi6.237465
El Blaze6.539365
Taka6.538872
Lei Fei6.538729
Brad6.639629
Dural6.639838
Lion6.438630
Eileen6.539022

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

Akira84384645.2%-4.9
Jacky79473259.5%+7.7
Lau67392858.2%+10.5
Sarah63412265.1%+6.6
Shun54233142.6%-4.1
Goh52232944.2%+0.3
Kage51331864.7%+13.2
Jean48143429.2%-19.4
Jeffry48291960.4%+10.6
Wolf44251956.8%+7.9
Pai41221953.7%+2.8
Vanessa39132633.3%-18.3
Aoi31112035.5%-8.7
El Blaze29141548.3%-8.5
Taka23131056.5%+3.8
Lei Fei189950.0%-0.2
Brad1731417.6%-22.8
Dural147750.0%-0.6
Lion146842.9%-8.5
Eileen63350.0%-14.1

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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 Fence103505348.5%-2.1
Breakable Half Fence93454848.4%-0.5
Half Fence90355538.9%-10.5
Single Wall87474054.0%+2.9
Open81394248.1%-1.6
Breakable Full Fence78453357.7%+5.0
Full Fence75373849.3%+0.1
Rectangle72462663.9%+13.9
Octagon58253343.1%-7.3
Full Fence and Open48262254.2%+3.5

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
Walls46650.0%50.0%-0.0
No walls27150.2%50.5%-0.3

Walls against open: +0.3 points (95% range -7.0 to +7.6), p 0.939 — 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

TAPIOKA (Rank 30)2026/10/1887187.5%
Splatgoon (Rank 26)2026/10/18770100.0%
candygaly11 (Rank 33)2026/10/1283537.5%
hot-milk-www (Rank 31)2026/10/0597277.8%
Iei-Taicho-0624 (Rank 33)2026/10/05150150.0%
エルモchYT★プなれ★ (Rank 30)2026/10/04117463.6%
滝太郎(Takitarou) (Rank 32)2026/10/02115645.5%
ふぇに (Rank 34)2026/09/2792722.2%
たか (Rank 31)2026/09/2734142041.2%
Momomia (Rank 28)2026/09/0997277.8%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 29)2026/09/09114736.4%
Koutei (Rank 31)2026/09/0673442.9%
忘本朱の父 (Rank 27)2026/08/3086275.0%
Phrazes_For_The_Young (Rank 35)2026/07/31105550.0%
漂泊の民回線ジプシー (Rank 34)2026/07/27125741.7%
NO-NAMENANASI774 (Rank 32)2026/07/1994544.4%
もとろー (Rank 31)2026/07/14111109.1%
OnelnCh007 (Rank 32)2026/07/081541126.7%
무파ZeroBlue (Rank 32)2026/07/05146842.9%
MELTBUTTER (Rank 29)2026/06/3026131350.0%
west-muta (Rank 32)2026/06/28134930.8%
不要玩一局就跑好吗? (Rank 29)2026/06/28156940.0%
MikuMartineau (Rank 30)2026/05/31106460.0%
itrap (Rank 29)2026/05/241511473.3%
interceptor (Rank 38)2026/05/182261627.3%

Round openings

Wolf

Career
5,382–5,265 · 50.5%
This season
822 matches · 50.2%
Peak rank
33

First hit in 45.8% of 3,032 rounds. Won 55.4% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 13.8% of rounds, against 8.6% in their other rounds.
  • Against Akira: attacks straight away in 55.4% of rounds, against 44.9% against everyone else.
  • After opening the round before by backing off: attacks straight away in 54.6% of rounds, against 45.3% after anything else.
  • After losing a round: attacks straight away in 54.2% of rounds, against 41.9% after winning one.
  • When ahead: backs off first in 29.2% of rounds, against 22.6% when level or behind.
  • Against a Shun on no drinks: backs off first in 22.7% of rounds, against 12.3% against a Shun on other counts.
  • In round 2: opens with “62K Low Drop Kick” in 13.9% of rounds, against 9.5% in their other rounds.
  • After opening the round before with “62K Low Drop Kick”: opens with “backdash into G guard” in 12.5% of rounds, against 5.4% after anything else.
  • After winning a round: opens with “forward movement into 4P Elbow Butt” in 5.7% of rounds, against 2.7% after losing one.
  • When the score is level: opens with “62K Low Drop Kick” in 13.6% of rounds, against 11.2% when ahead or behind.

How is this tested?

Low Drop Kick62K32210.6%
backdash into guardG1966.4%
forward movement into Elbow Butt4P1113.6%
forward movement into Low Smash2K1053.4%
punchP into Jab StraightPP1023.3%
backdash into punchP1003.3%
punchP into throwP+G852.8%
Quick Shoulder66P+K762.5%
punchP722.4%
backdash into Quick Shoulder66P+K702.3%
crouch dash back into evade down702.3%
Screw Hook63214P into Screw Lariat63214PP692.3%
crouch dash back into punchP672.2%
Pounding Elbow9P+K652.1%
Heavy Middle Kick3K+G into guardG602.0%

217 further openings account for the other 1,481 rounds.

Counted from 759 of the 822 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
Akira22–28 · 44%12–10 · 55%too few to test
Jacky21–18 · 54%16–13 · 55%too few to test
Lau20–19 · 51%10–7 · 59%too few to test
Sarah14–9 · 61%19–11 · 63%too few to test
Goh17–11 · 61%5–14 · 26%too few to test
Kage23–15 · 61%8–2 · 80%too few to test
Shun11–12 · 48%10–10 · 50%too few to test
Jean11–17 · 39%1–10 · 9%too few to test
Wolf15–10 · 60%6–6 · 50%too few to test
Jeffry12–8 · 60%9–8 · 53%too few to test
Pai10–12 · 45%5–6 · 45%too few to test
Vanessa6–13 · 32%2–3 · 40%too few to test
El Blaze11–9 · 55%1–3 · 25%too few to test
Aoi4–9 · 31%4–6 · 40%too few to test
Taka7–3 · 70%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.

63 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 (17 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: 10 of 17 tests hold up