VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

ken3000wo

Career matches6,671
Career win rate50.0%
Round win rate47.7%
Peak rank37
Distinct opponents145
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1664 #979 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

Wolf376,6713,3393,33250.0%

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

3,009 of 3,584 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.44453,009

By opponent's character

Jean7.3438374
Sarah7.3438168
Akira7.5450249
Lion7.6458250
Jacky7.2435228
Wolf7.9474242
Aoi7.4444200
Kage7.3441173
Lau7.3440211
Lei Fei7.5447125
Vanessa7.2432163
Jeffry7.5450102
Eileen7.4444151
Shun7.243489
El Blaze7.544876
Pai7.444350
Brad7.343941
Taka7.343659
Goh7.746041
Dural7.846517

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

Jean98455345.9%+4.5
Sarah82344841.5%+0.6
Akira81414050.6%+6.3
Lion74324243.2%+1.1
Jacky69393056.5%+7.0
Wolf62293346.8%+0.9
Aoi57243342.1%-1.7
Kage50173334.0%-8.3
Lau50262452.0%+3.0
Lei Fei40192147.5%-0.4
Vanessa40142635.0%-6.5
Jeffry36191752.8%+7.4
Eileen3582722.9%-17.6
Shun2291340.9%-3.8
El Blaze2191242.9%-6.1
Pai1861233.3%-18.1
Brad159660.0%+9.8
Taka147750.0%+6.9
Goh103730.0%-17.6
Dural41325.0%-17.4

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Breakable Full Fence117566147.9%+4.3
Full Fence109466342.2%-1.3
Breakable Half Fence90405044.4%-0.1
Low Fence89345538.2%-7.7
Open87434449.4%+3.1
Rectangle85424349.4%+7.6
Octagon77374048.0%+2.7
Single Wall76304639.5%-5.4
Half Fence67303744.8%-0.9
Full Fence and Open42192345.2%+1.7

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
Walls54546.1%44.2%+1.9
No walls25242.5%45.4%-3.0

Walls against open: +4.8 points (95% range -2.9 to +12.6), p 0.221 — 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

ジャキる。 (Rank 31)2026/09/29135838.5%
なめ (Rank 38)2026/09/293282425.0%
banjar (Rank 38)2026/09/241861233.3%
きよ丸 (Rank 36)2026/09/18126650.0%
stepan_BVFA (Rank 38)2026/09/18124833.3%
あいりく (Rank 36)2026/09/18137653.9%
あぽろん (Rank 36)2026/09/18105550.0%
小名浜DC (Rank 35)2026/09/18105406538.1%
都筑まもる君 (Rank 35)2026/09/18106460.0%
貧乏リオン/binboulion (Rank 36)2026/09/162516964.0%
ぶーん (Rank 33)2026/09/161712570.6%
ヘニオ (Rank 34)2026/09/102114766.7%
ジークリオン (Rank 37)2026/08/253082226.7%
じゃんぬ兄(公認) (Rank 38)2026/08/181441028.6%
さみぃ_ANTARES (Rank 36)2026/08/05106460.0%
やまだ.com (Rank 36)2026/07/2483537.5%
テクノモデル (Rank 35)2026/07/2495455.6%
ぱりぱり (Rank 37)2026/07/241661037.5%
どろパイ (Rank 34)2026/07/2293633.3%
lapislazuli (Rank 37)2026/07/2231161551.6%
nanbara (Rank 35)2026/07/1994544.4%
サンドイッチ (Rank 33)2026/07/03102820.0%
たあぼさん (Rank 35)2026/07/0393633.3%
借酒中 (Rank 37)2026/06/3094544.4%
うるヲ参拾 (Rank 38)2026/06/091741323.5%

Round openings

Wolf

Career
3,339–3,332 · 50.0%
This season
878 matches · 44.5%
Peak rank
37

First hit in 53.2% of 3,561 rounds. Won 50.7% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.0% of rounds, against 4.1% in their other rounds.
  • Against Lion: evades first in 30.9% of rounds, against 12.1% against everyone else.
  • After opening the round before by evading: evades first in 21.4% of rounds, against 14.9% after anything else.
  • After winning a round: evades first in 18.2% of rounds, against 13.5% after losing one.
  • When behind: backs off first in 20.1% of rounds, against 15.8% when ahead or level.
  • In round 4 or later: opens with “forward movement into P punch” in 22.4% of rounds, against 15.3% in their other rounds.
  • Against Sarah: opens with “backdash into 4K+GK Toe Kick Side” in 8.6% of rounds, against 2.9% against everyone else.
  • After winning a round: opens with “62K Low Drop Kick” in 5.3% of rounds, against 2.5% after losing one.
  • When ahead: opens with “62K Low Drop Kick” in 4.8% of rounds, against 2.9% when level or behind.

How is this tested?

forward movement into punchP61817.2%
forward movement into Elbow Butt4P1584.4%
backdash into Heavy Middle Kick3K+G1494.2%
Low Drop Kick62K1243.5%
backdash into Toe Kick Side4K+GK1233.4%
Quick Shoulder66P+K1113.1%
Rolling Savate6K+G1042.9%
Screw Hook63214P1002.8%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK972.7%
evade up into guardG972.7%
Low Hammer2P902.5%
Elbow Butt4P722.0%
forward movement into Hammer KickPK701.9%
backdash into Mow Down Chop1P+K571.6%
Low Hammer2P into backdash551.5%

239 further openings account for the other 1,566 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jean32–33 · 49%10–17 · 37%too few to test
Sarah20–27 · 43%12–13 · 48%too few to test
Akira28–25 · 53%9–11 · 45%too few to test
Lion23–31 · 43%7–9 · 44%too few to test
Jacky24–21 · 53%12–7 · 63%too few to test
Wolf16–18 · 47%12–9 · 57%too few to test
Aoi17–18 · 49%6–12 · 33%too few to test
Kage10–14 · 42%3–15 · 17%too few to test
Lau18–18 · 50%8–6 · 57%too few to test
Lei Fei14–14 · 50%1–5 · 17%too few to test
Vanessa11–16 · 41%3–10 · 23%too few to test
Jeffry12–8 · 60%5–4 · 56%too few to test
Eileen4–16 · 20%4–11 · 27%too few to test
Shun3–8 · 27%3–4 · 43%too few to test
El Blaze8–9 · 47%1–1 · 50%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 (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: 9 of 16 tests hold up