VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

ごうくんまん

Career matches7,788
Career win rate51.8%
Round win rate50.4%
Peak rank42
Distinct opponents233
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1890 #156 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

Wolf427,7884,0373,75151.8%

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

2,662 of 3,398 rounds counted

9.7 inputs a second (579 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.75792,662

By opponent's character

Akira10.0598342
Jacky9.9596294
Brad9.4562227
Pai10.0599253
Shun9.7584130
Kage9.4563175
Lei Fei9.3561169
Lion9.5568127
Sarah9.4563158
Jean9.7581144
Taka9.6574113
Goh9.7580103
Lau9.758389
Jeffry9.758260
Wolf9.959250
Aoi9.557139
El Blaze9.356047
Dural9.456358
Eileen9.154836
Vanessa9.356148

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

Akira105475844.8%-3.6
Jacky81463556.8%+6.7
Brad75482764.0%+10.6
Pai64283643.8%-10.3
Shun60382263.3%+15.2
Kage57263145.6%-4.0
Lei Fei48173135.4%-15.3
Lion42142833.3%-15.7
Sarah42172540.5%-11.1
Jean36211558.3%+3.3
Taka32151746.9%-8.7
Goh28181064.3%+14.2
Lau26131350.0%-1.3
Jeffry2517868.0%+16.9
Wolf2215768.2%+17.2
Aoi2191242.9%-7.2
El Blaze2171433.3%-15.4
Dural158753.3%+11.5
Eileen148657.1%+10.7
Vanessa148657.1%+2.0

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Full Fence94425244.7%-4.8
Open92454748.9%-1.1
Breakable Full Fence88444450.0%-1.0
Rectangle87434449.4%-4.2
Half Fence82503261.0%+12.1
Low Fence82433952.4%+1.2
Octagon80394148.8%-2.0
Breakable Half Fence79334641.8%-8.4
Single Wall65412463.1%+12.8
Full Fence and Open34201458.8%+6.9

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
Walls51049.2%50.5%-1.3
No walls23954.0%50.8%+3.2

Walls against open: -4.5 points (95% range -12.6 to +3.6), p 0.278 — 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

R.I.PRJMitte. (Rank 41)2026/10/18117463.6%
ダンプよっし~2.0 (Rank 41)2026/10/18102820.0%
ミニマム (Rank 42)2026/10/1894544.4%
★闘将拉麵男★ (Rank 38)2026/10/15169756.2%
ビルちゃん (Rank 39)2026/10/12179852.9%
defuai (Rank 39)2026/10/12104640.0%
妹に運転を教える (Rank 38)2026/10/09117463.6%
壱次元らあじ (Rank 39)2026/10/0395455.6%
cyomiko (Rank 42)2026/09/23146842.9%
mudanadoryokuzki (Rank 38)2026/09/23117463.6%
STAGEW(ON)@스테이지원 (Rank 42)2026/09/2292722.2%
背場 (Rank 43)2026/09/22107370.0%
そうたいちょ★ (Rank 41)2026/09/1083537.5%
송곳 (Rank 37)2026/09/0986275.0%
Saibo_season2 (Rank 39)2026/09/081310376.9%
シズラヒモビッチ (Rank 43)2026/09/0882625.0%
jikacho-Gigas (Rank 38)2026/09/04148657.1%
expensive-sand (Rank 40)2026/09/0297277.8%
gobigobipai221 (Rank 38)2026/08/25125741.7%
schwein777 (Rank 40)2026/08/191710758.8%
ちゃあ (Rank 38)2026/07/2183537.5%
new_cult33 (Rank 39)2026/06/2075271.4%
ダンシングまるこ (Rank 39)2026/05/1283537.5%
ぁ     やごろ (Rank 36)2026/05/0974357.1%
<ㅑㅇ~<ㅑㅇ~<ㅑJ (Rank 41)2026/05/08139469.2%

Round openings

Wolf

Career
4,037–3,751 · 51.8%
This season
828 matches · 50.7%
Peak rank
42

First hit in 48.9% of 3,055 rounds. Won 53.1% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 59.6% of rounds, against 45.0% in their other rounds.
  • Against Akira: evades first in 23.5% of rounds, against 11.2% against everyone else.
  • After opening the round before by attacking: waits first in 19.9% of rounds, against 14.8% after anything else.
  • When the score is level: waits first in 22.2% of rounds, against 15.4% when ahead or behind.
  • In round 2: opens with “66P+K Quick Shoulder” in 19.4% of rounds, against 11.6% in their other rounds.
  • Against El Blaze: opens with “P punch into evade up” in 14.8% of rounds, against 4.7% against everyone else.
  • After opening the round before with “66P+K Quick Shoulder”: opens with “backdash into 4P Elbow Butt” in 13.3% of rounds, against 7.3% after anything else.
  • After winning a round: opens with “6K+G Rolling Savate” in 16.5% of rounds, against 10.1% after losing one.
  • When ahead: opens with “6K+G Rolling Savate” in 19.1% of rounds, against 11.3% when level or behind.

How is this tested?

crouch into Low Hammer2P47915.6%
Rolling Savate6K+G43714.2%
Quick Shoulder66P+K41413.5%
backdash into Elbow Butt4P2748.9%
punchP into evade up1555.0%
backdash into evade up1334.3%
punchP into throwP+G1234.0%
evade up into throwP+G913.0%
evade up into crouch dash forward842.7%
backdash822.7%
punchP into forward movement662.1%
evade up into forward dash541.8%
evade down into forward dash531.7%
backdash into Mow Down Chop1P+K391.3%
crouch dash forward into throwP+G351.1%

107 further openings account for the other 556 rounds.

Counted from 747 of the 828 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
Akira22–30 · 42%17–15 · 53%-16.5
Jacky27–24 · 53%17–11 · 61%too few to test
Brad25–15 · 62%11–3 · 79%too few to test
Pai13–15 · 46%7–12 · 37%too few to test
Shun17–9 · 65%8–7 · 53%too few to test
Kage12–13 · 48%7–8 · 47%too few to test
Lei Fei15–23 · 39%2–4 · 33%too few to test
Sarah8–17 · 32%6–7 · 46%too few to test
Jean12–10 · 55%6–4 · 60%too few to test
Lion5–14 · 26%5–10 · 33%too few to test
Taka11–8 · 58%1–5 · 17%too few to test
Lau6–9 · 40%3–2 · 60%too few to test
Jeffry13–6 · 68%4–2 · 67%too few to test
Aoi6–10 · 38%3–2 · 60%too few to test
El Blaze4–7 · 36%1–5 · 17%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

81 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 (18 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: 9 of 18 tests hold up