VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

SEGIRL7

Career matches1,213
Career win rate55.8%
Round win rate51.8%
Peak rank36
Distinct opponents139
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1720 #700 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

Wolf361,21367753655.8%

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

1,359 of 1,358 rounds counted

9.2 inputs a second (553 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.25531,359

By opponent's character

Jacky9.4565119
Kage9.2552111
Wolf9.4562107
Akira9.959295
Brad9.154393
Jeffry9.356089
Jean9.254979
Lei Fei9.154684
Lion9.859173
Sarah9.355962
Vanessa8.651767
El Blaze8.450156
Goh9.054161
Lau9.355655
Aoi9.255454
Shun9.255248
Eileen8.953648
Pai9.355632
Taka8.852626

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

Jacky29191065.5%+14.4
Kage27101737.0%-13.3
Wolf26151157.7%+2.7
Akira24131154.2%+1.7
Brad2314960.9%+7.6
Jeffry2315865.2%+8.2
Jean2161528.6%-19.3
Lei Fei2015575.0%+23.8
Lion2013765.0%+20.0
Sarah1541126.7%-28.7
Vanessa1510566.7%+13.0
El Blaze145935.7%-7.3
Goh146842.9%-12.4
Lau146842.9%-8.0
Aoi138561.5%+13.9
Shun125741.7%-10.9
Eileen114736.4%-18.6
Pai84450.0%-3.5
Taka72528.6%-23.5

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

Octagon43241955.8%+4.3
Rectangle40281270.0%+19.1
Breakable Half Fence39221756.4%+2.4
Full Fence33151845.5%-9.0
Low Fence32122037.5%-15.7
Open31131841.9%-11.2
Breakable Full Fence27151255.6%+6.0
Single Wall2691734.6%-17.9
Half Fence25151060.0%+10.7
Full Fence and Open2112957.1%+7.3

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20757.5%52.4%+5.1
No walls8938.2%51.7%-13.5

Walls against open: +18.5 points (95% range +6.3 to +30.8), p 0.003 — a difference this size is unlikely to be chance.

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

うぬ (Rank 35)2026/07/2731233.3%
Oshira_taicho (Rank 38)2026/07/2742250.0%
ふかふか (Rank 38)2026/07/2741325.0%
自作マニア@いにしえ (Rank 35)2026/07/2742250.0%
ぶひっサ (Rank 36)2026/07/2784450.0%
hsat0310 (Rank 34)2026/07/271510566.7%
shogun-iwaki (Rank 35)2026/07/2731233.3%
JKSTW(SEGAWORLD大亞店) (Rank 33)2026/06/2743175.0%
Vgyjyrdgjk (Rank 35)2026/06/2742250.0%
interceptor (Rank 35)2026/06/2742250.0%
banjar (Rank 38)2026/06/2432166.7%
nidaimebannai (Rank 37)2026/06/2162433.3%
ジークリオン (Rank 36)2026/06/21440100.0%
えなお (Rank 34)2026/06/1842250.0%
guigui8393 (Rank 38)2026/06/1661516.7%
もとろー (Rank 35)2026/06/1642250.0%
bh_iflg (Rank 33)2026/06/1642250.0%
ヒ・ジハー (Rank 34)2026/06/1642250.0%
ねこむーと (Rank 35)2026/06/154040.0%
みんみんさん (Rank 34)2026/06/1464266.7%
shironeko-hi (Rank 31)2026/06/1463350.0%
ma.ya2013 (Rank 29)2026/06/1154180.0%
zephyr_dural (Rank 31)2026/06/1183537.5%
lapislazuli (Rank 36)2026/06/1094544.4%
Alias-ks77 (Rank 36)2026/06/1063350.0%

Round openings

Wolf

Career
677–536 · 55.8%
This season
336 matches · 51.8%
Peak rank
36

First hit in 51.8% of 1,351 rounds. Won 54.6% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 30.8% of rounds, against 17.5% in their other rounds.
  • Against Jeffry: waits first in 16.9% of rounds, against 7.5% against everyone else.
  • After opening the round before by backing off: attacks straight away in 48.5% of rounds, against 38.4% after anything else.
  • In round 1: opens with “63214P Screw Hook” in 10.4% of rounds, against 3.6% in their other rounds.
  • Against Brad: opens with “6K+G Rolling Savate” in 11.8% of rounds, against 4.2% against everyone else.

How is this tested?

backdash into evade down1017.4%
Low Hammer2P775.7%
Screw Hook63214P725.3%
Rolling Savate6K+G644.7%
forward dash into Low Drop Kick62K392.9%
evade up into Screw Hook63214P382.8%
forward dash into guardG372.7%
Elbow Butt4P362.6%
forward movement into Elbow Butt4P332.4%
Low Drop Kick62K into kickK272.0%
backdash into evade up261.9%
Low Hammer2P into backdash241.8%
punchP241.8%
Low Hammer2P into crouch211.6%
backdash into Elbow Butt4P211.6%

174 further openings account for the other 719 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky13–5 · 72%5–3 · 62%too few to test
Kage4–7 · 36%2–10 · 17%too few to test
Wolf9–4 · 69%6–7 · 46%too few to test
Akira11–6 · 65%2–5 · 29%too few to test
Brad11–7 · 61%1–2 · 33%too few to test
Jeffry14–6 · 70%1–1 · 50%too few to test
Jean4–9 · 31%0–3 · 0%too few to test
Lei Fei9–4 · 69%3–0 · 100%too few to test
Lion11–3 · 79%0–2 · 0%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: 5 of 15 tests hold up