VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

StudiedZeus3532

Career matches1,657
Career win rate25.2%
Round win rate32.3%
Peak rank21
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1050 #3,639 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

Wolf211,6574181,23925.2%

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

274 of 353 rounds counted

8.2 inputs a second (492 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf8.2492274

By opponent's character

Aoi8.148545
Akira7.645829
El Blaze8.249327
Jeffry8.551235
Lion8.249327
Pai8.04826
Sarah10.261215
Goh8.852520
Kage7.746020
Vanessa7.243014
Brad7.846913
Lau9.154413
Shun8.65163
Jacky8.14864
Taka6.63943

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

Aoi124833.3%+13.1
Akira111109.1%-8.0
El Blaze102820.0%+4.2
Jeffry92722.2%+0.1
Lion7070.0%-25.5
Pai73442.9%+23.1
Sarah61516.7%-1.4
Goh51420.0%+5.3
Kage5050.0%-17.6
Vanessa41325.0%+0.5
Brad3030.0%-26.0
Lau3030.0%-24.9
Shun32166.7%+39.4
Jacky2020.0%-22.2
Jean21150.0%+6.9
Taka21150.0%+23.3

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

Open2051525.0%+2.4
Octagon1421214.3%-6.5
Breakable Full Fence102820.0%-1.9
Rectangle94544.4%+26.6
Full Fence81712.5%-9.7
Half Fence82625.0%+3.8
Breakable Half Fence71614.3%-4.5
Low Fence6060.0%-16.3
Full Fence and Open41325.0%+2.3
Single Wall21150.0%+22.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls5621.4%20.5%+0.9
No walls2821.4%21.8%-0.4

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

코나미스포츠 (Rank 21)2026/10/1631233.3%
asteroid-belt777 (Rank 23)2026/09/294040.0%
sk901 (Rank 21)2026/09/132020.0%
インドラー (Rank 27)2026/09/132020.0%
けつ毛バーガー相場 (Rank 21)2026/08/0372528.6%
トローリロートル (Rank 22)2026/08/024040.0%
yama∞@麻雀ガチ勢 (Rank 24)2026/08/023030.0%
うさぎ帝国 (Rank 22)2026/07/2131233.3%
potimaru1059 (Rank 23)2026/07/1631233.3%
ら族 (Rank 21)2026/07/1351420.0%
달그림자 (Rank 21)2026/07/042020.0%
qzmix (Rank 21)2026/06/2721150.0%
ttfour@サラしかできないw (Rank 22)2026/06/272020.0%
kinoppy0126 (Rank 21)2026/06/272020.0%
allgonnaworkout (Rank 22)2026/06/242020.0%
ぶー (Rank 21)2026/06/242020.0%
omuretukun (Rank 23)2026/06/242020.0%
委員ちょ (Rank 21)2026/06/243030.0%
dalmax72 (Rank 21)2026/06/1752340.0%
shinkita (Rank 21)2026/06/162020.0%
minato (Rank 22)2026/06/1532166.7%
avolpe (Rank 17)2026/05/1221150.0%
ucchi (Rank 11)2026/05/1021150.0%
Whoru?I'mSorry. (Rank 13)2026/04/2421150.0%
adrena (Rank 15)2026/03/272020.0%

Round openings

Wolf

Career
418–1,239 · 25.2%
This season
91 matches · 20.9%
Peak rank
21

First hit in 59.9% of 344 rounds. Won 35.0% of the rounds they struck first, 28.3% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “P punch” in 21.6% of rounds, against 7.8% in their other rounds.

How is this tested?

punchP3911.3%
Low Drop Kick62K226.4%
evade down into Elbow Butt4P195.5%
guardG into punchP164.7%
Screw Hook63214P into Screw Lariat63214PP144.1%
forward movement into Elbow Butt4P144.1%
backdash102.9%
guardG into throw escape92.6%
Elbow Butt4P into punchP82.3%
Comet Hook1P into Knuckle Part1PP72.0%
Knee Lift6K72.0%
punchP into Jab StraightPP72.0%
throwP+G72.0%
Jab StraightPP into One Two UpperPPP61.7%
Comet Hook1P41.2%

101 further openings account for the other 155 rounds.

Counted from 88 of the 91 matches played. The rest were not pulled for openings.

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 (13 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: 1 of 13 tests hold up