VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

組長狼/tb

Career matches2,771
Career win rate60.6%
Round win rate57.7%
Peak rank44
Distinct opponents55
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2030 #19 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

Wolf442,7711,6801,09160.6%

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

802 of 972 rounds counted

10.5 inputs a second (632 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf10.5632802

By opponent's character

Jacky11.3676133
Pai10.362074
Akira10.663571
Lau10.7639108
El Blaze10.261372
Kage10.462688
Shun10.160553
Vanessa10.160450
Aoi10.160541
Sarah10.361823
Brad11.26719
Jeffry10.462614
Lei Fei10.663820
Jean10.563017
Lion10.562914
Taka9.65738
Wolf10.86517

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

Jacky35231265.7%+1.2
Pai2819967.9%+4.5
Akira2720774.1%+6.8
Lau27141351.9%-6.6
El Blaze24131154.2%-11.5
Kage24121250.0%-16.3
Shun1310376.9%+11.3
Vanessa118372.7%+11.2
Aoi107370.0%+8.9
Sarah108280.0%+13.1
Brad74357.1%-12.2
Jeffry65183.3%+9.1
Lei Fei53260.0%-2.6
Jean41325.0%-36.9
Lion440100.0%+34.7
Taka21150.0%-20.9
Wolf220100.0%+36.5

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

Open28151353.6%-11.2
Rectangle27151255.6%-11.2
Single Wall2621580.8%+15.8
Half Fence24131154.2%-6.2
Octagon22121054.5%-7.3
Breakable Full Fence2113861.9%-5.1
Low Fence2118385.7%+19.7
Full Fence and Open1810855.6%-6.8
Breakable Half Fence1612475.0%+8.4
Full Fence1613381.2%+19.6

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
Walls12661.9%63.7%-1.8
No walls7572.0%65.8%+6.2

Walls against open: -8.0 points (95% range -21.4 to +5.5), p 0.245 — 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

JackonBean (Rank 41)2026/10/12148657.1%
あむざん (Rank 42)2026/10/1275271.4%
ミニマム (Rank 41)2026/10/1297277.8%
めがじぇね (Rank 42)2026/10/021310376.9%
弐代目JA&れんじぃPA (Rank 43)2026/10/0264266.7%
chibaken_1992 (Rank 41)2026/10/0264266.7%
k-wofs (Rank 42)2026/10/0252340.0%
ス~パ~オヤツマ~ン (Rank 41)2026/10/0263350.0%
pesonkun0519 (Rank 42)2026/09/1042250.0%
カルティカ (Rank 41)2026/09/1043175.0%
H-CUBE 駅まえ (Rank 44)2026/09/1086275.0%
Oshira_taicho (Rank 40)2026/09/1084450.0%
エンたん (Rank 43)2026/09/1054180.0%
ハナノコルンルン (Rank 41)2026/08/1743175.0%
jinmenusagi (Rank 43)2026/07/242191242.9%
いくお (Rank 42)2026/07/2474357.1%
マハリータまるこ (Rank 39)2026/07/2443175.0%
jean (Rank 41)2026/07/2496366.7%
しろ/Shiro (Rank 41)2026/06/2542250.0%
KA-GO (Rank 41)2026/06/1765183.3%
VIPism『稲庭飯』 (Rank 43)2026/06/1752340.0%
アヒルさんチーム (Rank 43)2026/06/1754180.0%
ZRX-1100 (Rank 38)2026/06/1754180.0%
昆虫ちゃん (Rank 41)2026/05/1454180.0%
かめやま (Rank 42)2026/05/1465183.3%

Round openings

Wolf

Career
1,680–1,091 · 60.6%
This season
239 matches · 64.4%
Peak rank
44

First hit in 52.0% of 846 rounds. Won 60.9% of the rounds they struck first, 55.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 44.9% of rounds, against 24.6% in their other rounds.
  • Against Akira: backs off first in 25.8% of rounds, against 11.6% against everyone else.
  • On Low Fence stages: evades first in 37.3% of rounds, against 23.1% on the other stages.
  • Against Jacky: opens with “forward movement into P punch” in 9.4% of rounds, against 2.4% against everyone else.

How is this tested?

evade down into Arrow Knuckle3P546.3%
crouch dash forward into throwP+G526.1%
crouch into Arrow Knuckle3P424.9%
crouch into Low Hammer2P424.9%
forward movement into punchP303.5%
crouch dash forward into evade down273.2%
evade up into Arrow Knuckle3P273.2%
evade down into forward dash263.1%
Savate4K into forward dash232.7%
crouch dash forward into Arrow Knuckle3P202.4%
forward dash into throwP+G192.2%
backdash into punchP182.1%
Mow Down Chop1P+K131.5%
evade down into Elbow Butt4P131.5%
evade down into backdash121.4%

156 further openings account for the other 432 rounds.

Counted from 209 of the 239 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
Jacky9–8 · 53%10–1 · 91%too few to test
Lau8–7 · 53%4–3 · 57%too few to test
El Blaze4–4 · 50%7–5 · 58%too few to test
Kage8–5 · 62%3–6 · 33%too few to test
Akira7–3 · 70%7–0 · 100%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.

30 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 (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: 4 of 15 tests hold up