VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

d-u-g-o-n-g

  • Aoi
Career matches602
Career win rate57.1%
Round win rate58.1%
Peak rank28
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1597 Not ranked yet: the list needs 50 matches. See 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

Wolf2834220214059.1%
Aoi2726014211854.6%

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

75 of 129 rounds counted

6.9 inputs a second (415 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Wolf6.941575

By opponent's character

Aoi6.539318
Akira7.041815
Jacky7.544812
Shun7.746312
Jeffry6.74015
Vanessa6.53888
El Blaze6.33795

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

Aoi75271.4%+10.4
Akira65183.3%+29.7
Jacky4040.0%-77.1
Shun32166.7%+2.4
Wolf330100.0%+33.6
Eileen21150.0%-15.3
Jeffry21150.0%-7.6
Vanessa21150.0%-27.4
El Blaze110100.0%+25.1
Kage110100.0%+20.7
Lau110100.0%+20.7

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

Full Fence85362.5%-1.2
Breakable Half Fence65183.3%+20.5
Full Fence and Open42250.0%-29.8
Octagon440100.0%+40.8
Half Fence3030.0%-72.6
Single Wall32166.7%+16.1
Low Fence220100.0%+33.1
Breakable Full Fence1010.0%-61.4
Open110100.0%+20.7

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
Walls2263.6%64.6%-1.0
No walls683.3%62.4%+21.0

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

ぽん (Rank 26)2026/08/1841325.0%
mitorakujo (Rank 26)2026/08/18220100.0%
委員ちょ@今夜はBeatIt (Rank 21)2026/06/15110100.0%
あーにぃ (Rank 28)2026/06/15110100.0%
ちび-G (Rank 29)2026/05/3132166.7%
アベル (Rank 29)2026/05/251010.0%
やまだ (Rank 27)2026/05/231010.0%
え~る (Rank 24)2026/05/22110100.0%
ジョイソル (Rank 29)2026/05/2221150.0%
タイヨウ (Rank 24)2026/05/2221150.0%
komainu (Rank 26)2026/05/18110100.0%
こて (Rank 26)2026/04/26220100.0%
壱色淸淨 (Rank 24)2026/04/161010.0%
kuni_sato (Rank 28)2026/04/161010.0%
龍仙人【鬼手仏心】 (Rank 25)2026/04/16110100.0%
EZSD (Rank 23)2026/04/16110100.0%
muuuuuuk (Rank 26)2026/04/1621150.0%
Might小麥豆漿 (Rank 23)2026/04/16110100.0%
syounai (Rank 27)2026/04/13220100.0%
openpen (Rank 28)2026/04/10110100.0%
fazz00r (Rank 28)2026/03/28110100.0%

Round openings

Every character

forward movement into punchP118.5%
backdash into Heavy Middle Kick3K+G86.2%
backdash into Nami'okoshi3K+G86.2%
backdash into Savate4K75.4%
evade up into Hou'oushu3P75.4%
Rolling Savate6K+G64.7%
backdash into Kenka Kick1K+G53.9%
evade up into crouch dash forward43.1%
Low Drop Kick62K32.3%
Ouda6P+K into forward movement32.3%
Screw Hook63214P into Screw Lariat63214PP32.3%
backdash into Heavy Toe Kick4K+G32.3%
backdash into evade up32.3%
forward movement into Jab StraightPP32.3%
Ouda6P+K21.6%

43 further openings account for the other 53 rounds.

Wolf

Career
202–140 · 59.1%
This season
19 matches · 57.9%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1013.3%
backdash into Heavy Middle Kick3K+G810.7%
backdash into Savate4K79.3%
Rolling Savate6K+G68.0%
backdash into Kenka Kick1K+G56.7%
Low Drop Kick62K34.0%
Screw Hook63214P into Screw Lariat63214PP34.0%
backdash into Heavy Toe Kick4K+G34.0%
forward movement into Jab StraightPP34.0%
Quick Shoulder66P+K into forward movement22.7%
backdash into evade up22.7%
forward dash into Low Drop Kick62K22.7%
forward dash into guardG22.7%
Comet Hook1P into Knuckle Part1PP11.3%
Death ScytheK+G into Rolling Savate6K+G11.3%

17 further openings account for the other 17 rounds.

Aoi

Career
142–118 · 54.6%
This season
13 matches · 76.9%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Nami'okoshi3K+G814.8%
evade up into Hou'oushu3P713.0%
Ouda6P+K into forward movement35.6%
evade up into crouch dash forward35.6%
Ouda6P+K23.7%
Tenchi In'youP+K+G23.7%
backdash into Hou'oushu3P23.7%
backdash into Kusanagi2K+G23.7%
backdash into Soushouda46P+K23.7%
forward dash into forward punch+kick+guard6P+K+G23.7%
forward movement into NirentotsuPP23.7%
Nami'okoshi3K+G11.9%
Ouda6P+K into Oushu Hiji'ate6P+KP11.9%
Ouda6P+K into forward dash11.9%
Sanseigan66P+K into Ouka66P+KP11.9%

15 further openings account for the other 15 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: not tested (too few rounds)
  • Aoi: not tested (too few rounds)