VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Wolf

まぼ

Career matches533
Career win rate67.2%
Round win rate55.6%
Peak rank36
Distinct opponents115
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1752 #564 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

Wolf3653335817567.2%

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

475 of 949 rounds counted

7.0 inputs a second (420 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.0420475

By opponent's character

Kage6.941653
Akira6.941325
Jean6.438534
El Blaze7.142644
Jeffry7.545248
Lion7.142426
Jacky7.142622
Lau6.840624
Shun6.941231
Goh6.74028
Pai7.343836
Vanessa6.53888
Aoi7.74593
Lei Fei6.639531
Brad7.344125
Eileen7.042227
Sarah6.840922
Wolf9.35563
Dural7.14275

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

Kage2416866.7%+7.8
Akira1881044.4%-14.1
Jean1881044.4%-23.8
El Blaze168850.0%-10.3
Jeffry167943.8%-19.9
Lion169756.2%+0.4
Jacky159660.0%-0.2
Lau146842.9%-16.6
Shun129375.0%+20.9
Goh118372.7%+9.8
Pai116554.5%-2.9
Vanessa119281.8%+22.6
Aoi10100100.0%+42.2
Lei Fei104640.0%-19.9
Brad97277.8%+21.2
Eileen86275.0%+13.3
Sarah74357.1%-4.8
Wolf550100.0%+35.5
Dural1010.0%-63.9

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

Breakable Full Fence35181751.4%-9.4
Half Fence28181064.3%+7.3
Octagon2718966.7%+7.7
Rectangle24101441.7%-20.8
Open23101343.5%-18.9
Single Wall2214863.6%+2.4
Full Fence2115671.4%+16.6
Low Fence1913668.4%+7.3
Breakable Half Fence1611568.8%+7.6
Full Fence and Open87187.5%+25.6

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15159.6%59.2%+0.4
No walls6457.8%61.2%-3.4

Walls against open: +3.8 points (95% range -11.2 to +18.8), p 0.616 — 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

ぱお (Rank 35)2026/05/2541325.0%
junkman (Rank 37)2026/05/2232166.7%
Aki (Rank 38)2026/05/2232166.7%
ツッチー (Rank 34)2026/05/2253260.0%
ゲッパー (Rank 35)2026/05/2275271.4%
ゆい (Rank 37)2026/05/2262433.3%
らうらう (Rank 35)2026/05/2241325.0%
さとやんJ (Rank 35)2026/05/2251420.0%
エル・シエロ (Rank 36)2026/05/224040.0%
ラッキーボーイ (Rank 40)2026/05/2231233.3%
村長~災禍の中心~ (Rank 38)2026/05/2242250.0%
moto__666 (Rank 33)2026/05/2232166.7%
のびもあ (Rank 37)2026/05/2253260.0%
小名浜DC (Rank 33)2026/05/2261516.7%
おさげ (Rank 35)2026/05/2042250.0%
爆走夢歌 (Rank 37)2026/05/2031233.3%
くろね@のびしろF (Rank 34)2026/05/1732166.7%
lapislazuli (Rank 35)2026/05/1131233.3%
geche7stars (Rank 35)2026/05/1164266.7%
ねこむーと (Rank 35)2026/05/1132166.7%
Shin_Gi_rU (Rank 39)2026/05/1131233.3%
希望ウルフ (Rank 35)2026/05/0931233.3%
onigiryy_14 (Rank 35)2026/05/09330100.0%
Fundoshi-Z (Rank 30)2026/05/0543175.0%
ジズー (Rank 31)2026/05/0532166.7%

Round openings

Wolf

Career
358–175 · 67.2%
This season
232 matches · 59.9%
Peak rank
36

First hit in 50.5% of 941 rounds. Won 60.2% of the rounds they struck first, 51.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 19.0% of rounds, against 10.5% in their other rounds.
  • Against Akira: opens with “backdash into 1K+G Kenka Kick” in 14.9% of rounds, against 3.8% against everyone else.
  • On Rectangle stages: opens with “2P Low Hammer” in 15.7% of rounds, against 6.1% on the other stages.

How is this tested?

Rolling Savate6K+G899.3%
Arrow Knuckle3P747.8%
Low Hammer2P677.0%
Quick Shoulder66P+K464.8%
backdash into Kenka Kick1K+G444.6%
punchP373.9%
forward movement into Elbow Butt4P333.5%
Arrow Knuckle3P into guardG252.6%
evade up into crouch dash forward242.5%
Screw Hook63214P232.4%
Screw Hook63214P into Screw Lariat63214PP232.4%
crouch dash forward into Low Drop Kick62K212.2%
evade up into Heavy Toe Kick4K+G212.2%
evade down into crouch dash forward202.1%
crouch dash forward into guardG161.7%

138 further openings account for the other 390 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage9–5 · 64%7–2 · 78%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: 3 of 15 tests hold up