VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

kofukofu1010

Career matches2,691
Career win rate50.4%
Round win rate49.4%
Peak rank30
Distinct opponents112
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1529 #1,817 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

Wolf302,6911,3571,33450.4%

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

570 of 838 rounds counted

5.7 inputs a second (340 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.7340570

By opponent's character

Akira5.733964
Jacky5.633875
Aoi5.734069
Jeffry5.734232
El Blaze5.835036
Pai5.532837
Shun5.633728
Sarah5.533246
Wolf5.633834
Goh5.633826
Kage5.532725
Lei Fei5.533115
Lion5.733912
Taka5.633423
Brad6.337616
Jean6.03578
Eileen5.935413
Lau6.33808
Vanessa5.43253

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

Akira27121544.4%-9.8
Jacky2481633.3%-16.3
Aoi2112957.1%+5.1
Jeffry169756.2%+11.3
El Blaze1512380.0%+30.6
Pai1511473.3%+26.4
Shun146842.9%-8.0
Sarah127558.3%+12.7
Wolf116554.5%+6.2
Goh103730.0%-14.4
Kage81712.5%-31.8
Lei Fei62433.3%-19.7
Lion61516.7%-21.1
Taka63350.0%-1.9
Brad53260.0%+20.1
Jean43175.0%+26.5
Eileen31233.3%-10.2
Lau31233.3%-12.8
Vanessa2020.0%-43.1

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

Open34171750.0%-0.4
Breakable Half Fence25121348.0%-2.6
Half Fence2371630.4%-16.9
Breakable Full Fence21111052.4%+2.4
Octagon2191242.9%-6.6
Low Fence1981142.1%-9.8
Rectangle1810855.6%+7.6
Single Wall169756.2%+14.3
Full Fence147750.0%+6.0
Full Fence and Open85362.5%+12.0

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
Walls12245.9%48.2%-2.3
No walls6949.3%48.8%+0.5

Walls against open: -2.8 points (95% range -17.9 to +12.4), p 0.722 — 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

きつね (Rank 28)2026/10/162020.0%
A56-7W (Rank 27)2026/10/1631233.3%
アオゾラ。aozora (Rank 26)2026/09/0443175.0%
fazz00r (Rank 29)2026/09/0321150.0%
Raymond·.· (Rank 28)2026/08/1941325.0%
kowalski (Rank 25)2026/08/1951420.0%
Sinabro (Rank 29)2026/08/0564266.7%
hahaha (Rank 28)2026/08/053030.0%
AzaeManV (Rank 32)2026/07/293030.0%
フェイス (Rank 30)2026/07/262020.0%
PKG (Rank 28)2026/07/2631233.3%
jiwoonpk (Rank 32)2026/07/2332166.7%
要你命3000 (Rank 26)2026/07/03550100.0%
jinjin (Rank 30)2026/06/2931233.3%
gimoring (Rank 25)2026/06/2721150.0%
코난 (Rank 25)2026/06/25330100.0%
ohtenki (Rank 30)2026/06/223030.0%
FUGA (Rank 26)2026/06/15220100.0%
nekota (Rank 24)2026/06/14660100.0%
okb@j>おーけーびー (Rank 27)2026/05/2841325.0%
dalmax72 (Rank 26)2026/05/2585362.5%
獣王(設定2) (Rank 28)2026/05/2321150.0%
ぷこ (Rank 30)2026/05/1143175.0%
OgreAunt (Rank 27)2026/05/0721150.0%
会長さん (Rank 31)2026/04/1732166.7%

Round openings

Wolf

Career
1,357–1,334 · 50.4%
This season
208 matches · 48.6%
Peak rank
30

First hit in 53.6% of 791 rounds. Won 51.6% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 36.9% of rounds, against 9.7% in their other rounds.
  • Against Goh: backs off first in 25.6% of rounds, against 11.4% against everyone else.
  • After opening the round before by attacking: backs off first in 21.1% of rounds, against 10.7% after anything else.
  • In round 2: opens with “forward movement into 4P Elbow Butt” in 13.1% of rounds, against 3.4% in their other rounds.

How is this tested?

Quick Shoulder66P+K8110.2%
evade down into Elbow Butt4P516.4%
backdash into Mow Down Chop1P+K465.8%
forward movement into Elbow Butt4P465.8%
Low Drop Kick62K344.3%
Arrow Knuckle3P313.9%
evade up into Low Drop Kick62K303.8%
Elbow Butt4P into One Two UpperPPP273.4%
crouch into Low Drop Kick62K273.4%
forward movement into Low Smash2K253.1%
guardG253.1%
guardG into evade down212.6%
Arrow Knuckle3P into crouch202.5%
punchP into Jab StraightPP182.3%
forward movement into crouch162.0%

87 further openings account for the other 297 rounds.

Counted from 198 of the 208 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
Akira6–9 · 40%4–6 · 40%too few to test
Jacky5–7 · 42%2–5 · 29%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.

10 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