VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

N/A

Career matches7,587
Career win rate51.1%
Round win rate51.0%
Peak rank38
Distinct opponents430
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1797 #384 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

Wolf387,5873,8773,71051.1%

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

3,242 of 3,693 rounds counted

6.3 inputs a second (378 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.33783,242

By opponent's character

Jacky6.5388280
Kage6.0358282
Akira6.4382268
Goh6.5391229
Brad6.2369217
Shun6.1365200
Lau6.2372192
Sarah6.1364183
Lion6.4385150
Aoi6.5391179
Jean6.5393151
Jeffry6.4386131
Pai6.3378132
Wolf6.7403138
El Blaze5.9355128
Lei Fei6.4383109
Vanessa6.538891
Eileen6.136764
Taka6.237578
Dural6.538740

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

Jacky77374048.0%-4.7
Kage76364047.4%+0.1
Akira73442960.3%+7.9
Goh59322754.2%+0.7
Brad58213736.2%-12.5
Shun58273146.5%-2.7
Lau54282651.9%+4.7
Sarah52252748.1%-6.3
Lion48272156.2%+9.9
Aoi47272057.5%+7.2
Jean44232152.3%-6.0
Jeffry43241955.8%-2.0
Pai42301271.4%+18.8
Wolf41231856.1%+1.3
El Blaze36191752.8%-0.2
Lei Fei36221461.1%+6.0
Vanessa2271531.8%-16.4
Eileen1861233.3%-15.3
Taka1861233.3%-17.1
Dural108280.0%+12.1

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 would by chance alone.

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 Fence104624259.6%+6.2
Open100514951.0%-0.1
Half Fence94514354.3%+5.6
Full Fence92474551.1%-1.2
Low Fence92434946.7%-4.8
Rectangle91543759.3%+9.3
Breakable Half Fence88434548.9%-4.7
Octagon86394745.4%-7.5
Single Wall77383949.4%-3.2
Full Fence and Open36171947.2%-4.1

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls55553.3%52.0%+1.3
No walls26949.1%51.4%-2.3

Walls against open: +3.7 points (95% range -3.4 to +10.8), p 0.307 — 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

漂泊の民回線ジプシー (Rank 38)2026/10/0364266.7%
anzenpai (Rank 36)2026/10/0375271.4%
nidaimebannai (Rank 36)2026/10/0372528.6%
かえる (Rank 39)2026/10/0394544.4%
Caretta222 (Rank 33)2026/09/1776185.7%
マクシミリアン15世 (Rank 31)2026/09/1754180.0%
ヘニオ (Rank 34)2026/09/1764266.7%
ruicchi-1119 (Rank 39)2026/09/1451420.0%
ドランクン//Konpay (Rank 38)2026/09/1451420.0%
躑躅 (Rank 36)2026/09/1462433.3%
hurikake1999 (Rank 37)2026/09/1063350.0%
paoya0423 (Rank 36)2026/09/1065183.3%
ぷこ (Rank 35)2026/08/3065183.3%
mudanadoryokuzki (Rank 36)2026/08/29115645.5%
VF12360-PC (Rank 37)2026/08/29106460.0%
FreddieKing (Rank 35)2026/08/2764266.7%
鉄製タオル (Rank 38)2026/08/2773442.9%
マハリータまるこ (Rank 39)2026/08/27104640.0%
究極無敵 (Rank 38)2026/08/0595455.6%
akira__9633 (Rank 34)2026/07/2374357.1%
tawava (Rank 30)2026/07/1698188.9%
shuri_nero (Rank 33)2026/07/0652340.0%
interceptor (Rank 39)2026/07/0294544.4%
ヒ・ジハー (Rank 36)2026/06/2563350.0%
こまち (Rank 35)2026/06/0664266.7%

Round openings

Wolf

Career
3,877–3,710 · 51.1%
This season
912 matches · 51.8%
Peak rank
38

First hit in 54.8% of 3,614 rounds. Won 53.0% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 81.8% of rounds, against 63.4% in their other rounds.
  • Against Shun: waits first in 31.6% of rounds, against 2.6% against everyone else.
  • After opening the round before by waiting: waits first in 25.5% of rounds, against 4.1% after anything else.
  • After winning a round: backs off first in 21.7% of rounds, against 11.4% after losing one.
  • In round 1: opens with “P punch into P+G throw” in 23.9% of rounds, against 7.8% in their other rounds.
  • Against Goh: opens with “backdash into 3K+G Heavy Middle Kick” in 13.8% of rounds, against 4.9% against everyone else.
  • On Open stages: opens with “P punch into PK Hammer Kick” in 25.3% of rounds, against 18.9% on the other stages.
  • After opening the round before with “P punch into P+G throw”: opens with “P punch into P+G throw” in 13.1% of rounds, against 7.0% after anything else.
  • After losing a round: opens with “P punch into PK Hammer Kick” in 23.3% of rounds, against 15.3% after winning one.
  • When behind: opens with “P punch into PK Hammer Kick” in 23.4% of rounds, against 17.6% when ahead or level.

How is this tested?

punchP into Hammer KickPK72920.0%
punchP into throwP+G42911.8%
Low Hammer2P2055.6%
backdash into Heavy Middle Kick3K+G2005.5%
forward movement into Elbow Butt4P1975.4%
punchP into evade up1494.1%
backdash into evade up1173.2%
Quick Shoulder66P+K into forward movement1143.1%
crouch dash forward into throwP+G942.6%
evade down into Elbow Butt4P732.0%
punchP into backdash631.7%
Low Hammer2P into forward dash601.6%
backdash into punchP561.5%
Screw Hook63214P541.5%
punchP into Jab StraightPP541.5%

154 further openings account for the other 1,053 rounds.

Counted from 898 of the 912 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
Jacky27–17 · 61%7–17 · 29%too few to test
Kage19–21 · 48%14–13 · 52%too few to test
Akira25–16 · 61%12–10 · 55%too few to test
Goh21–22 · 49%8–3 · 73%too few to test
Brad14–28 · 33%4–5 · 44%too few to test
Shun15–16 · 48%10–8 · 56%too few to test
Lau17–16 · 52%9–9 · 50%too few to test
Sarah14–15 · 48%6–11 · 35%too few to test
Aoi18–11 · 62%6–9 · 40%too few to test
Lion17–15 · 53%5–4 · 56%too few to test
Jean7–14 · 33%12–5 · 71%too few to test
Jeffry17–10 · 63%6–5 · 55%too few to test
Pai20–6 · 77%8–5 · 62%too few to test
Wolf16–8 · 67%4–7 · 36%too few to test
El Blaze11–8 · 58%6–8 · 43%too few to test
Lei Fei17–11 · 61%3–2 · 60%too few to test
Vanessa4–9 · 31%3–4 · 43%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.

14 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 (18 here; about 0.9 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: 10 of 18 tests hold up