VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

いえす

Career matches20,581
Career win rate51.7%
Round win rate51.9%
Peak rank42
Distinct opponents332
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1889 #159 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

Wolf4220,58110,6359,94651.7%

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

3,174 of 5,679 rounds counted

5.2 inputs a second (312 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.23123,174

By opponent's character

Akira5.2313344
Shun5.0301218
Jacky5.3320296
Lau5.2311212
Lion5.4322253
Vanessa5.0298217
Pai5.2309201
Lei Fei5.3318185
Kage5.2309138
Jeffry5.3316110
Brad5.0299155
Sarah5.1306145
El Blaze5.533095
Goh5.2312124
Jean5.2314110
Aoi5.332098
Eileen4.929496
Wolf5.332082
Taka5.130673
Dural5.332022

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

Akira144707448.6%-3.6
Shun109575252.3%-2.1
Jacky104485646.1%-6.0
Lau104594556.7%+4.7
Lion101485347.5%-4.3
Vanessa93593463.4%+6.8
Pai91484352.8%-1.3
Lei Fei82493359.8%+7.1
Kage81384346.9%-6.8
Jeffry78463259.0%+3.2
Brad55322358.2%+8.5
Sarah55332260.0%+5.1
El Blaze51242747.1%-6.1
Goh50351570.0%+19.3
Jean49292059.2%-0.9
Aoi43222151.2%-7.3
Eileen37181948.6%-2.4
Wolf35191654.3%+0.9
Taka2191242.9%-13.2
Dural73442.9%-28.3

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Single Wall171927953.8%-1.3
Breakable Half Fence166927455.4%+3.2
Open155857054.8%+1.8
Low Fence150767450.7%-1.0
Half Fence133785558.6%+7.4
Breakable Full Fence122606249.2%-5.2
Full Fence121556645.5%-9.5
Octagon114704461.4%+6.6
Rectangle114595551.8%-1.8
Full Fence and Open66343251.5%-5.2

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
Walls77053.8%53.5%+0.3
No walls47653.2%53.3%-0.2

Walls against open: +0.5 points (95% range -5.6 to +6.6), p 0.881 — 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

a.k.aとりてん (Rank 39)2026/07/02168850.0%
lesser-pram7 (Rank 39)2026/07/02157846.7%
ひかる (Rank 40)2026/07/0230181260.0%
苦道訓|kudoukun_goh (Rank 40)2026/06/301512380.0%
たたみん♪ (Rank 39)2026/06/301431121.4%
no-0809 (Rank 39)2026/06/301771041.2%
愛蒔らぶり (Rank 40)2026/06/29126650.0%
ATTIME (Rank 41)2026/06/27124833.3%
かべごん (Rank 38)2026/06/23126650.0%
くりたろう (Rank 40)2026/06/231713476.5%
Source-chaude-Pa (Rank 40)2026/06/221613381.2%
ガウショ (Rank 37)2026/06/22147750.0%
shenron0321 (Rank 43)2026/06/22116554.5%
班 長 (Rank 41)2026/06/22178947.1%
おかし (Rank 41)2026/06/221771041.2%
うるヲ参拾 (Rank 39)2026/06/21146842.9%
cyomiko (Rank 38)2026/06/21149564.3%
デネ (Rank 41)2026/06/211551033.3%
mahiro_725 (Rank 37)2026/06/1530191163.3%
たぴぴ。。 (Rank 36)2026/06/122217577.3%
chima0818turi (Rank 40)2026/06/121611568.8%
gucchi_1222 (Rank 39)2026/06/10117463.6%
★闘将拉麵男★ (Rank 41)2026/06/08116554.5%
ikkyusaaan (Rank 38)2026/05/0723131056.5%
MasaRED-ninten (Rank 37)2026/04/201410471.4%

Round openings

Wolf

Career
10,635–9,946 · 51.7%
This season
1,390 matches · 53.7%
Peak rank
42

First hit in 46.2% of 5,644 rounds. Won 57.1% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 47.8% of rounds, against 35.9% in their other rounds.
  • Against Jeffry: backs off first in 22.6% of rounds, against 10.5% against everyone else.
  • After opening the round before by waiting: waits first in 20.4% of rounds, against 15.6% after anything else.
  • After losing a round: waits first in 18.3% of rounds, against 14.3% after winning one.
  • Against a Shun on 1–4 drinks: moves in first in 31.1% of rounds, against 19.0% against a Shun on other counts.
  • In round 1: opens with “1P+K Mow Down Chop” in 15.5% of rounds, against 6.6% in their other rounds.
  • Against Jacky: opens with “forward movement into P punch” in 21.3% of rounds, against 12.4% against everyone else.
  • After opening the round before with “P punch into PP Jab Straight”: opens with “P punch into PP Jab Straight” in 4.8% of rounds, against 2.1% after anything else.
  • After losing a round: opens with “G guard” in 4.4% of rounds, against 1.5% after winning one.
  • When behind: opens with “G guard” in 3.8% of rounds, against 2.3% when ahead or level.

How is this tested?

forward movement into punchP74213.0%
Mow Down Chop1P+K4998.8%
punchP into Jab StraightPP1903.3%
punchP1863.3%
guardG1412.5%
Screw Hook63214P1402.5%
backdash into Mow Down Chop1P+K1322.3%
Rolling Savate6K+G1222.1%
Arrow Knuckle3P1001.8%
guardG into punchP1001.8%
Screw Hook63214P into Screw Lariat63214PP891.6%
guardG into Mow Down Chop1P+K851.5%
crouch dash forward into Gasp Kneel Palm Bomb6P+K831.5%
guardG into Low Hammer2P811.4%
backdash into evade down791.4%

341 further openings account for the other 2,921 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira36–42 · 46%25–22 · 53%-4.7
Shun34–30 · 53%14–14 · 50%too few to test
Jacky29–32 · 48%13–23 · 36%+9.8
Lau33–24 · 58%19–17 · 53%+1.2
Lion29–26 · 53%15–22 · 41%+12.8
Vanessa31–15 · 67%21–12 · 64%too few to test
Pai26–21 · 55%19–18 · 51%+5.1
Lei Fei37–24 · 61%10–8 · 56%too few to test
Kage20–19 · 51%10–16 · 38%too few to test
Jeffry22–20 · 52%22–12 · 65%-13.2
Brad17–14 · 55%11–5 · 69%too few to test
Sarah19–14 · 58%11–8 · 58%too few to test
El Blaze13–11 · 54%11–16 · 41%too few to test
Goh15–10 · 60%15–3 · 83%too few to test
Jean12–11 · 52%12–6 · 67%too few to test
Aoi15–15 · 50%7–4 · 64%too few to test
Eileen11–13 · 46%7–5 · 58%too few to test
Wolf9–10 · 47%6–4 · 60%too few to test
Taka6–3 · 67%3–7 · 30%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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 (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