VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

wide-plaster85

Career matches6,002
Career win rate49.9%
Round win rate52.4%
Peak rank28
Distinct opponents109
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1560 #1,606 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

Wolf285,9882,9942,99450.0%
Lion—1431121.4%

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

589 of 988 rounds counted

8.9 inputs a second (532 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf8.9532589

By opponent's character

Akira9.255292
Pai8.953776
Jeffry8.953714
Jacky8.551254
Wolf8.852926
Jean9.154762
El Blaze8.651733
Shun8.450443
Lau8.852733
Aoi8.852935
Sarah8.551228
Eileen9.154426
Brad8.65154
Vanessa9.55705
Lei Fei8.651519
Goh9.053812
Kage9.35598
Lion9.154710
Taka9.65766
Dural10.46263

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

Akira37221559.5%-0.9
Pai27171063.0%+7.6
Jeffry24141058.3%+8.1
Jacky1871138.9%-19.2
Wolf1861233.3%-21.4
Jean178947.1%-3.4
El Blaze157846.7%-12.6
Shun124833.3%-27.5
Lau115645.5%+1.8
Aoi107370.0%+4.5
Sarah109190.0%+34.8
Eileen96366.7%+14.6
Brad83537.5%-8.7
Vanessa84450.0%+5.9
Lei Fei75271.4%+9.4
Goh64266.7%+12.3
Kage220100.0%+49.9
Lion220100.0%+49.9
Taka21150.0%+6.8
Dural110100.0%+47.6

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.

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 Fence35171848.6%-6.0
Breakable Half Fence26141253.9%-4.3
Low Fence26161061.5%+7.9
Half Fence2519676.0%+24.8
Rectangle25141156.0%-3.4
Octagon2113861.9%+9.0
Full Fence and Open2012860.0%+4.8
Open2051525.0%-30.8
Full Fence1881044.4%-8.6
Single Wall1512380.0%+25.2

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
Walls15056.7%55.1%+1.5
No walls6154.1%54.5%-0.4

Walls against open: +2.0 points (95% range -12.5 to +16.5), p 0.789 — 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

Wonda15426 (Rank 27)2026/10/1841325.0%
gimoring (Rank 27)2026/10/1832166.7%
hellohair (Rank 24)2026/10/1796366.7%
しろ☆おび。@のびしろF (Rank 25)2026/10/1743175.0%
taj_god333 (Rank 27)2026/10/1642250.0%
FreddieKing (Rank 30)2026/10/1642250.0%
弾丸(だんまる) (Rank 27)2026/10/1543175.0%
あらら (Rank 27)2026/10/1454180.0%
manekinecogames (Rank 25)2026/10/1463350.0%
xXsoul-childXx (Rank 30)2026/10/1442250.0%
あなたのかみさま (Rank 26)2026/10/1262433.3%
え~る (Rank 27)2026/10/11660100.0%
omuretukun (Rank 25)2026/10/1032166.7%
Penoco (Rank 26)2026/10/1075271.4%
r1s1d8 (Rank 27)2026/10/0863350.0%
dalmax72 (Rank 26)2026/10/0384450.0%
nekota (Rank 25)2026/09/2654180.0%
shiphon74 (Rank 26)2026/04/3064266.7%
nikuzuki (Rank 25)2026/04/1941325.0%
りゅうのすけ (Rank 29)2026/04/1831233.3%
コナモン@konamon4119 (Rank 28)2026/04/1832166.7%
VF (Rank 24)2026/04/18440100.0%
KAISER (Rank 26)2026/04/1531233.3%
金田一の少年 (Rank 26)2026/03/3132166.7%
jinjin (Rank 28)2026/03/2941325.0%

Round openings

Wolf

Career
2,994–2,994 · 50.0%
This season
244 matches · 54.9%
Peak rank
28

First hit in 49.4% of 573 rounds. Won 53.4% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • Against El Blaze: moves in first in 17.3% of rounds, against 2.9% against everyone else.
  • In round 2: opens with “G guard into 63214PP Screw Lariat” in 10.2% of rounds, against 4.4% in their other rounds.
  • Against Jeffry: opens with “G guard into 63214PP Screw Lariat” in 12.8% of rounds, against 4.4% against everyone else.

How is this tested?

guardG into Low Drop Kick62K13423.4%
guardG559.6%
crouch into Low Drop Kick62K437.5%
guardG into Screw Lariat63214PP335.8%
guardG into crouch254.4%
guardG into Knee Lift6K213.7%
guardG into evade down193.3%
guardG into Heavy Middle Kick3K+G183.1%
up-back kick7K162.8%
guardG into forward movement152.6%
backdash into Heavy Middle Kick3K+G132.3%
guardG into Face Lift Kick3K91.6%
guardG into Savate4K81.4%
guardG into punchP81.4%
Savate4K into up-back kick7K71.2%

62 further openings account for the other 149 rounds.

Counted from 140 of the 244 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
Jeffry6–4 · 60%4–4 · 50%too few to test
Akira8–2 · 80%1–4 · 20%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.

104 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: 3 of 15 tests hold up