VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

DARKREAPER543

Career matches1,809
Career win rate47.8%
Round win rate45.8%
Peak rank28
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1503 #1,998 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

Wolf281,80986494547.8%

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

978 of 1,081 rounds counted

7.2 inputs a second (433 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.2433978

By opponent's character

Shun6.9413153
Pai7.3436118
Akira7.545394
El Blaze7.243565
Taka7.344191
Jacky7.444353
Jeffry7.243283
Sarah7.042059
Lion7.343544
Lei Fei7.444533
Lau7.142534
Dural7.344124
Wolf7.645531
Jean7.142726
Kage7.243220
Vanessa6.941217
Brad7.544913
Eileen7.343810
Goh7.444510

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

Shun4173417.1%-27.4
Pai39231659.0%+16.3
Akira2591636.0%-5.0
El Blaze2381534.8%-17.5
Taka2215768.2%+13.0
Jacky2191242.9%-6.7
Jeffry2014670.0%+22.0
Sarah148657.1%+12.2
Lion125741.7%+1.8
Lei Fei111109.1%-22.6
Lau83537.5%+7.4
Dural73442.9%+23.4
Wolf72528.6%-13.4
Jean63350.0%-2.9
Kage54180.0%+31.0
Vanessa51420.0%-16.6
Brad32166.7%+44.5
Eileen330100.0%+49.3
Goh31233.3%-17.5

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

Half Fence39172243.6%+1.8
Rectangle36152141.7%-2.9
Open33151845.5%-0.7
Breakable Full Fence2791833.3%-11.9
Breakable Half Fence2617965.4%+15.3
Full Fence2662023.1%-19.8
Low Fence21101147.6%+9.3
Single Wall1914573.7%+22.6
Octagon1551033.3%-9.2
Full Fence and Open137653.9%+16.6

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16940.8%44.1%-3.3
No walls7353.4%45.7%+7.7

Walls against open: -11.0 points (95% range -26.7 to +4.8), p 0.173 — 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

MashPotatoTower (Rank 29)2026/09/1663350.0%
LuBuMBX (Rank 27)2026/09/1652340.0%
GrundleBuster™ (Rank 28)2026/09/1662433.3%
grumace (Rank 29)2026/08/056060.0%
BLACKSTAR (Rank 36)2026/08/0562433.3%
THEWEIAND (Rank 27)2026/07/261610662.5%
SurgeModeGaming (Rank 30)2026/07/264040.0%
CeMoi3333 (Rank 25)2026/07/12119281.8%
Kingbison (Rank 28)2026/07/0894544.4%
Nomas_Tomas (Rank 32)2026/07/084040.0%
dollomite13 (Rank 26)2026/07/08116554.5%
The8thOne (Rank 26)2026/07/08103730.0%
fivey70 (Rank 25)2026/07/08135838.5%
Auvii (Rank 25)2026/06/2954180.0%
NOS75000 (Rank 27)2026/06/21140140.0%
Gotsu87 (Rank 28)2026/06/2196366.7%
Dice (Rank 25)2026/06/2142250.0%
JJFGCSerna (Rank 25)2026/06/101661037.5%
Rthg (Rank 24)2026/06/0363350.0%
Sevensided253 (Rank 25)2026/06/0384450.0%
H.P.Starcraft (Rank 27)2026/06/0351420.0%
39|Zai (Rank 23)2026/06/0386275.0%
mindseye451 (Rank 28)2026/05/2983537.5%
hgamery (Rank 28)2026/05/29111109.1%
Kungfuhustle99 (Rank 27)2026/04/2272528.6%

Round openings

Wolf

Career
864–945 · 47.8%
This season
275 matches · 44.0%
Peak rank
28

First hit in 50.2% of 1,069 rounds. Won 48.6% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

  • Against Shun: backs off first in 34.0% of rounds, against 21.1% against everyone else.

How is this tested?

evade up13912.8%
evade down into Elbow Butt4P767.0%
Elbow Butt4P into punchP575.3%
evade up into backdash575.3%
punchP545.0%
Screw Hook63214P into Screw Lariat63214PP464.2%
forward movement into Elbow Butt4P373.4%
backdash into backward movement323.0%
backdash into Short Shoulder46P+K312.9%
evade up into punchP292.7%
crouch into Low Smash2K252.3%
backdash242.2%
crouch into Knuckle Part1PP181.7%
Elbow Butt4P151.4%
backdash into evade up131.2%

150 further openings account for the other 430 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun3–21 · 12%2–10 · 17%too few to test
Pai14–11 · 56%7–3 · 70%too few to test
Akira8–8 · 50%1–4 · 20%too few to test
El Blaze6–12 · 33%2–3 · 40%too few to test
Taka5–2 · 71%6–3 · 67%too few to test
Jacky6–9 · 40%3–1 · 75%too few to test
Jeffry7–5 · 58%7–1 · 88%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 (16 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: 1 of 16 tests hold up