VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

グラウンド・ゼロ

Career matches2,848
Career win rate52.7%
Round win rate50.4%
Peak rank40
Distinct opponents155
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1888 #160 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

Wolf402,8481,5021,34652.7%

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

2,640 of 2,870 rounds counted

5.5 inputs a second (328 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.53282,640

By opponent's character

Lau5.3317303
Akira5.5333298
Kage5.5333225
Shun5.4324254
Sarah5.6336177
Jacky5.7340150
Lei Fei5.3320149
Jeffry5.6334129
Brad5.6335121
Vanessa5.231499
El Blaze5.2314118
Goh5.4321112
Pai5.6336108
Lion5.734396
Aoi5.734186
Jean5.332074
Taka5.231282
Wolf5.533317
Eileen5.533033
Dural6.03599

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

Lau81334840.7%-7.5
Akira72363650.0%+0.5
Kage69402958.0%+6.3
Shun64362856.2%+6.2
Sarah45311468.9%+17.2
Jacky39192048.7%-6.3
Lei Fei38152339.5%-5.8
Jeffry37172046.0%-8.1
Brad32141843.8%-3.2
Vanessa31121938.7%-9.4
El Blaze30102033.3%-11.1
Goh28131546.4%-6.0
Pai28161257.1%+3.7
Lion26121446.1%-2.3
Aoi2113861.9%+4.1
Jean2012860.0%+9.1
Taka2014670.0%+19.7
Wolf127558.3%+6.4
Eileen93633.3%-23.8
Dural43175.0%+15.6

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Open84424250.0%+3.0
Single Wall84424250.0%-0.3
Rectangle74314341.9%-9.4
Full Fence73363749.3%+2.0
Half Fence71452663.4%+15.7
Breakable Half Fence69323746.4%-4.4
Breakable Full Fence67363153.7%+0.5
Octagon63342954.0%-1.6
Low Fence54262848.1%-1.9
Full Fence and Open35171848.6%-2.0

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
Walls41751.3%50.9%+0.4
No walls22249.5%49.1%+0.5

Walls against open: -0.1 points (95% range -8.2 to +8.1), p 0.989 — 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

うるヲ参拾 (Rank 38)2026/10/181411378.6%
堂島様 (Rank 42)2026/10/182051525.0%
躑躅 (Rank 39)2026/10/0522101245.5%
あむざん (Rank 39)2026/10/0594544.4%
しゆう@1974 (Rank 37)2026/10/05127558.3%
愛蒔らぶり (Rank 41)2026/09/241631318.8%
いくお (Rank 42)2026/09/241661037.5%
jinmenusagi (Rank 42)2026/09/242451920.8%
★闘将拉麵男★ (Rank 38)2026/09/242081240.0%
manatsu_7 (Rank 42)2026/09/24134930.8%
ドランクン//Konpay (Rank 39)2026/09/132114766.7%
ガウショ (Rank 38)2026/09/0675271.4%
くりたろう (Rank 36)2026/09/06127558.3%
ハティーン (Rank 40)2026/08/24179852.9%
RUSH (Rank 36)2026/08/24128466.7%
ゼータ(MSZ-006) (Rank 40)2026/08/24105550.0%
ニトロ (Rank 35)2026/08/2495455.6%
Fibonacci (Rank 41)2026/08/2493633.3%
ぱりぱり (Rank 38)2026/08/23116554.5%
uomofastidioso (Rank 38)2026/08/0374357.1%
KA-GO (Rank 39)2026/08/0384450.0%
デネ (Rank 40)2026/08/02134930.8%
ゴーストが囁くのよ (Rank 40)2026/07/211971236.8%
灼熱大根 (Rank 41)2026/07/0674357.1%
ダンプよっし~改 (Rank 37)2026/05/1196366.7%

Round openings

Wolf

Career
1,502–1,346 · 52.7%
This season
706 matches · 50.4%
Peak rank
40

First hit in 40.2% of 2,496 rounds. Won 54.6% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 19.8% of rounds, against 15.8% in their other rounds.
  • Against Akira: backs off first in 14.1% of rounds, against 4.9% against everyone else.
  • On Rectangle stages: moves in first in 22.1% of rounds, against 16.3% on the other stages.
  • After opening the round before by waiting: waits first in 25.2% of rounds, against 16.6% after anything else.
  • After the opponent opened the round before by moving in: backs off first in 9.3% of rounds, against 5.3% after anything else.
  • After winning a round: moves in first in 20.2% of rounds, against 11.3% after losing one.
  • When ahead: moves in first in 21.3% of rounds, against 12.6% when level or behind.
  • In round 1: opens with “forward movement into 4P Elbow Butt” in 9.1% of rounds, against 5.3% in their other rounds.
  • Against Brad: opens with “6K+G Rolling Savate” in 19.2% of rounds, against 7.1% against everyone else.
  • After opening the round before with “G guard into evade up”: opens with “G guard into evade up” in 17.6% of rounds, against 5.7% after anything else.
  • After losing a round: opens with “evade down into crouch dash forward” in 11.6% of rounds, against 5.6% after winning one.
  • When behind: opens with “evade down into crouch dash forward” in 11.7% of rounds, against 6.5% when ahead or level.
  • Against a Shun on 1+ drinks: opens with “evade down into crouch dash forward” in 25.9% of rounds, against 1.1% against a Shun on other counts.

How is this tested?

evade down into crouch dash forward2088.3%
Rolling Savate6K+G1947.7%
evade up into crouch dash forward1797.1%
forward movement into Elbow Butt4P1576.2%
guardG into evade up1465.8%
evade down into Elbow Butt4P1305.2%
guardG953.8%
forward movement into punchP823.3%
Elbow Butt4P732.9%
Arrow Knuckle3P692.7%
Quick Shoulder66P+K552.2%
evade down into punchP451.8%
Elbow Butt4P into punchP441.8%
Low Hammer2P381.5%
guardG into evade down371.5%

193 further openings account for the other 962 rounds.

Counted from 617 of the 706 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
Lau20–31 · 39%9–13 · 41%too few to test
Akira18–18 · 50%8–12 · 40%too few to test
Kage21–16 · 57%11–8 · 58%too few to test
Shun21–13 · 62%12–12 · 50%too few to test
Sarah11–3 · 79%8–8 · 50%too few to test
Brad9–10 · 47%4–7 · 36%too few to test
Jacky6–9 · 40%7–6 · 54%too few to test
Jeffry10–9 · 53%3–7 · 30%too few to test
Vanessa9–12 · 43%3–3 · 50%too few to test
El Blaze5–9 · 36%3–7 · 30%too few to test
Lei Fei8–10 · 44%1–1 · 50%too few to test
Goh3–11 · 21%6–3 · 67%too few to test
Lion5–5 · 50%5–4 · 56%too few to test
Pai11–8 · 58%1–2 · 33%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.

89 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: 13 of 18 tests hold up