VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

nob-hkd_37

Career matches897
Career win rate51.6%
Round win rate48.2%
Peak rank27
Distinct opponents76
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1461 #2,259 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

Wolf2789746343451.6%

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

677 of 682 rounds counted

7.2 inputs a second (430 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.2430677

By opponent's character

Akira7.2432133
Aoi7.142859
Pai7.545056
Wolf8.047953
Goh7.243244
Jeffry7.444354
Kage7.142451
Lion7.142739
Jacky6.941332
Lau6.941333
El Blaze6.740321
Jean7.444416
Sarah6.941417
Taka6.036216
Brad6.539110
Eileen6.438310
Lei Fei7.243414
Vanessa7.846610
Shun6.33769

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

Akira34231167.7%+18.1
Aoi147750.0%+1.2
Pai147750.0%+3.9
Wolf145935.7%-18.4
Goh125741.7%-22.1
Jeffry127558.3%+13.1
Kage125741.7%-5.6
Lion103730.0%-12.8
Jacky96366.7%+11.0
Lau92722.2%-18.2
El Blaze53260.0%+5.6
Jean43175.0%+17.1
Sarah41325.0%-22.9
Taka42250.0%-3.6
Brad32166.7%+34.2
Eileen31233.3%-19.9
Lei Fei32166.7%+32.6
Vanessa31233.3%-9.1
Shun2020.0%-41.3

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

Half Fence28151353.6%-0.0
Open2271531.8%-25.5
Full Fence and Open21111052.4%+7.1
Octagon2013765.0%+12.3
Full Fence1871138.9%+0.1
Single Wall189950.0%+5.7
Breakable Half Fence146842.9%-10.2
Breakable Full Fence135838.5%-7.8
Low Fence660100.0%+44.2
Rectangle41325.0%-25.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9748.5%49.6%-1.1
No walls4647.8%50.9%-3.0

Walls against open: +1.9 points (95% range -15.5 to +19.4), p 0.827 — 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

にすと ☆能登VF部 (Rank 30)2026/10/1731233.3%
orz (Rank 29)2026/10/1562433.3%
キネマ (Rank 29)2026/10/0731233.3%
チョコチップ (Rank 29)2026/09/2931233.3%
김치 (Rank 23)2026/09/2631233.3%
SHUSHUTTO5963 (Rank 27)2026/09/2632166.7%
パニガーレ (Rank 24)2026/09/18330100.0%
FreddieKing (Rank 26)2026/09/1842250.0%
yasai (Rank 23)2026/09/1754180.0%
Agito (Rank 28)2026/09/1641325.0%
M&E (Rank 23)2026/09/1632166.7%
megadora5 (Rank 25)2026/09/15330100.0%
NORESPECT (Rank 26)2026/09/1531233.3%
masami.mac (Rank 26)2026/09/1532166.7%
ぺーくんだよ (Rank 26)2026/09/154040.0%
wcc6181 (Rank 28)2026/09/1253260.0%
ryu0613 (Rank 24)2026/09/0952340.0%
カミナリおやじ (Rank 27)2026/09/0973442.9%
hitokabe2003 (Rank 22)2026/09/0943175.0%
imhanzo (Rank 27)2026/08/2642250.0%
Jyuryoku_Eileen (Rank 27)2026/08/2632166.7%
jiwoonpk (Rank 27)2026/08/1831233.3%
fazz00r (Rank 27)2026/06/0931233.3%
神無月夏美@Vtuber (Rank 25)2026/06/0231233.3%
headup11 (Rank 25)2026/05/2932166.7%

Round openings

Wolf

Career
463–434 · 51.6%
This season
171 matches · 49.7%
Peak rank
27

First hit in 42.4% of 627 rounds. Won 54.9% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

  • After losing a round: opens with “crouch dash back into 1K+G Kenka Kick” in 14.7% of rounds, against 4.4% after winning one.

How is this tested?

crouch dash back into Kenka Kick1K+G538.4%
guardG into evade up457.2%
backdash into Elbow Butt4P365.7%
guardG into evade down335.2%
Elbow Butt4P into punchP213.3%
punchP182.9%
evade down into Elbow Butt4P162.5%
guardG152.4%
guardG into Kenka Kick1K+G132.1%
crouch dash back into Short Shoulder46P+K121.9%
guardG into Elbow Butt4P111.8%
Heavy Middle Kick3K+G101.6%
Heavy Middle Kick3K+G into guardG91.4%
crouch dash back into Gasp Kneel Palm Bomb6P+K91.4%
evade up into guardG91.4%

126 further openings account for the other 319 rounds.

Counted from 157 of the 171 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
Akira11–7 · 61%8–0 · 100%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 (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: 1 of 15 tests hold up