VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

いつもの奴

Career matches5,280
Career win rate48.8%
Round win rate49.6%
Peak rank31
Distinct opponents312
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1591 #1,409 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

Wolf315,2802,5752,70548.8%

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

2,901 of 3,572 rounds counted

6.8 inputs a second (407 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.84072,901

By opponent's character

Jacky6.9413375
Akira7.0423285
Wolf6.5390230
Aoi6.8406197
Shun6.7400220
Jean6.8406187
Jeffry6.5390180
Goh6.5391157
Brad7.0421161
Sarah6.7400147
Pai7.0421147
Kage6.6398132
Lion7.242994
Lau6.841077
El Blaze6.7403102
Lei Fei6.841070
Vanessa6.840652
Taka6.840855
Eileen7.041722
Dural6.739911

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

Jacky114605452.6%+3.5
Akira80423852.5%+5.9
Wolf69402958.0%+8.3
Aoi63263741.3%-8.3
Shun57292850.9%+2.1
Jean56243242.9%-4.1
Jeffry55282750.9%+4.4
Goh49183136.7%-10.2
Brad46232350.0%+4.1
Sarah45232251.1%+3.2
Pai44182640.9%-8.5
Kage35112431.4%-17.2
Lion34191555.9%+6.2
Lau31161551.6%+4.2
El Blaze28131546.4%-5.6
Lei Fei2112957.1%+5.7
Vanessa21101147.6%-1.3
Taka147750.0%-3.8
Eileen52340.0%-15.7
Dural42250.0%+4.1

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Octagon103436041.8%-7.7
Rectangle101524951.5%+3.0
Single Wall100574357.0%+8.4
Breakable Full Fence91474451.6%+3.2
Half Fence88434548.9%+2.2
Open83394447.0%-0.2
Breakable Half Fence80413951.2%+1.8
Full Fence67333449.2%+4.2
Low Fence63273642.9%-9.2
Full Fence and Open29111837.9%-14.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls53048.9%48.1%+0.7
No walls24650.0%49.2%+0.8

Walls against open: -0.0 points (95% range -7.6 to +7.5), p 0.991 — 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

satsumaimo-imo26 (Rank 32)2026/10/1884450.0%
yuccin-Born_1973 (Rank 27)2026/10/1783537.5%
マクシミリアン15世 (Rank 31)2026/10/1773442.9%
igyoken55 (Rank 30)2026/10/1481712.5%
Shurkn-_-pap03 (Rank 27)2026/10/1485362.5%
HIROCHILL (Rank 30)2026/10/13146842.9%
カプリッチョ (Rank 27)2026/10/1297277.8%
CELIS (Rank 28)2026/10/0496366.7%
tamaneen (Rank 30)2026/09/14106460.0%
midori6127 (Rank 28)2026/09/14134930.8%
BANANA (Rank 30)2026/09/1485362.5%
fdjskjfsdls (Rank 29)2026/09/141510566.7%
ps-splitsecond (Rank 31)2026/09/1284450.0%
肉彦さん☆彡 (Rank 31)2026/09/061431121.4%
JAGAMARU-MIKE (Rank 27)2026/09/0684450.0%
legend0219 (Rank 30)2026/09/06108280.0%
うをん (Rank 30)2026/09/05101910.0%
Chomelungma-GTR (Rank 29)2026/08/3172528.6%
buenosuzonde865 (Rank 29)2026/08/3184450.0%
コラーゲン (Rank 28)2026/08/3064266.7%
SGEcho4649 (Rank 28)2026/08/2282625.0%
Varsity0326 (Rank 27)2026/07/2664266.7%
Gun-Interceptor (Rank 29)2026/06/2176185.7%
lolo_brad1975 (Rank 29)2026/05/2974357.1%
west-muta (Rank 32)2026/05/1181712.5%

Round openings

Wolf

Career
2,575–2,705 · 48.8%
This season
871 matches · 48.6%
Peak rank
31

First hit in 54.5% of 3,229 rounds. Won 52.0% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 55.4% of rounds, against 45.0% in their other rounds.
  • Against Wolf: backs off first in 13.0% of rounds, against 3.9% against everyone else.
  • After losing a round: waits first in 29.8% of rounds, against 23.5% after winning one.
  • When behind: waits first in 30.2% of rounds, against 24.1% when ahead or level.
  • In round 1: opens with “P punch into PP Jab Straight” in 12.1% of rounds, against 5.0% in their other rounds.
  • Against Wolf: opens with “P punch into PP Jab Straight” in 13.0% of rounds, against 6.2% against everyone else.

How is this tested?

punchP into Jab StraightPP2206.8%
Rolling Savate6K+G2196.7%
crouch dash forward into Arrow Knuckle3P2136.5%
Arrow Knuckle3P into guardG1845.7%
crouch into Low Smash2K1604.9%
Arrow Knuckle3P1554.8%
punchP1283.9%
crouch into Low Hammer2P892.7%
forward movement into Elbow Butt4P782.4%
guardG into Savate4K702.1%
Arrow Knuckle3P into evade down682.1%
Screw Hook63214P631.9%
Elbow Butt4P561.7%
crouch dash forward into Knee Lift6K561.7%
guardG531.6%

209 further openings account for the other 1,440 rounds.

Counted from 791 of the 871 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
Jacky40–33 · 55%18–15 · 55%+2.8
Wolf24–12 · 67%14–12 · 54%too few to test
Akira19–11 · 63%14–11 · 56%too few to test
Aoi19–24 · 44%2–11 · 15%too few to test
Shun24–23 · 51%3–2 · 60%too few to test
Jeffry17–19 · 47%8–4 · 67%too few to test
Brad11–15 · 42%9–7 · 56%too few to test
Jean15–19 · 44%3–3 · 50%too few to test
Goh11–17 · 39%1–5 · 17%too few to test
Sarah13–13 · 50%4–6 · 40%too few to test
Pai10–12 · 45%2–8 · 20%too few to test
Lion4–8 · 33%6–4 · 60%too few to test
El Blaze5–9 · 36%6–5 · 55%too few to test
Kage6–11 · 35%1–7 · 12%too few to test
Lau7–5 · 58%4–3 · 57%too few to test
Vanessa7–4 · 64%2–6 · 25%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.

80 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 (17 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: 6 of 17 tests hold up