VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

ミスプロ狼@tenrishoko

  • El Blaze
  • Jeffry
Career matches7,998
Career win rate50.9%
Round win rate49.6%
Peak rank43
Distinct opponents298
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1834 #275 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

Wolf437,5403,8133,72750.6%
Jeffry322331429160.9%
El Blaze3322511610951.6%

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

3,619 of 4,955 rounds counted

7.1 inputs a second (426 a minute) this season. Faster than 49% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf7.24313,309
El Blaze6.2371310

By opponent's character

Akira7.8466302
Brad7.2429412
Kage6.9416281
Jacky7.5451323
Lau7.0419258
Lion6.9412274
El Blaze7.0419187
Shun6.6397181
Sarah7.0422217
Pai6.8408193
Vanessa6.9411115
Jeffry7.142594
Wolf7.6458162
Lei Fei6.7402150
Jean7.3436129
Taka7.0422114
Goh7.041894
Aoi6.941572
Eileen6.840545
Dural7.645616

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

Akira120665455.0%+6.4
Brad119516842.9%-2.7
Kage101445743.6%-3.1
Jacky96554157.3%+11.5
Lau89424747.2%-2.6
Lion89513857.3%+8.3
El Blaze72413156.9%+6.1
Shun71403156.3%+7.1
Sarah59293049.1%-1.7
Pai54302455.6%+5.2
Vanessa52242846.1%-6.2
Jeffry50232746.0%-6.2
Wolf45143131.1%-17.4
Lei Fei43202346.5%-1.5
Jean39211853.9%+4.9
Taka38152339.5%-9.5
Goh2581732.0%-22.8
Aoi2171433.3%-19.1
Eileen2191242.9%-3.6
Dural42250.0%-10.8

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Fence141548738.3%-12.0
Octagon141677447.5%-2.3
Half Fence127646350.4%+2.9
Open126705655.6%+4.4
Full Fence120625851.7%+2.7
Breakable Half Fence115585750.4%+2.4
Rectangle110565450.9%+1.7
Single Wall106485845.3%-4.5
Low Fence101524951.5%+3.2
Full Fence and Open67353252.2%+5.5

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
Walls75447.9%48.9%-1.0
No walls33351.1%50.0%+1.1

Walls against open: -2.1 points (95% range -8.5 to +4.3), p 0.527 — 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

jinmenusagi (Rank 42)2026/10/17146842.9%
PHILTER_BOX (Rank 42)2026/10/17115645.5%
デネ (Rank 41)2026/10/16114736.4%
たたみん♪ (Rank 41)2026/10/16116554.5%
どっせプレビに出たい (Rank 42)2026/10/15126650.0%
デビブル (Rank 40)2026/10/151751229.4%
Itau5963 (Rank 39)2026/10/13135838.5%
中四国ウルフ (Rank 41)2026/10/111551033.3%
manatsu_7 (Rank 42)2026/10/111651131.2%
妹に運転を教える (Rank 39)2026/10/11148657.1%
キルア (Rank 43)2026/10/061861233.3%
めがじぇね (Rank 43)2026/10/06156940.0%
chibaken_1992 (Rank 42)2026/10/06124833.3%
あむざん (Rank 43)2026/10/061441028.6%
藤の花 (Rank 41)2026/10/04168850.0%
虎熊 (Rank 42)2026/09/29156940.0%
ひかる (Rank 41)2026/09/292091145.0%
Source-chaude-Pa (Rank 41)2026/09/23116554.5%
hatarakedo_tagayasedo... (Rank 42)2026/09/18135838.5%
せろり☆ (Rank 42)2026/09/171521313.3%
k-wofs (Rank 40)2026/09/15136746.1%
たまつばき (Rank 42)2026/09/11158753.3%
エンたん (Rank 43)2026/09/101861233.3%
gucchi_1222 (Rank 43)2026/07/161410471.4%
giggs_0919 (Rank 39)2026/06/13116554.5%

Round openings

Every character

throw escape76516.9%
throwP+G3698.1%
Low Hammer2P2204.8%
guardG into throw escape1643.6%
crouch dash back into evade down1383.0%
Rolling Savate6K+G1272.8%
evade down into Elbow Butt4P1262.8%
Elbow Butt4P1172.6%
punchP1152.5%
crouch dash back into guardG1082.4%
Mow Down Chop1P+K671.5%
crouch dash back into punchP671.5%
crouch dash forward into throwP+G641.4%
evade down into guardG621.4%
Quick Shoulder66P+K571.3%

402 further openings account for the other 1,975 rounds.

Counted from 1,107 of the 1,208 matches played. The rest were not pulled for openings.

Wolf

Career
3,813–3,727 · 50.6%
This season
1,128 matches · 49.1%
Peak rank
43

First hit in 41.6% of 4,222 rounds. Won 50.7% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 9.1% of rounds, against 6.9% in their other rounds.
  • Against El Blaze: backs off first in 38.0% of rounds, against 16.0% against everyone else.
  • On Single Wall stages: backs off first in 23.6% of rounds, against 16.8% on the other stages.
  • After opening the round before by backing off: backs off first in 25.2% of rounds, against 15.8% after anything else.
  • After losing a round: attacks straight away in 63.6% of rounds, against 51.3% after winning one.
  • When behind: attacks straight away in 63.0% of rounds, against 54.9% when ahead or level.
  • After landing the first hit of the round before: backs off first in 20.1% of rounds, against 15.6% after being hit first.
  • In round 2: opens with “P+G throw” in 10.7% of rounds, against 7.5% in their other rounds.
  • Against El Blaze: opens with “crouch dash back into evade down” in 14.0% of rounds, against 2.4% against everyone else.
  • On Rectangle stages: opens with “P+G throw” in 13.5% of rounds, against 7.8% on the other stages.
  • After opening the round before with “throw escape”: opens with “throw escape” in 25.1% of rounds, against 14.8% after anything else.
  • After losing a round: opens with “2P Low Hammer” in 10.6% of rounds, against 2.0% after winning one.
  • When behind: opens with “2P Low Hammer” in 9.8% of rounds, against 3.7% when ahead or level.

How is this tested?

throw escape73817.4%
throwP+G3508.2%
Low Hammer2P2205.2%
guardG into throw escape1513.6%
crouch dash back into evade down1333.1%
Rolling Savate6K+G1273.0%
evade down into Elbow Butt4P1263.0%
Elbow Butt4P1172.8%
punchP1122.6%
crouch dash back into guardG1022.4%
Mow Down Chop1P+K671.6%
crouch dash back into punchP671.6%
crouch dash forward into throwP+G641.5%
Quick Shoulder66P+K571.3%
evade down into guardG531.2%

323 further openings account for the other 1,757 rounds.

Counted from 1,036 of the 1,128 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
Brad28–40 · 41%13–14 · 48%too few to test
Akira39–36 · 52%16–10 · 62%too few to test
Jacky28–18 · 61%14–15 · 48%too few to test
Kage24–34 · 41%5–5 · 50%too few to test
Lau22–22 · 50%12–16 · 43%too few to test
Lion24–17 · 59%15–12 · 56%too few to test
El Blaze19–15 · 56%19–11 · 63%-9.1
Shun22–18 · 55%9–9 · 50%too few to test
Sarah18–17 · 51%5–5 · 50%too few to test
Vanessa13–15 · 46%9–5 · 64%too few to test
Jeffry13–20 · 39%6–3 · 67%too few to test
Pai13–8 · 62%7–3 · 70%too few to test
Taka10–14 · 42%3–8 · 27%too few to test
Wolf6–18 · 25%2–6 · 25%too few to test
Lei Fei6–13 · 32%5–5 · 50%too few to test
Jean10–9 · 53%2–1 · 67%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.

92 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?

El Blaze

Career
116–109 · 51.6%
This season
78 matches · 48.7%
Peak rank
33

First hit in 49.8% of 289 rounds. Won 53.5% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

throw escape279.2%
throwP+G196.5%
guardG into throw escape134.4%
Volcano Upper4P+K124.1%
Rolling Low Knuckle1P93.1%
evade down into guardG93.1%
High-Speed Jab46P72.4%
evade down into Shadow Strike6P72.4%
crouch dash back into Straight6P+K62.0%
crouch dash back into Volcano Upper4P+K62.0%
crouch dash back into guardG62.0%
crouch dash forward into Volcano Upper4P+K62.0%
High-Speed Jab46P into backdash51.7%
backdash into guardG51.7%
backward movement into Shadow Strike6P51.7%

97 further openings account for the other 151 rounds.

Counted from 69 of the 78 matches played. The rest were not pulled for openings.

Jeffry

Career
142–91 · 60.9%
This season
2 matches · 0.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hell Claw236P into throwP+G114.3%
Torpedo Head Butt4P+K114.3%
backdash into Tsunami Beat3K+G114.3%
backdash into crouch dash back114.3%
crouch dash back into Toe Kick2K114.3%
evade down into forward dash114.3%
punchP into evade down114.3%

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
  • El Blaze: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)