VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

まっきーさん

Career matches5,661
Career win rate51.6%
Round win rate48.9%
Peak rank40
Distinct opponents158
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1829 #296 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

Wolf405,6612,9242,73751.6%

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

2,373 of 3,092 rounds counted

8.1 inputs a second (486 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf8.14862,373

By opponent's character

Akira8.2495335
Shun7.9475209
Jean8.1488215
Aoi8.1484235
Lion8.0480178
Kage8.1484154
Jacky8.1486131
Lau7.9474105
Sarah8.2492146
Wolf8.2489147
Pai8.450281
Jeffry8.148740
Taka8.450269
Brad7.846892
Lei Fei8.249456
Vanessa8.349737
Goh8.249574
Eileen7.846645
El Blaze7.94757
Dural8.450317

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

Akira103515249.5%+1.6
Shun64293545.3%+10.6
Jean63293446.0%-13.4
Aoi59312852.5%+4.4
Lion57292850.9%+8.2
Kage56243242.9%-2.7
Jacky48212743.8%-7.5
Lau41142734.1%-12.0
Sarah36171947.2%-1.6
Wolf35191654.3%+1.2
Pai34231167.7%+19.0
Jeffry26161061.5%+10.6
Taka25131252.0%+2.0
Brad24101441.7%-11.6
Lei Fei2291340.9%-5.1
Vanessa2011955.0%-4.8
Goh1910952.6%+1.9
Eileen134930.8%-15.4
El Blaze104640.0%+5.5
Dural62433.3%-9.4

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Full Fence91474451.6%+3.1
Octagon91375440.7%-6.7
Single Wall81315038.3%-10.5
Half Fence79384148.1%+0.8
Low Fence77374048.0%-1.8
Rectangle74383651.4%+0.6
Breakable Half Fence65293644.6%-3.0
Breakable Full Fence63333052.4%+0.8
Open63382560.3%+17.4
Full Fence and Open45182740.0%-9.7

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
Walls46347.9%48.7%-0.7
No walls22148.0%47.4%+0.5

Walls against open: -1.3 points (95% range -9.8 to +7.2), p 0.770 — 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

tonchan145656 (Rank 42)2026/10/1481712.5%
ミルク警察 (Rank 39)2026/10/11106460.0%
ぼっさん (Rank 37)2026/10/111910952.6%
Lidly (Rank 38)2026/10/1195455.6%
うるヲ参拾 (Rank 39)2026/10/1021111052.4%
究極無敵 (Rank 38)2026/10/10105550.0%
でんでんでん123X (Rank 39)2026/10/0843222151.2%
AOEアオイ (Rank 35)2026/10/0885362.5%
no-0809 (Rank 38)2026/10/022012860.0%
Reezent_Sousui (Rank 36)2026/10/02179852.9%
montanmo (Rank 38)2026/10/0296366.7%
klkun (Rank 41)2026/09/3031121938.7%
vintage-channel9 (Rank 37)2026/09/2896366.7%
KWGC-Union (Rank 36)2026/09/281621412.5%
lost-growth6050 (Rank 41)2026/09/1784450.0%
moto__666 (Rank 36)2026/09/17148657.1%
デネ (Rank 41)2026/08/18125741.7%
ねこむーと (Rank 37)2026/08/18117463.6%
たたみん♪ (Rank 39)2026/08/04135838.5%
ぶひでゲス (Rank 35)2026/06/1995455.6%
マハリータまるこ (Rank 38)2026/06/1993633.3%
ハンニャ (Rank 36)2026/05/1896366.7%
弐代目JA&れんじぃPA (Rank 39)2026/05/18115645.5%
あむざん (Rank 42)2026/05/18135838.5%
crazy_brat_girl (Rank 36)2026/04/24119281.8%

Round openings

Wolf

Career
2,924–2,737 · 51.6%
This season
761 matches · 48.1%
Peak rank
40

First hit in 48.9% of 2,532 rounds. Won 52.8% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 52.0% of rounds, against 41.0% in their other rounds.
  • Against Akira: backs off first in 36.8% of rounds, against 16.5% against everyone else.
  • On Octagon stages: evades first in 26.8% of rounds, against 17.2% on the other stages.
  • After opening the round before by waiting: waits first in 12.5% of rounds, against 4.2% after anything else.
  • After winning a round: backs off first in 24.8% of rounds, against 15.9% after losing one.
  • When ahead: backs off first in 23.6% of rounds, against 16.7% when level or behind.
  • Against Akira: opens with “backdash into 4P Elbow Butt” in 11.7% of rounds, against 5.1% against everyone else.
  • On Single Wall stages: opens with “66P+K Quick Shoulder” in 9.3% of rounds, against 3.8% on the other stages.
  • After winning a round: opens with “backdash into 4P Elbow Butt” in 8.7% of rounds, against 4.2% after losing one.

How is this tested?

backdash into Elbow Butt4P1515.9%
punchP into kickK1355.3%
evade down into Elbow Butt4P1345.2%
Quick Shoulder66P+K1124.4%
Elbow Butt4P into punchP1114.3%
punchP into Hammer KickPK973.8%
Low Drop Kick62K742.9%
Quick Shoulder66P+K into forward dash632.5%
Low Drop Kick62K into forward dash582.3%
forward dash into throwP+G562.2%
evade down into Low Drop Kick62K532.1%
backdash into forward dash481.9%
evade down431.7%
punchP into Low Drop Kick62K411.6%
backdash into kickK381.5%

235 further openings account for the other 1,349 rounds.

Counted from 631 of the 761 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
Akira20–22 · 48%11–12 · 48%too few to test
Shun12–22 · 35%10–6 · 62%too few to test
Jean11–16 · 41%9–10 · 47%too few to test
Kage14–19 · 42%5–5 · 50%too few to test
Lion17–15 · 53%5–5 · 50%too few to test
Jacky14–13 · 52%3–10 · 23%too few to test
Lau9–13 · 41%2–9 · 18%too few to test
Aoi8–3 · 73%10–10 · 50%too few to test
Pai15–7 · 68%7–2 · 78%too few to test
Jeffry10–9 · 53%3–0 · 100%too few to test
Sarah7–5 · 58%5–4 · 56%too few to test
Taka11–8 · 58%0–2 · 0%too few to test
Brad8–10 · 44%2–2 · 50%too few to test
Lei Fei6–6 · 50%3–1 · 75%too few to test
Vanessa7–7 · 50%4–2 · 67%too few to test
Wolf5–4 · 56%2–4 · 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.

130 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: 9 of 17 tests hold up