VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

FissionMailed

Career matches613
Career win rate42.6%
Round win rate43.7%
Peak rank24
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1219 #3,383 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

Wolf2461326135242.6%

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

1,068 of 1,068 rounds counted

9.0 inputs a second (541 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.05411,068

By opponent's character

Akira8.8529144
Jeffry8.8526116
Brad9.053897
Vanessa9.355689
Sarah9.054183
Goh9.456466
Lei Fei9.255063
Eileen8.651355
Lau9.154457
Taka8.953254
Pai9.154542
El Blaze10.160834
Aoi9.255233
Jean9.154732
Kage8.450331
Wolf9.054334
Jacky8.953621
Lion9.556911
Shun8.45056

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

Akira36171947.2%+19.9
Jeffry2992031.0%-10.2
Brad2471729.2%-9.4
Vanessa2114766.7%+13.5
Sarah2061430.0%-20.9
Goh1610662.5%+22.5
Lei Fei1661037.5%-8.6
Eileen1421214.3%-28.4
Lau1431121.4%-31.8
Taka1441028.6%+2.4
Pai112918.2%+3.6
El Blaze92722.2%+11.3
Aoi83537.5%-5.2
Jean82625.0%-5.9
Kage87187.5%+38.6
Wolf84450.0%+12.4
Jacky52340.0%+10.5
Lion3030.0%-20.4
Shun220100.0%+48.4

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

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

Rectangle46192741.3%+7.8
Single Wall36152141.7%+8.6
Full Fence31131841.9%-10.2
Half Fence27111640.7%+3.7
Breakable Full Fence2481633.3%-1.9
Open23111247.8%+7.2
Breakable Half Fence1871138.9%+7.0
Full Fence and Open1741323.5%-18.6
Octagon1771041.2%+5.4
Low Fence135838.5%-10.0

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16339.9%38.2%+1.6
No walls7243.1%39.0%+4.1

Walls against open: -2.5 points (95% range -20.8 to +15.9), p 0.793 — 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

V-Vice (Rank 21)147750.0%
Fdonorat (Rank 26)102820.0%
TheXzam7705 (Rank 22)104640.0%
RiaZ0 (Rank 22)93633.3%
我老婆最乖 (Rank 25)9090.0%
CocaineBiceps (Rank 27)86275.0%
Myppissmol (Rank 24)8080.0%
Nohara (Rank 22)81712.5%
THEWEIAND (Rank 26)82625.0%
ksmcm (Rank 16)83537.5%
LilLag808 (Rank 25)71614.3%
OG_Gmr85 (Rank 7)7070.0%
Sami (Rank 16)770100.0%
mobo2000 (Rank 19)75271.4%
u_madNES (Rank 23)72528.6%
Cool-Scare-Crow (Rank 26)6060.0%
AtariMode07 (Rank 24)52340.0%
BearPrincess420 (Rank 21)52340.0%
JustFRAMEshawty (Rank 42)5050.0%
LongDreadX (Rank 14)51420.0%
Nira (Rank 12)52340.0%
bootywarrior (Rank 21)53260.0%
BLAST (Rank 7)440100.0%
ShenmueTroy (Rank 16)440100.0%
TheFinnisher-D (Rank 15)440100.0%

Most played opponents, most recent first

bootywarrior (Rank 21)2026/08/2953260.0%
ShenmueTroy (Rank 16)2026/07/30440100.0%
u_madNES (Rank 23)2026/07/2972528.6%
Nira (Rank 12)2026/07/2952340.0%
Myppissmol (Rank 24)2026/07/298080.0%
LilLag808 (Rank 25)2026/07/2971614.3%
我老婆最乖 (Rank 25)2026/07/299090.0%
V-Vice (Rank 21)2026/07/28147750.0%
CocaineBiceps (Rank 27)2026/07/2886275.0%
THEWEIAND (Rank 26)2026/07/2882625.0%
AtariMode07 (Rank 24)2026/07/2852340.0%
Nohara (Rank 22)2026/07/2781712.5%
Cool-Scare-Crow (Rank 26)2026/07/276060.0%
Fdonorat (Rank 26)2026/07/27102820.0%
mobo2000 (Rank 19)2026/07/2775271.4%
Sami (Rank 16)2026/07/25770100.0%
RiaZ0 (Rank 22)2026/07/2593633.3%
BearPrincess420 (Rank 21)2026/07/2552340.0%
ksmcm (Rank 16)2026/07/2483537.5%
BLAST (Rank 7)2026/07/24440100.0%
TheXzam7705 (Rank 22)2026/07/24104640.0%
JustFRAMEshawty (Rank 42)2026/07/245050.0%
TheFinnisher-D (Rank 15)2026/07/24440100.0%
OG_Gmr85 (Rank 7)2026/07/177070.0%
LongDreadX (Rank 14)2026/07/1751420.0%

Round openings

Wolf

Career
261–352 · 42.6%
This season
266 matches · 38.4%
Peak rank
24

First hit in 58.4% of 1,064 rounds. Won 47.0% of the rounds they struck first, 38.8% of the rounds they were struck first.

Significant Tells

  • Against Sarah: waits first in 48.2% of rounds, against 29.5% against everyone else.
  • In round 2: opens with “P punch” in 29.3% of rounds, against 20.7% in their other rounds.

How is this tested?

punchP24422.9%
guardG12311.5%
crouch into Arrow Knuckle3P797.4%
punchP into Jab StraightPP625.8%
backdash into guardG514.8%
evade up323.0%
guardG into punchP252.3%
kickK232.1%
guardG into Arrow Knuckle3P191.8%
backdash into Quick Shoulder66P+K181.7%
punchP into kickK171.6%
backdash into Short Shoulder46P+K161.5%
backdash into backward movement161.5%
evade up into Quick Shoulder66P+K121.1%
Arrow Knuckle3P into forward dash111.0%

134 further openings account for the other 320 rounds.

By stage type

Record against each character on walled and open stages, as Wolf

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–12 · 43%8–2 · 80%too few to test
Jeffry6–10 · 38%2–5 · 29%too few to test
Brad3–11 · 21%2–1 · 67%too few to test
Vanessa11–6 · 65%3–1 · 75%too few to test
Sarah3–4 · 43%3–9 · 25%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.

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: 2 of 15 tests hold up