VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Wolf

camelvf

Career matches5,241
Career win rate47.0%
Round win rate49.0%
Peak rank28
Distinct opponents438
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1465 #2,239 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

Wolf285,2412,4612,78047.0%

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

4,869 of 5,481 rounds counted

6.0 inputs a second (357 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.03574,869

By opponent's character

Jacky6.0362566
Akira6.1364501
Wolf5.8349461
Pai6.1367383
Aoi5.9353334
Goh6.0359330
Shun6.1366309
Jeffry5.6334257
Lau6.1368277
Brad5.9356260
Sarah5.8349239
Lion6.2372195
Kage5.8345143
Jean5.8351153
El Blaze5.9357123
Vanessa5.8350106
Taka5.9354116
Lei Fei5.935655
Eileen5.834644
Dural5.935217

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

Jacky166749244.6%-3.5
Akira148747450.0%-0.1
Wolf139617843.9%-2.2
Pai110555550.0%-1.0
Aoi93543958.1%+7.4
Goh90454550.0%+2.4
Shun84463854.8%+5.6
Jeffry73274637.0%-10.6
Lau72333945.8%-3.3
Brad67323547.8%+2.7
Sarah65303546.1%-2.1
Lion50282256.0%+7.4
Kage44182640.9%-7.1
Jean37181948.6%+2.9
El Blaze33171651.5%-7.2
Vanessa32191359.4%+10.4
Taka29141548.3%+6.1
Lei Fei159660.0%+11.9
Eileen116554.5%+1.9
Dural73442.9%-13.4

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

Half Fence150648642.7%-8.9
Breakable Half Fence146628442.5%-6.6
Rectangle141726951.1%+2.8
Single Wall137716651.8%+4.8
Full Fence135607544.4%-5.1
Octagon134755956.0%+8.1
Open132686451.5%+5.4
Low Fence131626947.3%-1.5
Breakable Full Fence121635852.1%+2.3
Full Fence and Open61332854.1%+5.6

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
Walls82747.9%49.2%-1.3
No walls40050.2%47.6%+2.7

Walls against open: -4.0 points (95% range -10.2 to +2.2), p 0.209 — 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

tsuna-sand274 (Rank 27)2026/10/181651131.2%
WeeWeeW (Rank 28)2026/10/1884450.0%
don'tthink,feel. (Rank 28)2026/10/18104640.0%
handesu519 (Rank 29)2026/10/1894544.4%
so-ka-si-12-06 (Rank 29)2026/10/1782625.0%
弾丸(だんまる) (Rank 30)2026/10/17123925.0%
あ (Rank 27)2026/10/171551033.3%
E-BB1 (Rank 27)2026/10/1773442.9%
Shurkn-_-pap03 (Rank 26)2026/10/1797277.8%
SICHIROUJI (Rank 25)2026/10/1683537.5%
monky-d-taku (Rank 29)2026/10/161851327.8%
Laozhou (Rank 27)2026/10/1686275.0%
GWO (Rank 25)2026/10/16138561.5%
TAIDADA (Rank 26)2026/10/16139469.2%
a_h_i_k_o (Rank 29)2026/10/16145935.7%
nyu_necoginjo (Rank 26)2026/10/152491537.5%
pokkurl_7 (Rank 27)2026/10/13115645.5%
44884 (Rank 30)2026/10/11103730.0%
シシマルGT (Rank 26)2026/10/0986275.0%
AzurDragon (Rank 27)2026/10/04104640.0%
TERA (Rank 28)2026/10/0383537.5%
toothy-limb74 (Rank 25)2026/10/02104640.0%
aoken03_jpn (Rank 26)2026/09/2582625.0%
sukapuri (Rank 26)2026/09/1884450.0%
エルグランド (Rank 29)2026/05/0691811.1%

Round openings

Wolf

Career
2,461–2,780 · 47.0%
This season
1,365 matches · 48.6%
Peak rank
28

First hit in 46.1% of 3,471 rounds. Won 54.4% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 24.7% of rounds, against 15.5% in their other rounds.
  • Against Lion: waits first in 19.6% of rounds, against 4.2% against everyone else.
  • In round 2: opens with “62K Low Drop Kick” in 12.3% of rounds, against 6.1% in their other rounds.
  • Against Lei Fei: opens with “4K+G Heavy Toe Kick into 4K+GK Toe Kick Side” in 18.2% of rounds, against 4.1% against everyone else.
  • After opening the round before with “4K+G Heavy Toe Kick into 4K+GK Toe Kick Side”: opens with “P punch” in 14.2% of rounds, against 6.9% after anything else.

How is this tested?

Low Drop Kick62K2677.7%
punchP2226.4%
Rolling Savate6K+G1694.8%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK1494.3%
Heavy Toe Kick4K+G into throwP+G1464.2%
forward movement into punchP1404.0%
forward movement into Elbow Butt4P1394.0%
throwP+G1083.1%
crouch dash forward into throwP+G982.8%
backdash into Kenka Kick1K+G872.5%
Elbow Butt4P832.4%
Quick Shoulder66P+K822.4%
Screw Hook63214P into Screw Lariat63214PP812.3%
Body Blow6P into Rolling Back Elbow6PP+K792.3%
punchP into Jab StraightPP561.6%

284 further openings account for the other 1,585 rounds.

Counted from 872 of the 1,365 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
Akira27–36 · 43%16–6 · 73%too few to test
Wolf19–28 · 40%20–18 · 53%-12.0
Jacky29–29 · 50%4–9 · 31%too few to test
Aoi23–23 · 50%9–7 · 56%too few to test
Pai22–21 · 51%12–6 · 67%too few to test
Goh23–15 · 61%5–14 · 26%too few to test
Shun16–15 · 52%14–8 · 64%too few to test
Brad15–11 · 58%2–12 · 14%too few to test
Jeffry7–17 · 29%9–8 · 53%too few to test
Sarah12–21 · 36%3–3 · 50%too few to test
Lion15–10 · 60%6–4 · 60%too few to test
Lau10–9 · 53%5–6 · 45%too few to test
Kage7–14 · 33%4–1 · 80%too few to test
Vanessa16–9 · 64%1–4 · 20%too few to test
Taka5–7 · 42%4–5 · 44%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.

493 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: 5 of 17 tests hold up