VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

ape_thrasher

Career matches2,882
Career win rate48.0%
Round win rate48.3%
Peak rank27
Distinct opponents116
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1398 #2,661 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

Wolf272,8821,3831,49948.0%

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

925 of 1,007 rounds counted

5.7 inputs a second (339 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.7339925

By opponent's character

Akira5.8346175
Pai5.734474
Lei Fei5.633479
Wolf5.834967
Kage5.734453
Aoi5.734072
Jean5.533370
Sarah5.734459
El Blaze5.231242
Goh5.633950
Jacky5.633448
Jeffry5.633430
Lau5.533227
Lion6.237031
Vanessa5.734115
Brad5.734211
Shun5.03008
Taka5.73408
Dural2.61553
Eileen4.92953

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

Akira43271662.8%+12.7
Pai23101343.5%-11.6
Lei Fei2011955.0%+4.5
Wolf2081240.0%-10.9
Kage1991047.4%+1.6
Aoi1812666.7%+16.4
Jean1881044.4%+1.5
Sarah157846.7%-3.1
El Blaze149564.3%+11.6
Goh137653.9%-6.7
Jacky1331023.1%-20.8
Jeffry72528.6%-20.0
Lau75271.4%+17.0
Lion73442.9%-1.5
Vanessa52340.0%-8.4
Brad32166.7%+27.8
Shun3030.0%-36.2
Taka2020.0%-50.0
Dural1010.0%-31.1
Eileen110100.0%+37.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Fence30131743.3%-9.2
Low Fence30131743.3%-2.1
Breakable Full Fence28141450.0%+2.2
Single Wall27171063.0%+13.5
Octagon26101638.5%-13.7
Open2516964.0%+12.7
Rectangle24121250.0%+0.3
Full Fence1981142.1%-3.7
Breakable Half Fence1751229.4%-22.8
Full Fence and Open159660.0%+10.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14443.1%49.5%-6.4
No walls8256.1%49.3%+6.8

Walls against open: -13.2 points (95% range -26.3 to -0.1), p 0.049 — a difference this size is unlikely to be chance.

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

orz (Rank 29)2026/10/1341325.0%
cokeshi (Rank 28)2026/10/1341325.0%
カプリッチョ (Rank 27)2026/10/1254180.0%
chibo (Rank 23)2026/09/2854180.0%
omuretukun (Rank 23)2026/09/1853260.0%
BANANA (Rank 30)2026/09/1431233.3%
ゅろぽ (Rank 24)2026/09/1483537.5%
kayotomo55 (Rank 24)2026/09/1453260.0%
サーちゃん (Rank 21)2026/09/1331233.3%
dojoGR (Rank 23)2026/09/1341325.0%
NoMark/ノーマーク (Rank 27)2026/08/3042250.0%
Gun-Interceptor (Rank 28)2026/08/3031233.3%
HaseMasa (Rank 24)2026/08/24770100.0%
GWO (Rank 24)2026/08/2432166.7%
青山@はなちゃん (Rank 28)2026/08/2131233.3%
みの (Rank 23)2026/07/1365183.3%
I'mabeginner (Rank 27)2026/07/0564266.7%
紫荆一头牛 (Rank 24)2026/07/0574357.1%
交通弱者用押しボタン (Rank 24)2026/06/083030.0%
委員ちょ (Rank 21)2026/06/07440100.0%
a39611619 (Rank 21)2026/06/07440100.0%
yasai (Rank 23)2026/06/07440100.0%
manao_0609 (Rank 26)2026/05/2752340.0%
2P受害者訪談:100%邪教成員 (Rank 21)2026/05/2043175.0%
ズサ齋藤 (Rank 21)2026/05/1031233.3%

Round openings

Wolf

Career
1,383–1,499 · 48.0%
This season
252 matches · 50.0%
Peak rank
27

First hit in 45.8% of 911 rounds. Won 49.9% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 63.4% of rounds, against 23.7% in their other rounds.
  • After opening the round before by waiting: waits first in 35.0% of rounds, against 16.9% after anything else.
  • In round 1: opens with “G guard” in 22.4% of rounds, against 6.8% in their other rounds.

How is this tested?

guardG9910.7%
Rolling Savate6K+G596.4%
Quick Shoulder66P+K586.3%
Low Drop Kick62K404.3%
guardG into evade up384.1%
forward movement into punchP363.9%
evade down into Elbow Butt4P303.2%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K293.1%
evade up283.0%
forward movement into Elbow Butt4P283.0%
Elbow Butt4P into punchP222.4%
guardG into Regret Discharge33P+K212.3%
crouch into Heavy Middle Kick3K+G202.2%
Elbow Butt4P192.1%
crouch into Low Hammer2P171.8%

110 further openings account for the other 380 rounds.

Counted from 232 of the 252 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
Akira14–8 · 64%6–5 · 55%too few to test
Pai3–8 · 27%5–3 · 62%too few to test
Lei Fei3–3 · 50%8–4 · 67%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.

20 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 (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: 3 of 15 tests hold up