VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Tangent_arc1993

Career matches3,227
Career win rate49.7%
Round win rate46.5%
Peak rank29
Distinct opponents143
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1498 #2,027 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

Wolf293,2271,6051,62249.7%

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

1,347 of 1,440 rounds counted

6.5 inputs a second (391 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.53911,347

By opponent's character

Jacky6.6397177
Wolf6.7404147
Aoi6.2374119
Akira6.4382112
Lau6.3378105
Sarah6.5391101
Kage6.740267
Goh6.740177
Pai6.639476
Vanessa6.438564
Jeffry6.739962
Shun6.639458
Jean6.941243
Lion6.337744
El Blaze6.438230
Lei Fei6.538733
Brad6.237517
Taka6.337810
Eileen5.53285

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

Jacky48192939.6%+0.2
Wolf40172342.5%-0.1
Aoi35211460.0%+11.4
Akira3182325.8%-16.2
Lau26141253.9%+10.4
Sarah26161061.5%+14.1
Kage2112957.1%+9.7
Goh1971236.8%-11.6
Pai1991047.4%+2.7
Vanessa1741323.5%-27.7
Jeffry1651131.2%-7.3
Shun156940.0%-2.3
Jean115645.5%+1.6
Lion105550.0%+2.1
El Blaze95455.6%+5.5
Lei Fei82625.0%-5.0
Brad42250.0%+6.6
Taka220100.0%+36.0
Dural1010.0%-44.3
Eileen1010.0%-35.4

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Single Wall52252748.1%+5.5
Breakable Full Fence48183037.5%-6.0
Half Fence40192147.5%+3.7
Full Fence39192048.7%+3.2
Breakable Half Fence36162044.4%-1.5
Octagon34102429.4%-14.3
Low Fence27111640.7%-3.5
Rectangle25141156.0%+7.9
Open1981142.1%-5.0
Full Fence and Open136746.1%+3.3

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22243.2%44.7%-1.4
No walls9844.9%44.2%+0.7

Walls against open: -2.1 points (95% range -14.5 to +10.3), p 0.739 — 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

dalmax72 (Rank 21)2026/10/16770100.0%
kampfarkz (Rank 29)2026/10/0294544.4%
BANANA (Rank 30)2026/09/2975271.4%
アベル (Rank 27)2026/09/2861516.7%
추뉴비 (Rank 26)2026/09/2862433.3%
ヘニオ (Rank 32)2026/09/2852340.0%
Oo-Mujirushi-oO (Rank 30)2026/09/2882625.0%
windowkhs (Rank 29)2026/09/16103730.0%
fazz00r (Rank 29)2026/09/0295455.6%
失礼!スマッシュ☆彡 (Rank 28)2026/09/0243175.0%
allgonnaworkout (Rank 29)2026/09/0276185.7%
しゅが~nsr (Rank 24)2026/09/024040.0%
ガリバー (Rank 30)2026/09/02136746.1%
Garuyan (Rank 26)2026/08/25106460.0%
nikuzuki (Rank 29)2026/08/25116554.5%
ooosugi1202 (Rank 27)2026/08/2351420.0%
イイダ (Rank 30)2026/08/1953260.0%
lemon-sour (Rank 28)2026/07/31440100.0%
こて (Rank 27)2026/07/2643175.0%
GWO (Rank 25)2026/07/26660100.0%
don'tthink,feel. (Rank 27)2026/07/0362433.3%
ルビーロマン葵 (Rank 30)2026/07/0384450.0%
TOMORV (Rank 27)2026/05/2741325.0%
ぽん (Rank 23)2026/05/22550100.0%
avr_x2300w (Rank 28)2026/05/0941325.0%

Round openings

Wolf

Career
1,605–1,622 · 49.7%
This season
359 matches · 44.3%
Peak rank
29

First hit in 46.8% of 1,371 rounds. Won 50.7% of the rounds they struck first, 42.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 34.3% of rounds, against 16.7% in their other rounds.
  • Against Wolf: evades first in 33.1% of rounds, against 16.9% against everyone else.
  • After winning a round: attacks straight away in 43.3% of rounds, against 25.3% after losing one.
  • When ahead: attacks straight away in 43.7% of rounds, against 26.0% when level or behind.
  • In round 4 or later: opens with “forward movement into P punch” in 6.5% of rounds, against 1.9% in their other rounds.
  • Against Aoi: opens with “66P+K Quick Shoulder” in 11.3% of rounds, against 3.4% against everyone else.
  • After winning a round: opens with “forward movement into P punch” in 7.0% of rounds, against 1.6% after losing one.
  • When ahead: opens with “3P Arrow Knuckle” in 11.3% of rounds, against 3.3% when level or behind.

How is this tested?

guardG into throw escape795.7%
Arrow Knuckle3P765.5%
Quick Shoulder66P+K574.1%
crouch dash back into Mow Down Chop1P+K443.2%
forward movement into punchP433.1%
backdash into Short Shoulder46P+K423.0%
evade down into throw escape413.0%
guardG into crouch dash back382.8%
evade up into throw escape372.7%
crouch dash back into Kenka Kick1K+G332.4%
crouch dash back into evade down332.4%
Screw Hook63214P312.2%
crouch dash forward into throwP+G302.2%
throw escape292.1%
crouch into Low Hammer2P272.0%

176 further openings account for the other 740 rounds.

Counted from 344 of the 359 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
Jacky13–15 · 46%5–7 · 42%too few to test
Wolf13–12 · 52%4–7 · 36%too few to test
Aoi15–8 · 65%0–5 · 0%too few to test
Akira3–12 · 20%3–8 · 27%too few to test
Lau5–5 · 50%8–5 · 62%too few to test
Sarah12–6 · 67%2–2 · 50%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.

15 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: 8 of 15 tests hold up