VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

あきらめウルフ

Career matches8,237
Career win rate46.2%
Round win rate50.4%
Peak rank27
Distinct opponents106
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1537 #1,765 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

Wolf278,2373,8084,42946.2%

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.

Against each character

Jacky2922775.9%+21.7
Wolf2316769.6%+21.2
Jeffry168850.0%-1.4
Akira157846.7%-3.8
Pai137653.9%-5.4
Sarah138561.5%+6.2
Brad125741.7%-8.3
Eileen124833.3%-11.8
Aoi97277.8%+18.9
Goh96366.7%+17.3
Lau92722.2%-37.3
Lion85362.5%+15.3
Jean62433.3%-22.2
Kage61516.7%-33.1
Shun62433.3%-14.9
Taka5050.0%-40.8
Vanessa4040.0%-58.5
Dural21150.0%+4.2
El Blaze21150.0%-6.3
Lei Fei110100.0%+56.9

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

Breakable Full Fence2921872.4%+21.1
Open25141156.0%-1.1
Breakable Half Fence23101343.5%-6.5
Full Fence1910952.6%-1.2
Octagon1912763.2%+7.3
Low Fence1861233.3%-12.5
Rectangle189950.0%-3.5
Single Wall1871138.9%-9.1
Half Fence1710758.8%+7.5
Full Fence and Open74357.1%-1.3

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

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12557.6%53.1%+4.5
No walls6144.3%50.5%-6.2

Walls against open: +10.7 points (95% range -4.6 to +25.9), p 0.171 — 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

tn1214sabretooth (Rank 29)2026/05/175050.0%
Enazo_L18_lol (Rank 29)2026/05/1751420.0%
ぽこリオン (Rank 28)2026/05/1632166.7%
buenosuzonde865 (Rank 28)2026/05/1632166.7%
Y-F8 (Rank 25)2026/05/1542250.0%
kuni_sato (Rank 23)2026/05/1565183.3%
龍仙人【鬼手仏心】 (Rank 26)2026/05/15220100.0%
zxyzguy (Rank 24)2026/05/1543175.0%
はげまん (Rank 27)2026/05/0632166.7%
MAR-KUN888 (Rank 29)2026/05/0632166.7%
O-cha_GAMI-san-3 (Rank 23)2026/05/06440100.0%
たこ丸 (Rank 26)2026/05/0631233.3%
moroQamazingdelicious (Rank 25)2026/05/06440100.0%
ggyunol (Rank 27)2026/05/0552340.0%
ジャイロ (Rank 27)2026/05/0541325.0%
覇狼鬼帝hell-o-kitty (Rank 26)2026/05/0532166.7%
hotman_jet795 (Rank 27)2026/05/05330100.0%
SHOBOKO (Rank 23)2026/04/1232166.7%
takapiko-no (Rank 26)2026/04/1231233.3%
IdeaYuta (Rank 28)2026/04/1241325.0%
hahaha (Rank 27)2026/03/3031233.3%
ichiro_5131 (Rank 27)2026/03/3031233.3%
tatsuyaX (Rank 28)2026/03/3032166.7%
南部の釣れないルアー (Rank 29)2026/03/3041325.0%
Rikuryu (Rank 29)2026/03/3041325.0%

Round openings

Wolf

Career
3,808–4,429 · 46.2%
This season
200 matches · 52.5%
Peak rank
27

First hit in 49.6% of 795 rounds. Won 54.6% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • Against Pai: opens with “G guard” in 25.0% of rounds, against 5.7% against everyone else.

How is this tested?

guardG into punchP10112.7%
guardG into Gasp Kneel Palm Bomb6P+K607.5%
guardG into evade down577.2%
guardG556.9%
guardG into Mow Down Chop1P+K526.5%
guardG into Savate4K506.3%
punchP506.3%
guardG into Knee Lift6K486.0%
guardG into Elbow Butt4P324.0%
guardG into Short Shoulder46P+K273.4%
guardG into kickK253.1%
guardG into throw escape243.0%
guardG into Arrow Knuckle3P162.0%
guardG into Body Blow6P162.0%
punchP into Jab StraightPP151.9%

57 further openings account for the other 168 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky16–2 · 89%5–4 · 56%too few to test
Wolf13–2 · 87%3–5 · 38%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: 1 of 15 tests hold up