VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

びすぽ!

Career matches970
Career win rate58.9%
Round win rate56.6%
Peak rank36
Distinct opponents159
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1580 #1,481 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

Wolf3697057139958.9%

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

1,686 of 1,686 rounds counted

9.7 inputs a second (582 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf9.75821,686

By opponent's character

Lau9.7579226
Akira9.9596171
Jacky9.6577167
Brad9.6577158
Aoi9.7580125
Lion9.9597117
Shun9.2549102
Jean10.563182
Wolf10.764476
Kage9.254969
Goh9.456559
Jeffry9.053759
Lei Fei9.758455
Taka9.858750
El Blaze10.361841
Pai9.356136
Sarah9.355643
Vanessa9.556727
Eileen9.657423

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

Lau55322358.2%-7.9
Akira43271662.8%+2.0
Jacky42301271.4%+13.2
Brad38191950.0%-12.8
Aoi32181456.2%-3.4
Lion30141646.7%-13.4
Shun2721677.8%+19.1
Jean2091145.0%-7.8
Wolf1911857.9%-3.9
Kage1611568.8%+9.5
Goh158753.3%-9.6
Jeffry1412285.7%+25.7
Lei Fei137653.9%-3.7
Taka137653.9%+0.6
El Blaze119281.8%+17.3
Pai105550.0%-8.3
Sarah106460.0%+0.7
Vanessa73442.9%-9.3
Eileen65183.3%+15.3

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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

Breakable Full Fence68422661.8%-1.5
Breakable Half Fence50262452.0%-7.2
Half Fence50321864.0%+1.8
Octagon47281959.6%+1.9
Single Wall45281762.2%+3.5
Open34191555.9%-4.6
Low Fence33171651.5%-9.7
Rectangle24131154.2%-3.8
Full Fence2217577.3%+16.4
Full Fence and Open1916384.2%+25.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls26160.5%60.5%+0.1
No walls11257.1%59.8%-2.7

Walls against open: +2.7 points (95% range -7.8 to +13.3), p 0.613 — 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

りゅうのすけ (Rank 33)2026/10/1653260.0%
のみ (Rank 33)2026/10/1652340.0%
W_takahashi_LJ (Rank 37)2026/10/16105550.0%
rikkojjeang (Rank 38)2026/10/1551420.0%
azn3_ayapin (Rank 35)2026/10/1353260.0%
Shura1025 (Rank 34)2026/10/1354180.0%
MasaRED-ninten (Rank 38)2026/10/1373442.9%
もっこり (Rank 35)2026/10/1353260.0%
siroiro_16bit (Rank 38)2026/10/1263350.0%
north285 (Rank 33)2026/10/121711664.7%
GOODGODDOG (Rank 34)2026/10/1264266.7%
こまち (Rank 36)2026/10/111610662.5%
reiya---0602 (Rank 33)2026/10/1165183.3%
おむすび山かずkaz_kcjj (Rank 36)2026/10/1184450.0%
kiyohara-j (Rank 36)2026/10/1141325.0%
10000年後に死ぬ亀 (Rank 32)2026/10/09660100.0%
司馬 威太郎 (Rank 38)2026/10/0263350.0%
Nimunimusan08 (Rank 30)2026/09/3065183.3%
マクシミリアン15世 (Rank 29)2026/09/3076185.7%
慶次 (Rank 29)2026/09/3043175.0%
marble-w03 (Rank 28)2026/09/30440100.0%
TitteringH2guy (Rank 14)2026/09/2672528.6%
ちゃんこすたー (Rank 16)2026/09/2696366.7%
jamgo1981 (Rank 13)2026/09/26440100.0%
bonosan75 (Rank 2)2026/09/24440100.0%

Round openings

Wolf

Career
571–399 · 58.9%
This season
421 matches · 60.3%
Peak rank
36

First hit in 57.2% of 696 rounds. Won 65.6% of the rounds they struck first, 63.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 32.0% of rounds, against 6.7% in their other rounds.

How is this tested?

Low Hammer2P507.1%
Arrow Knuckle3P395.6%
backdash into punchP314.4%
backdash into evade up263.7%
Arrow Knuckle3P into guardG253.6%
punchP192.7%
backdash into Elbow Butt4P162.3%
backdash into throw escape152.1%
punchP into Jab StraightPP152.1%
Low Hammer2P into backdash121.7%
Screw Hook63214P111.6%
guardG into punchP111.6%
guardG into throw escape111.6%
Low Hammer2P into forward dash101.4%
backdash into throwP+G101.4%

173 further openings account for the other 399 rounds.

Counted from 181 of the 421 matches played. The rest were not pulled for openings.

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 (14 here; about 0.7 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 14 tests hold up