VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

そば粉すたー

Career matches4,280
Career win rate50.0%
Round win rate49.6%
Peak rank39
Distinct opponents236
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1806 #356 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

Wolf394,2802,1402,14050.0%

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

1,975 of 2,772 rounds counted

6.9 inputs a second (415 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.94151,975

By opponent's character

Kage7.2435155
Akira7.3438158
Sarah6.8407135
Jacky7.0420151
Lion6.9413148
Vanessa6.6396145
Pai6.9416124
Lau7.0417110
Brad6.6396134
Shun6.8407101
El Blaze7.0417100
Goh6.941499
Aoi7.243366
Wolf7.545270
Eileen6.538848
Jean6.840666
Lei Fei6.740255
Jeffry7.042150
Taka6.840553
Dural6.23697

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

Kage55262947.3%-1.2
Akira52242846.1%-2.8
Sarah51292256.9%+6.9
Jacky49252451.0%-1.4
Lion49252451.0%+3.3
Vanessa46202643.5%-1.4
Pai45232251.1%+1.1
Lau41162539.0%-6.3
Brad38172144.7%-2.2
Shun32141843.8%+0.3
El Blaze31141745.2%-0.3
Goh29171258.6%+7.2
Aoi28121642.9%-7.5
Wolf24131154.2%+6.8
Eileen2371630.4%-17.2
Jean23131056.5%+4.1
Lei Fei2216672.7%+22.7
Jeffry2181338.1%-11.1
Taka136746.1%-2.9
Dural21150.0%+17.0

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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 Fence82344841.5%-8.1
Full Fence81443754.3%+4.8
Open76304639.5%-8.9
Half Fence74423256.8%+11.3
Low Fence74373750.0%+2.6
Breakable Half Fence67353252.2%+6.6
Rectangle58273146.5%-1.4
Single Wall58263244.8%-7.2
Octagon52242846.1%-3.9
Full Fence and Open30141646.7%+1.0

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
Walls41449.8%48.2%+1.5
No walls20844.7%48.6%-3.9

Walls against open: +5.5 points (95% range -2.8 to +13.7), p 0.197 — 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

たあぼさん (Rank 36)2026/10/1785362.5%
デネ (Rank 41)2026/10/1582625.0%
自作マニア@むめい。 (Rank 40)2026/10/1595455.6%
五寸釘くん (Rank 36)2026/10/1562433.3%
フルレバ (Rank 36)2026/10/11117463.6%
漂泊の民回線ジプシー (Rank 37)2026/10/1196366.7%
montanmo (Rank 38)2026/10/0496366.7%
ぷこ (Rank 38)2026/09/30104640.0%
サンドイッチ (Rank 40)2026/09/29157846.7%
ファミ天 (Rank 39)2026/09/2953260.0%
hattori1357 (Rank 35)2026/09/2872528.6%
JoonJoon (Rank 36)2026/09/2883537.5%
ron_5831 (Rank 39)2026/09/1874357.1%
ピロオ3 (Rank 40)2026/09/187070.0%
ひかる (Rank 40)2026/09/1783537.5%
きっちょむ (Rank 41)2026/09/1563350.0%
えなお (Rank 35)2026/09/1561516.7%
rigoura0727 (Rank 36)2026/08/0453260.0%
FoooooL (Rank 37)2026/08/0451420.0%
究極無敵 (Rank 38)2026/08/0294544.4%
Source-chaude-Pa (Rank 41)2026/07/2863350.0%
super-lowdropman (Rank 38)2026/06/1363350.0%
つがさん (Rank 39)2026/06/0762433.3%
geche7stars (Rank 35)2026/05/2363350.0%
okinawa_39 (Rank 36)2026/05/1761516.7%

Round openings

Wolf

Career
2,140–2,140 · 50.0%
This season
674 matches · 48.4%
Peak rank
39

First hit in 49.4% of 2,607 rounds. Won 50.5% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 39.9% of rounds, against 27.1% in their other rounds.
  • Against Shun: waits first in 26.0% of rounds, against 6.3% against everyone else.
  • On Full Fence stages: evades first in 22.4% of rounds, against 15.0% on the other stages.
  • After losing a round: moves in first in 40.0% of rounds, against 16.0% after winning one.
  • When behind: moves in first in 37.7% of rounds, against 19.2% when ahead or level.
  • In round 1: opens with “3P Arrow Knuckle” in 8.8% of rounds, against 3.9% in their other rounds.
  • Against Jean: opens with “crouch into 2P Low Hammer” in 12.2% of rounds, against 3.1% against everyone else.
  • After the opponent opened the round before with “backdash into evade down”: opens with “forward movement into 4P Elbow Butt” in 13.0% of rounds, against 3.8% after anything else.
  • After winning a round: opens with “3P Arrow Knuckle” in 6.9% of rounds, against 0.9% after losing one.
  • When ahead: opens with “3P Arrow Knuckle” in 7.7% of rounds, against 1.9% when level or behind.

How is this tested?

Arrow Knuckle3P1335.1%
forward movement into Elbow Butt4P1234.7%
crouch into Low Hammer2P903.4%
Elbow Butt4P843.2%
Mow Down Chop1P+K752.9%
forward dash into guardG752.9%
Low Drop Kick62K732.8%
evade down into Elbow Butt4P722.7%
evade up into forward dash642.4%
Heavy Middle Kick3K+G602.3%
Rolling Savate6K+G602.3%
forward movement into Jab StraightPP592.2%
forward movement into guardG491.9%
punchP into Jab StraightPP471.8%
forward movement into Hammer KickPK451.7%

235 further openings account for the other 1,521 rounds.

Counted from 639 of the 674 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
Akira12–15 · 44%10–9 · 53%too few to test
Sarah18–15 · 55%7–4 · 64%too few to test
Jacky16–21 · 43%5–3 · 62%too few to test
Kage18–12 · 60%4–10 · 29%too few to test
Lion17–16 · 52%4–3 · 57%too few to test
Vanessa15–15 · 50%2–7 · 22%too few to test
Pai11–12 · 48%8–7 · 53%too few to test
Lau6–12 · 33%9–13 · 41%too few to test
Brad11–13 · 46%6–7 · 46%too few to test
Shun9–8 · 53%3–10 · 23%too few to test
El Blaze11–10 · 52%1–4 · 20%too few to test
Aoi7–10 · 41%4–6 · 40%too few to test
Goh10–6 · 62%4–4 · 50%too few to test
Jean8–5 · 62%5–3 · 62%too few to test
Wolf7–7 · 50%5–4 · 56%too few to test
Eileen3–7 · 30%2–5 · 29%too few to test
Lei Fei4–0 · 100%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.

35 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: 10 of 17 tests hold up