VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

key-tigr27

Career matches2,080
Career win rate50.1%
Round win rate49.4%
Peak rank28
Distinct opponents95
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1498 #2,032 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

Wolf282,0801,0421,03850.1%

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

572 of 624 rounds counted

5.7 inputs a second (341 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.7341572

By opponent's character

Akira5.532776
Jacky6.639382
Aoi5.533332
Sarah5.532745
Jean5.835046
Lau5.834644
Pai5.935642
Wolf5.231137
Goh6.036230
Jeffry4.426622
Kage5.331622
Shun4.929315
El Blaze5.532916
Lei Fei6.035913
Lion5.935418
Eileen6.337913
Brad5.83487
Taka4.02376
Vanessa4.42646

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

Akira2391439.1%-9.1
Jacky2213959.1%+19.3
Aoi127558.3%-6.1
Sarah116554.5%-3.0
Jean106460.0%+16.3
Lau104640.0%-8.0
Pai106460.0%+11.7
Wolf102820.0%-23.3
Goh74357.1%+7.1
Jeffry62433.3%-21.9
Kage63350.0%-0.8
Shun62433.3%-16.9
El Blaze53260.0%+6.1
Lei Fei53260.0%+9.1
Lion42250.0%+2.9
Eileen330100.0%+53.5
Brad220100.0%+22.0
Taka2020.0%-42.1
Vanessa2020.0%-40.4

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 Half Fence2081240.0%-11.3
Half Fence1991047.4%-1.7
Breakable Full Fence1771041.2%-9.6
Open1711664.7%+18.3
Octagon1610662.5%+5.9
Full Fence159660.0%+16.1
Rectangle1551033.3%-13.7
Full Fence and Open137653.9%+3.8
Low Fence115645.5%+0.0
Single Wall64266.7%+7.8

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
Walls10247.1%49.5%-2.5
No walls3458.8%49.3%+9.5

Walls against open: -12.0 points (95% range -30.8 to +6.8), p 0.212 — 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

BANANA (Rank 30)2026/10/183030.0%
いかちゃPC直した (Rank 30)2026/10/183030.0%
juste (Rank 30)2026/10/1321150.0%
こて (Rank 31)2026/10/1332166.7%
be-shedded (Rank 29)2026/10/1121150.0%
え~る (Rank 27)2026/10/11220100.0%
入れ込むかもしれない (Rank 30)2026/10/11220100.0%
タマゴン(GTR) (Rank 28)2026/10/1143175.0%
得尊 (Rank 29)2026/10/102020.0%
oichanJP (Rank 29)2026/10/10220100.0%
下P撃ち過ぎですか!? (Rank 27)2026/10/102020.0%
abs (Rank 29)2026/10/1043175.0%
Garuyan (Rank 28)2026/10/042020.0%
Sinabro (Rank 29)2026/10/0432166.7%
La@Stea☆ (Rank 29)2026/10/0432166.7%
CELIS (Rank 27)2026/10/0451420.0%
ぽん (Rank 29)2026/09/29220100.0%
ちょいそる (Rank 27)2026/09/29220100.0%
hahaha (Rank 28)2026/09/29104640.0%
トローリロートル (Rank 22)2026/09/1332166.7%
I'mabeginner (Rank 26)2026/08/302020.0%
NoMark/ノーマーク (Rank 26)2026/08/3021150.0%
亀 (Rank 24)2026/07/2631233.3%
交通弱者用押しボタン (Rank 23)2026/06/1321150.0%
Penoco (Rank 24)2026/03/31220100.0%

Round openings

Wolf

Career
1,042–1,038 · 50.1%
This season
156 matches · 49.4%
Peak rank
28

First hit in 48.5% of 435 rounds. Won 54.5% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • After winning a round: backs off first in 47.6% of rounds, against 17.5% after losing one.
  • When ahead: backs off first in 47.4% of rounds, against 22.9% when level or behind.
  • After winning a round: opens with “backdash into 3K+G Heavy Middle Kick” in 20.5% of rounds, against 8.1% after losing one.

How is this tested?

backdash into Heavy Middle Kick3K+G6314.4%
guardG into Low Drop Kick62K4510.3%
guardG398.9%
crouch into Low Drop Kick62K184.1%
guardG into Heavy Middle Kick3K+G153.4%
backdash into Short Shoulder46P+K112.5%
crouch into guardG112.5%
guardG into Screw Lariat63214PP112.5%
Quick Shoulder66P+K92.1%
backdash into Kenka Kick1K+G92.1%
evade down into Low Drop Kick62K81.8%
backdash into guardG71.6%
guardG into evade down71.6%
Screw Hook63214P into Screw Lariat63214PP61.4%
backward movement into Low Drop Kick62K61.4%

86 further openings account for the other 171 rounds.

Counted from 110 of the 156 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 (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