VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Wolf

bmurphy88

Career matches354
Career win rate48.0%
Round win rate44.8%
Peak rank22
Distinct opponents48
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1261 #3,264 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

Wolf2235417018448.0%

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

652 of 652 rounds counted

5.7 inputs a second (342 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.7342652

By opponent's character

Lei Fei5.734395
Akira5.935567
Jacky5.432564
Pai6.136455
Jean5.834653
Brad5.633554
El Blaze6.035940
Goh5.633642
Vanessa5.532941
Sarah5.633526
Aoi5.130623
Jeffry5.734420
Eileen6.338020
Kage5.331920
Dural5.73408
Lau5.63368
Shun6.33818
Taka5.23143
Wolf6.03605

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

Lei Fei2391439.1%-8.8
Akira167943.8%+0.5
Jacky1661037.5%-3.5
Pai1551033.3%-2.7
Jean145935.7%-14.0
Brad135838.5%+0.9
El Blaze106460.0%+8.0
Goh106460.0%+7.9
Vanessa107370.0%+35.5
Sarah72528.6%-2.5
Aoi65183.3%+43.7
Jeffry6060.0%-29.7
Eileen51420.0%-23.9
Kage53260.0%+13.4
Dural2020.0%-43.4
Lau220100.0%+53.7
Shun2020.0%-18.3
Taka1010.0%-17.9
Wolf1010.0%-40.0

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

Octagon27121544.4%+9.1
Low Fence2091145.0%-0.2
Full Fence1911857.9%+15.0
Rectangle1951426.3%-4.8
Breakable Full Fence1861233.3%-17.9
Half Fence1741323.5%-16.9
Open125741.7%-4.9
Single Wall1210283.3%+38.1
Breakable Half Fence104640.0%-3.0
Full Fence and Open42250.0%+8.4

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
Walls11038.2%40.0%-1.8
No walls4454.5%46.2%+8.3

Walls against open: -10.1 points (95% range -30.2 to +10.0), p 0.324 — 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

mobo2000 (Rank 21)147750.0%
Gold---Mole (Rank 21)91811.1%
S_C_H_T_O_M_P (Rank 17)990100.0%
Twonny (Rank 25)71614.3%
fivey70 (Rank 27)71614.3%
Datboyches_TTV (Rank 22)62433.3%
Devin-thatguy (Rank 19)64266.7%
GambleOfDarun (Rank 22)61516.7%
ZNote1022 (Rank 20)63350.0%
BEAST_KO (Rank 21)54180.0%
DDRMONKEY (Rank 24)52340.0%
PhiL_Left88 (Rank 18)53260.0%
BehemothTyphoon (Rank 25)4040.0%
GetWoody (Rank 18)440100.0%
BearPrincess420 (Rank 21)31233.3%
BsMWakaFlocK (Rank 21)31233.3%
FatTarma (Rank 21)330100.0%
JLeo (Rank 20)32166.7%
Middleone (Rank 24)31233.3%
Shoaibowza (Rank 18)31233.3%
ZingierCube956 (Rank 22)31233.3%
nack (Rank 19)32166.7%
FatTwink (Rank 21)220100.0%
UltraShock3 (Rank 23)2020.0%
xBeaMO (Rank 20)2020.0%

Most played opponents, most recent first

ZingierCube956 (Rank 22)2026/06/2331233.3%
Gold---Mole (Rank 21)2026/06/2391811.1%
BearPrincess420 (Rank 21)2026/06/2231233.3%
mobo2000 (Rank 21)2026/06/22147750.0%
Twonny (Rank 25)2026/06/2271614.3%
DDRMONKEY (Rank 24)2026/06/2252340.0%
GetWoody (Rank 18)2026/06/21440100.0%
FatTwink (Rank 21)2026/06/21220100.0%
Datboyches_TTV (Rank 22)2026/06/2162433.3%
Shoaibowza (Rank 18)2026/06/2031233.3%
xBeaMO (Rank 20)2026/06/202020.0%
nack (Rank 19)2026/06/2032166.7%
Devin-thatguy (Rank 19)2026/06/2064266.7%
GambleOfDarun (Rank 22)2026/06/2061516.7%
BehemothTyphoon (Rank 25)2026/06/204040.0%
S_C_H_T_O_M_P (Rank 17)2026/06/20990100.0%
ZNote1022 (Rank 20)2026/06/1963350.0%
UltraShock3 (Rank 23)2026/06/182020.0%
JLeo (Rank 20)2026/06/1832166.7%
PhiL_Left88 (Rank 18)2026/06/1853260.0%
Middleone (Rank 24)2026/06/1831233.3%
BEAST_KO (Rank 21)2026/06/1754180.0%
BsMWakaFlocK (Rank 21)2026/06/1731233.3%
fivey70 (Rank 27)2026/06/1771614.3%
FatTarma (Rank 21)2026/06/16330100.0%

Round openings

Wolf

Career
170–184 · 48.0%
This season
164 matches · 42.1%
Peak rank
22

First hit in 50.1% of 648 rounds. Won 46.1% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 26.8% of rounds, against 13.4% in their other rounds.
  • After the opponent opened the round before by attacking: waits first in 32.4% of rounds, against 17.2% after anything else.
  • In round 1: opens with “G guard” in 23.2% of rounds, against 9.6% in their other rounds.

How is this tested?

guardG8513.0%
punchP into Jab StraightPP7611.6%
punchP527.9%
evade up into punchP385.8%
crouch into Low Hammer2P294.4%
throwP+G223.4%
backdash into Savate4K213.2%
guardG into Arrow Knuckle3P203.0%
Face Lift Kick3K182.8%
Jab StraightPP into One Two UpperPPP182.8%
evade up into Double High KickKK182.8%
Arrow Knuckle3P162.4%
backward movement into guardG132.0%
backdash into kickK121.8%
Heavy Middle Kick3K+G101.5%

78 further openings account for the other 207 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lei Fei6–11 · 35%3–3 · 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.

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: 3 of 15 tests hold up