VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Wolf

dryryo

Career matches2,851
Career win rate47.3%
Round win rate46.8%
Peak rank28
Distinct opponents89
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1455 #2,302 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

Wolf282,8511,3481,50347.3%

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

609 of 778 rounds counted

5.2 inputs a second (312 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.2312609

By opponent's character

Aoi5.231265
Akira5.332076
Jacky5.231465
Pai5.231351
Wolf5.432550
Sarah5.029851
Shun5.331847
Eileen5.432528
Jeffry5.130522
Lion5.532932
Jean4.828626
Lau5.130811
El Blaze5.029716
Taka4.828922
Lei Fei5.331815
Vanessa4.627718
Goh6.036010
Brad4.82884

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

Aoi26141253.9%-0.5
Akira2291340.9%+1.9
Jacky2191242.9%+3.3
Pai189950.0%+3.9
Wolf1641225.0%-17.2
Sarah1511473.3%+31.5
Shun125741.7%-4.9
Eileen105550.0%+0.1
Jeffry94544.4%-5.2
Lion94544.4%+1.2
Jean84450.0%+6.7
Lau62433.3%-11.8
El Blaze51420.0%-33.1
Taka53260.0%+21.6
Lei Fei42250.0%-13.3
Vanessa41325.0%-25.1
Goh31233.3%-20.6
Brad110100.0%+41.1

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

Half Fence2617965.4%+14.6
Breakable Half Fence22111150.0%+8.1
Octagon2061430.0%-12.5
Single Wall2091145.0%+0.3
Breakable Full Fence1981142.1%-0.8
Full Fence1971236.8%-8.8
Low Fence1771041.2%-8.6
Open123925.0%-28.6
Full Fence and Open118372.7%+31.9
Rectangle107370.0%+19.5

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
Walls11648.3%45.8%+2.4
No walls4938.8%47.9%-9.2

Walls against open: +11.6 points (95% range -4.6 to +27.8), p 0.160 — 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

あかげら (Rank 24)2026/10/1664266.7%
クロサギ@はなちゃん (Rank 31)2026/10/1351420.0%
Real_Okira (Rank 27)2026/10/0732166.7%
かりぼー (Rank 26)2026/10/0732166.7%
michinoku1ritabi (Rank 23)2026/10/03330100.0%
たわばTAWABA (Rank 28)2026/10/0351420.0%
A56-7W (Rank 29)2026/09/2863350.0%
Jyuryoku_Eileen (Rank 25)2026/09/1795455.6%
パニガーレ (Rank 24)2026/09/1732166.7%
神無月夏美Vtuber (Rank 26)2026/09/1442250.0%
フォアグラVtuber (Rank 24)2026/09/1432166.7%
calmknight[냠냠] (Rank 30)2026/09/142020.0%
カミナリおやじ (Rank 27)2026/09/14220100.0%
こて (Rank 28)2026/09/053030.0%
TOMORV (Rank 27)2026/09/0581712.5%
lemon-sour (Rank 27)2026/08/022020.0%
イイダ (Rank 29)2026/07/3141325.0%
nikuzuki (Rank 28)2026/07/3131233.3%
かげちよ (Rank 29)2026/07/2243175.0%
okb@j>おーけーびー (Rank 29)2026/07/2232166.7%
AOEアオイ (Rank 25)2026/05/2053260.0%
ooosugi1202 (Rank 26)2026/05/0542250.0%
さばみそ (Rank 28)2026/04/1663350.0%
抹茶かふぇ (Rank 25)2026/04/0632166.7%
たけぞう (Rank 27)2026/04/0331233.3%

Round openings

Wolf

Career
1,348–1,503 · 47.3%
This season
194 matches · 45.9%
Peak rank
28

First hit in 43.5% of 710 rounds. Won 48.5% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • Against Aoi: backs off first in 9.6% of rounds, against 2.8% against everyone else.
  • After losing a round: moves in first in 9.2% of rounds, against 6.0% after winning one.
  • Against Shun: opens with “3K Face Lift Kick” in 14.9% of rounds, against 4.7% against everyone else.
  • After losing a round: opens with “G guard” in 9.6% of rounds, against 3.2% after winning one.
  • When behind: opens with “G guard” in 9.5% of rounds, against 4.9% when ahead or level.

How is this tested?

Low Drop Kick62K8512.0%
Screw Hook63214P into Screw Lariat63214PP699.7%
guardG425.9%
Face Lift Kick3K385.3%
Quick Shoulder66P+K283.9%
evade up into Screw Lariat63214PP263.7%
forward movement into Elbow Butt4P192.7%
guardG into evade up192.7%
Rolling Savate6K+G172.4%
guardG into punchP162.2%
throwP+G152.1%
up-back kick7K152.1%
Arrow Knuckle3P142.0%
Low Hammer2P142.0%
forward movement into Knuckle Part1PP121.7%

108 further openings account for the other 281 rounds.

Counted from 176 of the 194 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
Aoi11–8 · 58%2–4 · 33%too few to test
Jacky6–8 · 43%2–3 · 40%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.

18 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 (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: 5 of 15 tests hold up