VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

bbwchilidog

Career matches1,885
Career win rate40.0%
Round win rate45.8%
Peak rank25
Distinct opponents92
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1311 #3,079 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

Wolf251,8857531,13240.0%

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

1,527 of 1,581 rounds counted

5.5 inputs a second (330 a minute) this season. Faster than 8% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.53301,527

By opponent's character

Pai5.3320186
Akira6.1367130
Sarah5.1307129
Lei Fei5.1305132
Aoi5.5330106
Jeffry5.5331107
Brad5.834794
Jean5.332184
Lau5.533093
Vanessa5.533379
Jacky5.532864
Taka5.834678
Shun5.532773
Goh5.432244
Lion5.734450
Eileen5.633822
Dural5.733914
El Blaze5.734017
Kage5.734018
Wolf6.23747

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

Pai46143230.4%-9.9
Akira41251661.0%+16.1
Sarah34161847.1%+7.0
Lei Fei33141942.4%+8.8
Aoi28141450.0%+4.5
Jeffry2882028.6%-5.1
Brad27131448.1%-0.1
Jean2591636.0%-9.8
Lau23111247.8%+8.1
Vanessa2112957.1%+8.5
Jacky189950.0%+5.3
Taka1861233.3%-9.5
Shun1741323.5%-13.4
Goh123925.0%-18.7
Lion124833.3%-3.5
Eileen52340.0%-11.6
Dural4040.0%-19.2
El Blaze42250.0%+14.0
Kage4040.0%-31.2
Wolf2020.0%-11.0

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

Breakable Full Fence56263046.4%+0.2
Octagon52173532.7%-5.9
Rectangle43182541.9%-2.7
Single Wall41202148.8%+9.4
Low Fence39142535.9%-1.1
Half Fence37122532.4%-9.9
Open37191851.4%+11.2
Breakable Half Fence33122136.4%-8.5
Full Fence2581732.0%-8.6
Full Fence and Open23121152.2%+8.3

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24637.8%42.5%-4.7
No walls11745.3%39.5%+5.8

Walls against open: -10.5 points (95% range -21.9 to +0.9), p 0.070 — 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

fivey70 (Rank 27)2026/09/28102820.0%
Datboyches_TTV (Rank 26)2026/09/2862433.3%
Lucas (Rank 28)2026/09/2851420.0%
THEWEIAND (Rank 28)2026/09/2792722.2%
Gold---Mole (Rank 26)2026/09/0883537.5%
johncha (Rank 21)2026/09/0764266.7%
chaingrabs (Rank 24)2026/09/0751420.0%
abo_Sami__M (Rank 26)2026/09/0763350.0%
Wodin (Rank 25)2026/08/29123925.0%
Dreamcast (Rank 27)2026/08/2862433.3%
Themis (Rank 21)2026/08/2865183.3%
DEVOTED2TROPHIES (Rank 21)2026/08/2712120100.0%
LongDreadX (Rank 23)2026/08/27105550.0%
Gamerbobey (Rank 21)2026/08/22107370.0%
OmegaBankai (Rank 28)2026/08/2183537.5%
S_C_H_T_O_M_P (Rank 22)2026/08/0524131154.2%
Catfish (Rank 22)2026/07/14104640.0%
O.J.A (Rank 22)2026/07/0673442.9%
ColonelMeanders (Rank 22)2026/07/0484450.0%
skoydman187 (Rank 21)2026/06/2984450.0%
Leon_Kennedy (Rank 21)2026/06/1076185.7%
RADICAL_TOM (Rank 21)2026/06/1062433.3%
RaspyCannibal (Rank 22)2026/06/0762433.3%
Noggy (Rank 22)2026/06/07146842.9%
Leo6678380 (Rank 18)2026/06/0797277.8%

Round openings

Wolf

Career
753–1,132 · 40.0%
This season
402 matches · 41.3%
Peak rank
25

First hit in 48.0% of 1,577 rounds. Won 48.8% of the rounds they struck first, 43.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: evades first in 31.6% of rounds, against 21.0% in their other rounds.
  • Against Shun: evades first in 41.1% of rounds, against 22.7% against everyone else.
  • In round 4 or later: opens with “evade up” in 11.2% of rounds, against 6.0% in their other rounds.
  • Against Akira: opens with “crouch into 2P Low Hammer” in 20.7% of rounds, against 9.4% against everyone else.
  • After winning a round: opens with “crouch into 2P Low Hammer” in 12.2% of rounds, against 8.2% after losing one.

How is this tested?

crouch into Low Hammer2P16610.5%
evade up1157.3%
R.A.W. AvengerP+K+G825.2%
Arrow Knuckle3P734.6%
Quick Shoulder66P+K644.0%
crouch into Low Smash2K493.1%
punchP462.9%
guardG452.8%
Elbow Butt4P382.4%
Jab StraightPP into One Two UpperPPP352.2%
evade down into throwP+G352.2%
up kick8K342.1%
evade down322.0%
punchP into Jab StraightPP322.0%
evade up into throwP+G312.0%

191 further openings account for the other 705 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai8–22 · 27%4–9 · 31%too few to test
Akira21–9 · 70%1–2 · 33%too few to test
Sarah5–10 · 33%7–6 · 54%too few to test
Lei Fei6–10 · 38%8–9 · 47%too few to test
Aoi11–11 · 50%3–3 · 50%too few to test
Jeffry5–15 · 25%3–5 · 38%too few to test
Brad5–8 · 38%4–3 · 57%too few to test
Jean3–12 · 20%5–2 · 71%too few to test
Lau1–8 · 11%4–3 · 57%too few to test
Vanessa7–5 · 58%5–3 · 62%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 (16 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 16 tests hold up