VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

ポーキーとともに

Career matches3,182
Career win rate47.3%
Round win rate45.5%
Peak rank27
Distinct opponents168
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1368 #2,821 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

Wolf273,1821,5051,67747.3%

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

1,053 of 1,263 rounds counted

6.7 inputs a second (399 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.73991,053

By opponent's character

Akira7.0419163
Jacky6.8406130
Aoi7.042158
Wolf7.042174
Shun6.941268
Lion6.639867
Goh6.739955
Taka6.538847
Kage6.538851
Pai6.136451
El Blaze6.237057
Sarah6.338147
Jeffry6.740045
Lei Fei6.337838
Lau6.840541
Jean5.734225
Brad7.645614
Vanessa6.337818
Eileen5.73434

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

Akira44162836.4%-8.6
Jacky38152339.5%-1.3
Aoi2491537.5%-9.8
Wolf2291340.9%+0.9
Shun2191242.9%-0.4
Lion2081240.0%-6.4
Goh1881044.4%+4.0
Taka1812666.7%+19.1
Kage1761135.3%-3.8
Pai168850.0%+3.8
El Blaze149564.3%+14.7
Sarah148657.1%+9.9
Jeffry118372.7%+26.9
Lei Fei115645.5%+2.1
Lau105550.0%-5.8
Jean61516.7%-35.3
Brad4040.0%-43.2
Vanessa42250.0%+15.0
Eileen110100.0%+43.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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 Fence44251956.8%+14.2
Rectangle37142337.8%-5.2
Full Fence36181850.0%+6.8
Octagon36132336.1%-7.3
Open33122136.4%-13.5
Low Fence28121642.9%-2.7
Breakable Half Fence25131252.0%+10.3
Single Wall2281436.4%-8.5
Half Fence158753.3%+7.7
Full Fence and Open136746.1%-3.2

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19347.2%43.5%+3.6
No walls8338.6%46.3%-7.7

Walls against open: +11.3 points (95% range -2.5 to +25.2), p 0.109 — 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

なっちゃんねる (Rank 25)2026/10/133030.0%
下P撃ち過ぎですか!? (Rank 27)2026/10/1342250.0%
dochi-cochi (Rank 22)2026/10/12115645.5%
zxyzguy (Rank 27)2026/10/1273442.9%
ゆい (Rank 28)2026/10/1241325.0%
neco (Rank 23)2026/10/1041325.0%
nekota (Rank 26)2026/10/105050.0%
euro04190 (Rank 22)2026/10/0262433.3%
misoazy (Rank 29)2026/10/0231233.3%
michinaru (Rank 23)2026/09/3032166.7%
Nkun2026 (Rank 24)2026/09/304040.0%
osaka_mouko4649 (Rank 26)2026/09/30330100.0%
hide-on1966 (Rank 23)2026/09/3031233.3%
南無 (Rank 25)2026/09/2942250.0%
9779797 (Rank 24)2026/09/2932166.7%
nyu_necoginjo (Rank 29)2026/09/1573442.9%
まろんた (Rank 23)2026/09/15330100.0%
orachau (Rank 28)2026/08/213030.0%
gzwiz53 (Rank 27)2026/07/2842250.0%
dij_0826 (Rank 27)2026/07/2131233.3%
エルポー$ (Rank 25)2026/06/2643175.0%
0Y-Y0 (Rank 21)2026/06/0631233.3%
taka539 (Rank 24)2026/05/2531233.3%
バリカン (Rank 26)2026/05/2532166.7%
EZSD (Rank 21)2026/03/29440100.0%

Round openings

Wolf

Career
1,505–1,677 · 47.3%
This season
313 matches · 44.4%
Peak rank
27

First hit in 49.2% of 1,070 rounds. Won 50.9% of the rounds they struck first, 41.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 85.8% of rounds, against 75.5% in their other rounds.
  • Against Wolf: attacks straight away in 31.5% of rounds, against 8.8% against everyone else.
  • After opening the round before by attacking: attacks straight away in 26.2% of rounds, against 10.4% after anything else.
  • In round 4 or later: opens with “G guard into 2P Low Hammer” in 9.7% of rounds, against 4.1% in their other rounds.
  • Against Pai: opens with “G guard” in 51.1% of rounds, against 26.0% against everyone else.

How is this tested?

guardG29127.1%
guardG into Low Hammer2P605.6%
guardG into throw escape555.1%
guardG into Elbow Butt4P494.6%
guardG into Mow Down Chop1P+K423.9%
guardG into Arrow Knuckle3P363.4%
guardG into Rolling Back Elbow6PP+K312.9%
throw escape312.9%
guardG into Low Drop Kick62K282.6%
backdash into Mow Down Chop1P+K272.5%
guardG into Heavy Toe Kick4K+G242.2%
guardG into Kenka Kick1K+G222.0%
guardG into Gasp Kneel Palm Bomb6P+K211.9%
evade up131.2%
guardG into punchP131.2%

102 further openings account for the other 332 rounds.

Counted from 267 of the 313 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
Akira11–12 · 48%0–5 · 0%too few to test
Jacky8–14 · 36%4–1 · 80%too few to test
Wolf7–8 · 47%2–5 · 29%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.

46 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