VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

golden_r634

Career matches6,354
Career win rate35.5%
Round win rate43.9%
Peak rank23
Distinct opponents150
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1235 #3,347 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

Wolf236,3542,2544,10035.5%

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

1,084 of 1,491 rounds counted

6.9 inputs a second (415 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.94151,084

By opponent's character

Akira7.0420140
Aoi6.8407170
Jacky6.9413146
Pai6.941798
Lau6.539389
Sarah7.041876
Kage6.740358
Lion6.840856
Goh7.544848
Jeffry6.941436
Jean6.941524
Eileen7.243439
Wolf6.941529
El Blaze7.746217
Shun7.343913
Dural6.94129
Lei Fei7.544715
Taka7.243410
Brad7.847011

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

Akira58283048.3%+3.5
Aoi54233142.6%+3.7
Jacky45153033.3%-6.4
Pai30111936.7%+6.6
Lau29171258.6%+15.6
Sarah2671926.9%-12.1
Kage2191242.9%-8.6
Lion2171433.3%-11.6
Goh157846.7%+12.8
Jeffry125741.7%-1.9
Jean115645.5%+0.4
Eileen105550.0%+1.9
Wolf101910.0%-32.6
El Blaze72528.6%-3.0
Shun73442.9%+6.3
Dural42250.0%+16.8
Lei Fei41325.0%-9.2
Taka42250.0%+9.8
Brad32166.7%+13.2
Vanessa21150.0%+2.2

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Single Wall50203040.0%-2.6
Breakable Full Fence49183136.7%-6.9
Octagon41212051.2%+10.8
Breakable Half Fence36122433.3%-5.5
Low Fence36112530.6%-6.2
Full Fence35171848.6%+9.6
Rectangle33122136.4%-6.4
Half Fence31171454.8%+9.2
Open26131350.0%+10.5
Full Fence and Open1661037.5%-7.4

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
Walls22543.1%41.8%+1.3
No walls11239.3%39.9%-0.6

Walls against open: +1.9 points (95% range -9.4 to +13.1), p 0.744 — 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

ねこ吉 (Rank 25)2026/10/105050.0%
kimxxxtt (Rank 22)2026/10/1052340.0%
cs2skoda (Rank 24)2026/10/101761135.3%
sk901 (Rank 21)2026/09/2752340.0%
nekoneko (Rank 24)2026/09/2294544.4%
ゅろぽ (Rank 24)2026/09/22126650.0%
委員ちょ (Rank 21)2026/09/1261516.7%
osAnKIRA (Rank 21)2026/09/0683537.5%
chimichama (Rank 21)2026/09/03118372.7%
GWO (Rank 23)2026/08/3185362.5%
パニガーレ (Rank 24)2026/08/305050.0%
CHASER (Rank 23)2026/08/2471614.3%
Insanerr (Rank 22)2026/08/2354180.0%
yasai (Rank 23)2026/08/2053260.0%
落魄豬肉咖 (Rank 20)2026/08/0353260.0%
みの (Rank 24)2026/08/0252340.0%
Mon3tr (Rank 21)2026/08/0242250.0%
SouzaTheo (Rank 25)2026/07/2042250.0%
☆瞳氷☆ (Rank 24)2026/07/2063350.0%
mokoha_jean (Rank 22)2026/06/2874357.1%
FOX_CQC (Rank 21)2026/06/0863350.0%
naowai (Rank 21)2026/06/0365183.3%
kouchant0051 (Rank 21)2026/05/2493633.3%
和那 (Rank 21)2026/05/1164266.7%
Nox (Rank 21)2026/03/3043175.0%

Round openings

Wolf

Career
2,254–4,100 · 35.5%
This season
373 matches · 41.0%
Peak rank
23

First hit in 46.1% of 1,455 rounds. Won 47.2% of the rounds they struck first, 41.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 44.3% of rounds, against 24.5% in their other rounds.
  • After opening the round before by attacking: attacks straight away in 42.3% of rounds, against 21.3% after anything else.
  • In round 1: opens with “backdash” in 17.4% of rounds, against 3.9% in their other rounds.
  • After opening the round before with “backdash”: opens with “evade up into 3P Arrow Knuckle” in 26.1% of rounds, against 11.6% after anything else.

How is this tested?

evade up into guardG15710.6%
evade up into Arrow Knuckle3P15010.2%
Low Drop Kick62K1399.4%
backdash into backward movement1369.2%
backdash1077.2%
evade up into Savate4K956.4%
Arrow Knuckle3P714.8%
guardG into throw escape714.8%
backdash into guardG614.1%
backdash into Heavy Toe Kick4K+G553.7%
evade up382.6%
evade up into Elbow Butt4P342.3%
guardG342.3%
backdash into throw escape281.9%
Jab StraightPP into One Two UpperPPP271.8%

71 further openings account for the other 274 rounds.

Counted from 368 of the 373 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
Akira19–18 · 51%8–8 · 50%too few to test
Aoi12–18 · 40%8–11 · 42%too few to test
Jacky8–20 · 29%4–7 · 36%too few to test
Pai10–12 · 45%0–5 · 0%too few to test
Lau9–5 · 64%7–5 · 58%too few to test
Sarah4–7 · 36%3–9 · 25%too few to test
Kage7–9 · 44%2–2 · 50%too few to test
Lion5–10 · 33%2–4 · 33%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.

5 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: 4 of 15 tests hold up