VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Tesh10

Career matches1,295
Career win rate52.2%
Round win rate53.6%
Peak rank30
Distinct opponents116
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1570 #1,543 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

Wolf3088846842052.7%
Goh—40720819951.1%

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

754 of 798 rounds counted

5.5 inputs a second (332 a minute) this season. Faster than 9% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.5332754

By opponent's character

Pai5.7340107
Jacky5.734288
Shun5.533385
Aoi5.533373
Wolf5.532953
Sarah5.532851
Brad5.834847
El Blaze5.432747
Akira5.432239
Jeffry5.231028
Goh5.533231
Kage5.432229
Lion5.733928
Lei Fei5.030016
Lau5.331916
Jean5.93547
Taka5.53295
Vanessa5.93524

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

Pai31121938.7%-17.8
Jacky2217577.3%+24.7
Shun2115671.4%+16.9
Aoi2091145.0%-17.9
Wolf1710758.8%+7.0
Sarah148657.1%+3.6
Brad126650.0%+1.4
El Blaze117463.6%+8.4
Akira105550.0%-15.5
Jeffry95455.6%-0.8
Goh85362.5%+2.9
Kage83537.5%-24.4
Lion85362.5%-1.2
Lei Fei54180.0%+13.8
Lau42250.0%-1.9
Jean2020.0%-39.9
Taka110100.0%+32.5
Vanessa110100.0%+42.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Octagon29111837.9%-16.9
Rectangle2820871.4%+16.6
Half Fence2617965.4%+6.7
Breakable Full Fence24141058.3%-1.6
Open2214863.6%+12.9
Full Fence2011955.0%-1.4
Low Fence1761135.3%-21.8
Single Wall138561.5%+7.7
Breakable Half Fence127558.3%-0.4
Full Fence and Open95455.6%-6.6

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
Walls13957.6%57.1%+0.5
No walls5253.8%53.7%+0.1

Walls against open: +0.4 points (95% range -15.1 to +15.9), p 0.963 — 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

雷電 (Rank 32)2026/10/1851420.0%
nyu_necoginjo (Rank 26)2026/10/1552340.0%
けけみや (Rank 27)2026/10/1531233.3%
yubinpapas (Rank 27)2026/10/15660100.0%
temp002 (Rank 30)2026/10/1595455.6%
E-BB1 (Rank 27)2026/10/15220100.0%
go-to_to2012 (Rank 29)2026/10/1531233.3%
あぶらこ (Rank 27)2026/10/0542250.0%
wildduck-japan (Rank 26)2026/10/0431233.3%
nakanosan7 (Rank 28)2026/09/232020.0%
ER_higante (Rank 29)2026/09/22220100.0%
りゅうのすけ (Rank 31)2026/09/2231233.3%
leifei14 (Rank 29)2026/09/2221150.0%
abcde-9m (Rank 25)2026/09/1454180.0%
CheckItOutMan (Rank 24)2026/09/1432166.7%
omuretukun (Rank 23)2026/09/1331233.3%
tidy_stamp37 (Rank 30)2026/09/1332166.7%
somelight (Rank 26)2026/09/13220100.0%
あなたのかみさま (Rank 24)2026/09/13550100.0%
ありがとナス (Rank 28)2026/09/032020.0%
tubaki_ok (Rank 27)2026/09/0321150.0%
あかげら (Rank 23)2026/08/31330100.0%
みみぞう (Rank 24)2026/08/3131233.3%
gimoring (Rank 26)2026/08/3021150.0%
chiao1121 (Rank 21)2026/03/3032166.7%

Round openings

Wolf

Career
468–420 · 52.7%
This season
204 matches · 56.4%
Peak rank
30

First hit in 43.8% of 553 rounds. Won 57.9% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 33.1% of rounds, against 19.5% in their other rounds.
  • In round 1: opens with “G guard into 3P Arrow Knuckle” in 16.9% of rounds, against 4.6% in their other rounds.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP529.4%
guardG488.7%
guardG into Arrow Knuckle3P437.8%
backdash into Mow Down Chop1P+K427.6%
forward movement into Elbow Butt4P386.9%
punchP346.2%
Arrow Knuckle3P315.6%
Screw Hook63214P224.0%
Low Drop Kick62K213.8%
punchP into Jab StraightPP122.2%
Mow Down Chop1P+K112.0%
forward dash into guardG112.0%
forward dash into throwP+G112.0%
guardG into Low Hammer2P101.8%
Jab StraightPP into One Two UpperPPP81.4%

66 further openings account for the other 159 rounds.

Counted from 142 of the 204 matches played. The rest were not pulled for openings.

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 (14 here; about 0.7 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: 2 of 14 tests hold up