VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

tomiruri1120

Career matches8,209
Career win rate44.7%
Round win rate50.1%
Peak rank27
Distinct opponents219
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1487 #2,115 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

Wolf278,2093,6714,53844.7%

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

1,948 of 2,340 rounds counted

5.3 inputs a second (317 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf5.33171,948

By opponent's character

Akira5.3315237
Aoi5.3321217
Wolf5.4322229
Jacky5.4323176
Pai5.3316174
Sarah5.3319155
Goh5.3321102
Jeffry5.331898
El Blaze5.130670
Shun4.829085
Jean5.332074
Lau5.533148
Lion5.332066
Vanessa5.030053
Kage5.332163
Lei Fei5.030152
Taka4.929325
Eileen5.02985
Brad5.834712
Dural5.83487

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

Akira65392660.0%+6.3
Aoi64362856.2%+2.6
Wolf64253939.1%-7.0
Jacky58342458.6%+5.9
Pai49282157.1%+13.2
Sarah42113126.2%-17.9
Goh29161355.2%+6.0
Jeffry28161257.1%+6.3
El Blaze2481633.3%-12.3
Shun24101441.7%-8.7
Jean2191242.9%-8.0
Lau2181338.1%-14.4
Lion21101147.6%-3.0
Vanessa1811761.1%+6.7
Kage1612475.0%+21.0
Lei Fei124833.3%-19.0
Taka107370.0%+21.4
Eileen52340.0%-8.7
Brad4040.0%-38.2
Dural220100.0%+54.0

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Low Fence69363352.2%-0.4
Full Fence64333151.6%+2.3
Open64382659.4%+12.0
Half Fence63273642.9%-6.8
Breakable Full Fence56223439.3%-10.4
Single Wall56282850.0%+3.6
Rectangle50311962.0%+10.9
Breakable Half Fence48222645.8%-6.3
Octagon44291565.9%+16.1
Full Fence and Open38122631.6%-18.0

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls32550.5%50.2%+0.3
No walls18954.0%49.5%+4.4

Walls against open: -4.2 points (95% range -13.6 to +5.3), p 0.388 — 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

chimichama (Rank 22)2026/10/1675271.4%
トローリロートル (Rank 25)2026/10/111210283.3%
カプリッチョ (Rank 26)2026/10/0563350.0%
神無月夏美Vtuber (Rank 28)2026/10/0572528.6%
金田一の少年 (Rank 26)2026/09/2495455.6%
manekinecogames (Rank 23)2026/09/24129375.0%
三輪ですが@SRGM (Rank 25)2026/09/22115645.5%
vf_hornwolf@뿔늑대 (Rank 24)2026/09/2264266.7%
BANANA (Rank 30)2026/09/1162433.3%
ニンドスハッカッカ (Rank 30)2026/09/0763350.0%
しろ☆おび。@のびしろF (Rank 24)2026/08/3176185.7%
委員ちょ (Rank 21)2026/08/0476185.7%
CELIS (Rank 26)2026/08/0353260.0%
orz (Rank 27)2026/08/0372528.6%
nikuzuki (Rank 27)2026/07/28128466.7%
nekota (Rank 25)2026/07/2285362.5%
こて (Rank 27)2026/07/2061516.7%
ZR615C (Rank 27)2026/07/1974357.1%
A56-7W (Rank 27)2026/07/1665183.3%
え~る (Rank 29)2026/07/1592722.2%
トマト牛乳♪ (Rank 26)2026/07/031321115.4%
銀 (Rank 27)2026/06/2892722.2%
ねこ吉 (Rank 23)2026/06/1875271.4%
imhanzo (Rank 27)2026/06/1873442.9%
ズサ齋藤 (Rank 21)2026/06/0874357.1%

Round openings

Wolf

Career
3,671–4,538 · 44.7%
This season
577 matches · 49.9%
Peak rank
27

First hit in 49.1% of 2,212 rounds. Won 52.9% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 20.1% of rounds, against 9.4% in their other rounds.
  • After opening the round before by evading: evades first in 22.7% of rounds, against 14.5% after anything else.
  • After winning a round: backs off first in 22.3% of rounds, against 14.1% after losing one.
  • When behind: attacks straight away in 56.5% of rounds, against 46.2% when ahead or level.
  • In round 2: opens with “throw escape” in 15.4% of rounds, against 11.1% in their other rounds.
  • After losing a round: opens with “throw escape” in 16.4% of rounds, against 7.6% after winning one.
  • When behind: opens with “throw escape” in 16.8% of rounds, against 8.1% when ahead or level.

How is this tested?

throw escape27012.2%
Arrow Knuckle3P23910.8%
punchP934.2%
throwP+G773.5%
evade down into Low Drop Kick62K753.4%
Quick Shoulder66P+K703.1%
crouch into throw escape673.0%
Arrow Knuckle3P into guardG622.8%
backdash into Short Shoulder46P+K622.8%
evade down into Savate4K552.5%
crouch into Low Drop Kick62K411.9%
evade down into throw escape411.9%
crouch dash back into Gasp Kneel Palm Bomb6P+K381.7%
guardG351.6%
guardG into throw escape351.6%

210 further openings account for the other 960 rounds.

Counted from 547 of the 577 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
Wolf14–15 · 48%10–16 · 38%too few to test
Aoi19–14 · 58%12–9 · 57%too few to test
Akira18–16 · 53%13–3 · 81%too few to test
Jacky15–9 · 62%10–8 · 56%too few to test
Pai20–13 · 61%5–4 · 56%too few to test
Sarah4–22 · 15%5–8 · 38%too few to test
Jeffry8–4 · 67%7–4 · 64%too few to test
Goh7–5 · 58%8–6 · 57%too few to test
El Blaze3–7 · 30%5–9 · 36%too few to test
Shun4–8 · 33%4–4 · 50%too few to test
Jean6–6 · 50%3–3 · 50%too few to test
Lau5–9 · 36%3–4 · 43%too few to test
Lion4–10 · 29%6–1 · 86%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.

30 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 (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: 7 of 16 tests hold up