VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

AtariMode07

Career matches2,125
Career win rate39.8%
Round win rate43.9%
Peak rank25
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1346 #2,935 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

Wolf252,1258461,27939.8%

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

478 of 914 rounds counted

8.0 inputs a second (482 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf8.0482478

By opponent's character

Jean9.959237
Sarah8.550832
Vanessa7.24355
Akira8.349725
Lau7.645830
Wolf8.148761
Aoi8.349735
Goh7.041738
Brad8.249243
Shun8.048141
Jeffry7.544716
Lion8.047937
Pai8.048227
Taka8.048012
El Blaze7.444414
Kage7.544917
Eileen7.74618

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

Jean3482623.5%-8.1
Sarah1951426.3%-8.3
Vanessa1951426.3%-10.1
Akira1751229.4%-14.1
Lau1771041.2%+4.7
Wolf1651131.2%-11.7
Aoi1511473.3%+34.1
Goh149564.3%+21.2
Brad135838.5%-8.1
Shun117463.6%+16.4
Jeffry94544.4%+7.7
Lion93633.3%-29.1
Pai95455.6%+12.5
Taka84450.0%+6.9
El Blaze61516.7%-4.1
Kage63350.0%+4.0
Jacky42250.0%+22.1
Lei Fei31233.3%+20.4
Eileen2020.0%-37.4

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

Single Wall41162539.0%+5.0
Breakable Half Fence2571828.0%-9.1
Full Fence2581732.0%-11.5
Low Fence2591636.0%-2.2
Rectangle25131252.0%+15.4
Breakable Full Fence2471729.2%-15.0
Half Fence1910952.6%+9.5
Open1610662.5%+25.2
Octagon135838.5%+2.4
Full Fence and Open84450.0%+16.0

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13138.2%40.0%-1.9
No walls8242.7%36.7%+6.0

Walls against open: -7.9 points (95% range -21.5 to +5.7), p 0.255 — 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

FissionMailed (Rank 22)2026/07/2853260.0%
DatDemo (Rank 26)2026/07/2841325.0%
TheBusta (Rank 27)2026/07/283030.0%
Publix (Rank 21)2026/06/22990100.0%
NAPPYPROPHET (Rank 24)2026/06/1643175.0%
eyne (Rank 21)2026/06/1631233.3%
dishikang123 (Rank 21)2026/06/1651420.0%
Zxo (Rank 25)2026/06/04145935.7%
ChiefProphet (Rank 20)2026/06/043030.0%
Rthg (Rank 24)2026/05/311731417.6%
MadameTengu (Rank 21)2026/05/3163350.0%
GrappleEnjoyer (Rank 12)2026/05/2831233.3%
hobbit (Rank 23)2026/05/2831233.3%
SekC (Rank 23)2026/05/286060.0%
Shin_Kaz (Rank 20)2026/05/2843175.0%
KidCloyster (Rank 21)2026/05/2343175.0%
KennethParkClassof2004 (Rank 25)2026/05/1864266.7%
Tomow (Rank 24)2026/05/154040.0%
franc (Rank 16)2026/05/1142250.0%
Nychta (Rank 22)2026/05/066060.0%
Cooljerk (Rank 21)2026/05/0652340.0%
KrashOutKing (Rank 24)2026/04/1241325.0%
Nawreezy (Rank 21)2026/04/1293633.3%
alteredbeast (Rank 18)2026/04/1262433.3%
Zakar84 (Rank 21)2026/04/0653260.0%

Round openings

Wolf

Career
846–1,279 · 39.8%
This season
231 matches · 39.0%
Peak rank
25

First hit in 49.2% of 872 rounds. Won 47.1% of the rounds they struck first, 41.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 80.5% of rounds, against 66.3% in their other rounds.
  • In round 1: opens with “backdash” in 50.2% of rounds, against 25.8% in their other rounds.
  • On Breakable Full Fence stages: opens with “backdash” in 46.5% of rounds, against 30.8% on the other stages.

How is this tested?

backdash29331.9%
backdash into Elbow Butt4P13414.6%
backdash into Toe Kick Side4K+GK515.6%
backdash into backward movement404.4%
Quick Shoulder66P+K394.2%
Low Drop Kick62K333.6%
Arrow Knuckle3P272.9%
backdash into Kenka Kick1K+G161.7%
evade up161.7%
backdash into Heavy Toe Kick4K+G151.6%
backdash into Quick Shoulder66P+K151.6%
backdash into throwP+G131.4%
punchP into Jab StraightPP121.3%
Body Blow6P into Dragonfish Blow6PP111.2%
backdash into punchP111.2%

73 further openings account for the other 191 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jean4–12 · 25%3–14 · 18%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: 3 of 16 tests hold up