VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

pome-_-zzZ

Career matches3,668
Career win rate48.4%
Round win rate52.5%
Peak rank27
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1465 #2,238 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

Wolf273,6681,7751,89348.4%

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

520 of 737 rounds counted

6.6 inputs a second (396 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.6396520

By opponent's character

Akira6.337881
Vanessa7.243012
Goh6.941568
Wolf7.142657
Lion6.438733
Jean6.538958
Aoi6.840849
Brad6.136534
Jacky6.639528
Jeffry6.84075
Sarah6.338028
Kage6.840822
Shun6.337826
El Blaze6.84085
Pai6.13667
Eileen7.04234
Lei Fei7.14243

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

Akira30191163.3%-5.9
Vanessa2314960.9%+11.3
Goh1710758.8%+7.7
Wolf168850.0%-21.4
Lion157846.7%+0.8
Jean145935.7%-22.6
Aoi127558.3%+6.5
Brad127558.3%+4.4
Jacky106460.0%-3.4
Jeffry86275.0%+36.3
Sarah73442.9%+2.9
Kage63350.0%-5.0
Shun63350.0%-8.6
El Blaze41325.0%-15.7
Pai220100.0%+37.6
Eileen110100.0%+37.4
Lei Fei110100.0%+37.6

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

Single Wall2921872.4%+13.8
Open27131448.1%+0.0
Full Fence2281436.4%-23.6
Octagon1914573.7%+20.7
Breakable Half Fence179852.9%-5.7
Breakable Full Fence167943.8%-8.3
Half Fence149564.3%+9.4
Low Fence149564.3%+12.8
Rectangle138561.5%+3.4
Full Fence and Open53260.0%-14.0

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
Walls10154.5%56.0%-1.5
No walls7061.4%54.3%+7.2

Walls against open: -8.7 points (95% range -23.2 to +5.8), p 0.241 — 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

チーム拓る ばくだん (Rank 23)2026/10/1131233.3%
はおいー先生 (Rank 22)2026/10/1132166.7%
yusyusonna (Rank 24)2026/09/1653260.0%
M&E (Rank 24)2026/09/16168850.0%
送分童子 (Rank 22)2026/09/0632166.7%
DDaDDai (Rank 28)2026/09/031761135.3%
スタンプジャンパー (Rank 21)2026/09/0332166.7%
胃弱 (Rank 25)2026/08/2153260.0%
ueoai8277 (Rank 28)2026/08/2131233.3%
Melt (Rank 26)2026/07/183030.0%
twinsshine (Rank 27)2026/07/1131233.3%
格雷希欧 (Rank 25)2026/07/0832166.7%
bobshin9 (Rank 23)2026/06/2832166.7%
BANANA (Rank 29)2026/06/2032166.7%
ooosugi1202 (Rank 25)2026/06/1842250.0%
トローリロートル (Rank 22)2026/06/0532166.7%
omochiunyon (Rank 26)2026/05/2932166.7%
KAISER (Rank 26)2026/05/1654180.0%
ダストレス (Rank 20)2026/05/1332166.7%
あっしゅさん (Rank 26)2026/05/0931233.3%
Ishmokin (Rank 21)2026/04/2043175.0%
熟女♡ベネッサ (Rank 26)2026/03/2854180.0%
けいすけ新宿 (Rank 30)2026/03/28117463.6%
ペケ壱 (Rank 28)2026/03/2831233.3%
一拳超人 (Rank 24)2026/03/2843175.0%

Round openings

Wolf

Career
1,775–1,893 · 48.4%
This season
184 matches · 56.0%
Peak rank
27

First hit in 48.9% of 707 rounds. Won 53.2% of the rounds they struck first, 52.1% of the rounds they were struck first.

Significant Tells

  • After losing a round: waits first in 24.9% of rounds, against 7.7% after winning one.
  • In round 1: opens with “evade up” in 5.6% of rounds, against 2.1% in their other rounds.

How is this tested?

Rolling Savate6K+G13218.5%
guardG699.7%
evade up212.9%
Low Drop Kick62K192.7%
Screw Hook63214P192.7%
forward movement into Elbow Butt4P192.7%
Body Blow6P into Rolling Back Elbow6PP+K162.2%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K142.0%
forward movement into Low Drop Kick62K142.0%
evade up into guardG131.8%
Elbow Butt4P into punchP121.7%
Knee Lift6K111.5%
Screw Hook63214P into Screw Lariat63214PP111.5%
throwP+G111.5%
Tomahawk Chop9P into throwP+G101.4%

116 further openings account for the other 323 rounds.

Counted from 178 of the 184 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
Akira5–4 · 56%10–3 · 77%too few to test
Vanessa5–5 · 50%9–4 · 69%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.

6 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: 2 of 15 tests hold up