VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Agnes_bell

Career matches9,449
Career win rate48.5%
Round win rate47.8%
Peak rank32
Distinct opponents233
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1561 #1,602 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

Wolf329,4494,5804,86948.5%

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

2,214 of 2,769 rounds counted

6.3 inputs a second (377 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.33772,214

By opponent's character

Jacky6.6396306
Akira6.5392169
Wolf6.4383161
Aoi6.4385163
Jean6.3377146
Goh6.1364173
Pai6.5392104
Sarah5.8348130
Jeffry6.0360100
El Blaze6.438297
Lau6.4383113
Shun5.9355112
Kage6.337886
Taka6.0358100
Vanessa6.438460
Lion6.538834
Eileen6.136842
Brad6.237444
Lei Fei6.136650
Dural6.036224

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

Jacky85364942.4%-5.2
Akira59293049.1%-0.0
Wolf53242945.3%-1.5
Aoi50361472.0%+24.5
Jean50262452.0%+8.8
Goh46242252.2%+2.3
Pai39142535.9%-9.9
Sarah36122433.3%-12.7
Jeffry33122136.4%-9.6
El Blaze32171553.1%+7.3
Lau32161650.0%+6.8
Shun31112035.5%-8.3
Kage27101737.0%-8.0
Taka25121348.0%+7.8
Vanessa2591636.0%-9.0
Lion1981142.1%-3.6
Eileen169756.2%+4.8
Brad1551033.3%-8.6
Lei Fei147750.0%-0.8
Dural75271.4%+13.8

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Breakable Full Fence97455246.4%+0.7
Open85483756.5%+11.5
Octagon79324740.5%-7.0
Low Fence74314341.9%-4.0
Single Wall70363451.4%+6.0
Breakable Half Fence65313447.7%+2.0
Half Fence62283445.2%-3.4
Rectangle56253144.6%-4.8
Full Fence53183534.0%-11.3
Full Fence and Open27171063.0%+15.3

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls41243.4%46.6%-3.2
No walls22950.2%46.0%+4.3

Walls against open: -7.4 points (95% range -16.0 to +1.1), p 0.088 — 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

え~る (Rank 31)2026/09/2286275.0%
windowkhs (Rank 27)2026/09/1887187.5%
カミナリおやじ (Rank 29)2026/09/1883537.5%
كليوديتي (Rank 33)2026/09/1463350.0%
滝太郎(Takitarou) (Rank 33)2026/09/13118372.7%
orz (Rank 29)2026/09/13126650.0%
たわばTAWABA (Rank 28)2026/09/1163350.0%
クロサギ@はなちゃん (Rank 31)2026/09/1184450.0%
ガリバー (Rank 29)2026/09/11167943.8%
cokeshi (Rank 30)2026/09/0996366.7%
ぽん (Rank 30)2026/09/0796366.7%
B.S.R-JP (Rank 26)2026/09/0676185.7%
ohtenki (Rank 29)2026/08/2476185.7%
へっぽこラウ (Rank 34)2026/08/2172528.6%
けいすけ新宿 (Rank 33)2026/08/2172528.6%
南部の釣れないルアー (Rank 33)2026/08/1874357.1%
クレウル (Rank 34)2026/08/1761516.7%
fazz00r (Rank 29)2026/08/0476185.7%
a-week-away (Rank 28)2026/07/2676185.7%
タイヨウ (Rank 33)2026/07/2372528.6%
れもん@のびしろF (Rank 30)2026/07/1662433.3%
★★★★★ (Rank 30)2026/06/3084450.0%
うをん (Rank 30)2026/06/2863350.0%
改悪 (Rank 29)2026/06/0873442.9%
MikuMartineau (Rank 31)2026/06/06128466.7%

Round openings

Wolf

Career
4,580–4,869 · 48.5%
This season
694 matches · 46.4%
Peak rank
32

First hit in 46.5% of 2,742 rounds. Won 50.7% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 7.5% of rounds, against 1.3% in their other rounds.
  • Against El Blaze: moves in first in 19.7% of rounds, against 8.3% against everyone else.
  • After winning a round: backs off first in 5.8% of rounds, against 1.7% after losing one.
  • In round 2: opens with “P punch into K kick” in 11.7% of rounds, against 6.8% in their other rounds.
  • Against Lau: opens with “1P+K Mow Down Chop” in 19.7% of rounds, against 7.7% against everyone else.
  • On Half Fence stages: opens with “P punch into K kick” in 13.3% of rounds, against 7.4% on the other stages.
  • After losing a round: opens with “1P+K Mow Down Chop” in 11.2% of rounds, against 5.0% after winning one.
  • When behind: opens with “1P+K Mow Down Chop” in 10.2% of rounds, against 6.2% when ahead or level.

How is this tested?

punchP into Jab StraightPP2438.8%
Mow Down Chop1P+K2298.2%
punchP into kickK2228.0%
Rolling Savate6K+G1666.0%
Screw Hook63214P1274.6%
forward dash into Low Drop Kick62K993.6%
Arrow Knuckle3P into guardG983.5%
throw escape923.3%
Arrow Knuckle3P792.9%
Low Hammer2P742.7%
Mow Down Chop1P+K into guardG622.2%
evade down into Elbow Butt4P451.6%
forward movement into Elbow Butt4P451.6%
Elbow Butt4P421.5%
Quick Shoulder66P+K421.5%

210 further openings account for the other 1,110 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky23–36 · 39%11–10 · 52%too few to test
Akira19–25 · 43%8–3 · 73%too few to test
Wolf10–13 · 43%12–15 · 44%too few to test
Aoi17–5 · 77%16–6 · 73%too few to test
Jean10–14 · 42%13–9 · 59%too few to test
Goh17–10 · 63%5–11 · 31%too few to test
Pai11–14 · 44%2–8 · 20%too few to test
Sarah6–19 · 24%6–3 · 67%too few to test
Jeffry9–14 · 39%1–7 · 12%too few to test
El Blaze4–9 · 31%11–6 · 65%too few to test
Lau6–9 · 40%9–6 · 60%too few to test
Shun7–18 · 28%3–2 · 60%too few to test
Kage6–13 · 32%1–3 · 25%too few to test
Taka7–9 · 44%5–4 · 56%too few to test
Vanessa7–12 · 37%2–3 · 40%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: 8 of 16 tests hold up