VirtuAnalytics

Novel Insights Through Data & Analysis

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

Wolf

Railly'25

Career matches5,709
Career win rate42.2%
Round win rate48.9%
Peak rank26
Distinct opponents210
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1343 #2,946 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

Wolf265,7092,4113,29842.2%

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

944 of 1,699 rounds counted

6.2 inputs a second (371 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Wolf6.2371944

By opponent's character

Akira6.2370139
Wolf6.539197
Jacky6.1364118
Aoi6.438361
Pai6.237092
Jeffry6.136733
Goh6.337658
Sarah5.834937
Lau6.237562
Lion6.237149
El Blaze6.036221
Vanessa6.136422
Shun6.337848
Kage6.237233
Lei Fei6.136414
Eileen6.035722
Jean5.835022
Brad6.036113
Taka6.53873

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

Akira59302950.9%+2.4
Wolf50153530.0%-17.1
Jacky46212545.6%+4.1
Aoi3324972.7%+23.1
Pai33161748.5%+8.5
Jeffry28121642.9%+2.8
Goh25111444.0%-5.2
Sarah25141156.0%+8.8
Lau2271531.8%-13.3
Lion1710758.8%+9.2
El Blaze1661037.5%-1.1
Vanessa167943.8%+5.3
Shun1441028.6%-20.8
Kage137653.9%+1.0
Lei Fei93633.3%-1.8
Eileen85362.5%+16.2
Jean72528.6%-21.3
Brad4040.0%-44.9
Taka3030.0%-35.9

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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 Wall62303248.4%+3.2
Open59243540.7%-4.2
Breakable Full Fence47262155.3%+11.9
Octagon45222348.9%+4.6
Rectangle42182442.9%-3.6
Breakable Half Fence40142635.0%-10.0
Half Fence40202050.0%+2.6
Full Fence32131940.6%-3.7
Low Fence32151746.9%+3.6
Full Fence and Open125741.7%-16.8

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
Walls24645.9%45.2%+0.7
No walls15345.1%44.7%+0.4

Walls against open: +0.3 points (95% range -9.9 to +10.5), p 0.955 — 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

AKIRA68000 (Rank 24)2026/09/1852340.0%
だっちん (Rank 21)2026/09/1842250.0%
y.o.y (Rank 21)2026/09/1551420.0%
masa__375 (Rank 25)2026/09/1351420.0%
ゆあいおお (Rank 25)2026/06/1931233.3%
masabon734 (Rank 25)2026/06/1883537.5%
銀 (Rank 25)2026/06/1863350.0%
TARO___9 (Rank 25)2026/06/1331233.3%
ZR615C (Rank 24)2026/06/08104640.0%
すけ (Rank 24)2026/06/0873442.9%
toothy-limb74 (Rank 24)2026/06/0531233.3%
MATSUNAGAAKIRA.REBOOT (Rank 27)2026/05/3132166.7%
ShieldHolder (Rank 23)2026/05/3042250.0%
ぽん (Rank 23)2026/05/3053260.0%
もっちぃ (Rank 22)2026/05/2742250.0%
kimxxxtt (Rank 23)2026/05/2732166.7%
kinggorira90 (Rank 20)2026/05/26440100.0%
Martin1833 (Rank 24)2026/05/23550100.0%
コデリン03 (Rank 22)2026/05/16330100.0%
6132da (Rank 23)2026/05/1553260.0%
おだんごたべたい (Rank 21)2026/05/1065183.3%
M&E (Rank 22)2026/04/2231233.3%
hide2480gt (Rank 21)2026/04/18660100.0%
Jack (Rank 25)2026/03/294040.0%
celestialbros (Rank 27)2026/03/2832166.7%

Round openings

Wolf

Career
2,411–3,298 · 42.2%
This season
428 matches · 45.3%
Peak rank
26

First hit in 41.8% of 1,684 rounds. Won 51.9% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 34.6% of rounds, against 21.7% in their other rounds.
  • Against Akira: evades first in 35.2% of rounds, against 23.3% against everyone else.
  • In round 1: opens with “evade down into G guard” in 11.0% of rounds, against 3.8% in their other rounds.
  • Against El Blaze: opens with “66P+K Quick Shoulder” in 24.6% of rounds, against 12.2% against everyone else.
  • After opening the round before with “66P+K Quick Shoulder”: opens with “forward movement into 4P Elbow Butt” in 11.8% of rounds, against 5.4% after anything else.
  • After winning a round: opens with “62K Low Drop Kick” in 12.6% of rounds, against 5.0% after losing one.

How is this tested?

Quick Shoulder66P+K21612.7%
Low Drop Kick62K1508.8%
forward movement into Elbow Butt4P1126.6%
evade down into guardG955.6%
Deadly Move Front6P+K+G834.9%
evade up573.4%
evade down into Elbow Butt4P523.1%
Elbow Butt4P432.5%
throwP+G412.4%
Elbow Butt4P into punchP372.2%
Screw Hook63214P into Screw Lariat63214PP372.2%
Deadly Move Front6P+K+G into throwP+G362.1%
evade down352.1%
punchP into throwP+G352.1%
evade up into Elbow Butt4P231.4%

178 further openings account for the other 650 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira16–16 · 50%14–12 · 54%too few to test
Wolf10–27 · 27%5–8 · 38%too few to test
Jacky13–16 · 45%6–8 · 43%too few to test
Aoi13–4 · 76%8–5 · 62%too few to test
Pai7–8 · 47%7–7 · 50%too few to test
Jeffry8–9 · 47%3–6 · 33%too few to test
Goh8–7 · 53%3–7 · 30%too few to test
Sarah11–5 · 69%3–4 · 43%too few to test
Lau5–10 · 33%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 (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: 6 of 15 tests hold up