VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

G13

  • Brad
  • Sarah
  • Taka
  • Aoi
  • Wolf
Career matches2,778
Career win rate37.0%
Round win rate41.8%
Peak rank24
Distinct opponents190
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1182 #3,473 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

Akira221,15134980230.3%
Taka2476932944042.8%
Sarah2243717726040.5%
Brad2328812216642.4%
Aoi2197346335.0%
Wolf1836162044.4%

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

1,333 of 1,458 rounds counted

4.9 inputs a second (294 a minute) this season. Faster than 2% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad4.9293627
Akira4.9297451
Sarah4.6277135
Taka5.432368
Aoi4.829030
Wolf4.728422

By opponent's character

Akira4.6278193
Jacky4.8288143
Aoi4.9294122
Lion5.2309122
Shun5.2313121
Sarah4.9294103
Wolf5.030091
Lau4.929370
Goh5.130456
Pai5.130753
Jeffry4.929259
Jean4.627438
El Blaze5.030136
Vanessa4.627434
Kage4.627630
Brad5.030115
Dural4.527213
Eileen5.029712
Lei Fei4.828711
Taka5.030311

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

Akira54203437.0%+1.4
Jacky38132534.2%-6.5
Aoi36152141.7%+10.9
Lion31151648.4%+7.8
Shun3182325.8%-11.2
Sarah27141351.9%+8.4
Wolf2681830.8%+2.2
Lau2061430.0%-1.8
Goh1912763.2%+16.9
Pai1961331.6%-2.5
Jeffry1861233.3%-0.5
Jean1431121.4%-14.5
El Blaze110110.0%-14.5
Vanessa103730.0%+9.2
Kage82625.0%-9.0
Brad6060.0%-26.7
Dural3030.0%-27.4
Eileen31233.3%+6.7
Lei Fei31233.3%-1.5
Taka32166.7%-9.6

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

Open51203139.2%+2.4
Half Fence49212842.9%+7.7
Octagon42162638.1%+1.7
Low Fence38122631.6%-4.6
Breakable Full Fence36162044.4%+3.8
Breakable Half Fence36102627.8%-11.9
Full Fence3592625.7%-7.3
Single Wall34102429.4%+2.9
Rectangle33132039.4%+4.1
Full Fence and Open1331023.1%-8.5

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
Walls23136.8%36.7%+0.1
No walls12334.1%33.9%+0.3

Walls against open: -0.2 points (95% range -11.0 to +10.6), p 0.971 — 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

neo (Rank 22)125741.7%
hide2480gt (Rank 22)87187.5%
maple_carla (Rank 21)86275.0%
parking-orange (Rank 22)83537.5%
zakisan (Rank 36)7070.0%
や。 (Rank 27)71614.3%
mahoro315 (Rank 24)62433.3%
mikage-maruko (Rank 21)61516.7%
まろんた (Rank 24)62433.3%
FOX_CQC (Rank 21)52340.0%
missile3pei (Rank 23)53260.0%
tomo-omot009 (Rank 21)550100.0%
ほね (Rank 16)550100.0%
ゴーグル (Rank 4)550100.0%
AEON_jp_com (Rank 12)43175.0%
Kirakira (Rank 22)41325.0%
SakuRa (Rank 24)4040.0%
WINDOM-DDD (Rank 26)41325.0%
hamuhamu (Rank 26)41325.0%
jinmenusagi (Rank 41)4040.0%
wilow17 (Rank 24)41325.0%
5秒真の男 (Rank 22)3030.0%
StartCk88 (Rank 27)3030.0%
Stoto-Ship (Rank 31)3030.0%
ju-onn (Rank 15)32166.7%

Most played opponents, most recent first

jinmenusagi (Rank 41)2026/09/304040.0%
maple_carla (Rank 21)2026/09/2586275.0%
parking-orange (Rank 22)2026/09/2483537.5%
SakuRa (Rank 24)2026/09/224040.0%
mikage-maruko (Rank 21)2026/09/1861516.7%
zakisan (Rank 36)2026/09/187070.0%
missile3pei (Rank 23)2026/09/1753260.0%
WINDOM-DDD (Rank 26)2026/09/1641325.0%
neo (Rank 22)2026/09/15125741.7%
ゴーグル (Rank 4)2026/09/15550100.0%
や。 (Rank 27)2026/09/1271614.3%
tomo-omot009 (Rank 21)2026/09/12550100.0%
まろんた (Rank 24)2026/09/0662433.3%
ほね (Rank 16)2026/09/04550100.0%
hamuhamu (Rank 26)2026/08/2741325.0%
AEON_jp_com (Rank 12)2026/08/2543175.0%
mahoro315 (Rank 24)2026/08/2562433.3%
StartCk88 (Rank 27)2026/08/223030.0%
hide2480gt (Rank 22)2026/08/2187187.5%
5秒真の男 (Rank 22)2026/07/133030.0%
ju-onn (Rank 15)2026/07/0832166.7%
Stoto-Ship (Rank 31)2026/06/203030.0%
FOX_CQC (Rank 21)2026/06/1152340.0%
wilow17 (Rank 24)2026/06/1141325.0%
Kirakira (Rank 22)2026/04/1841325.0%

Round openings

Every character

guardG30721.1%
backdash into guardG684.7%
Souka Housui3P+K into crouch503.4%
punchP into Jab Straight422.9%
Sawk Klab6P+K372.5%
guardG into punchP372.5%
crouch into Jaguar Tail2K+G352.4%
Jouho Senshou46P342.3%
Jab StraightPP into Combination UpperPPP322.2%
Fujinkyaku2K+G into Chutenshou2K+GP271.9%
Jaguar Tail2K+G into crouch211.4%
Jouho Touken6P into Sayu Kaikyu4PP211.4%
guardG into Souka Housui3P+K201.4%
evade up into Sawk Klab6P+K191.3%
guardG into throw escape191.3%

231 further openings account for the other 686 rounds.

Counted from 378 of the 380 matches played. The rest were not pulled for openings.

Brad

Career
122–166 · 42.4%
This season
162 matches · 40.1%
Peak rank
23

First hit in 51.0% of 620 rounds. Won 49.7% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG11017.7%
backdash into guardG396.3%
Sawk Klab6P+K376.0%
punchP into Jab StraightPP376.0%
crouch into Jaguar Tail2K+G355.6%
Jab StraightPP into Combination UpperPPP325.2%
Jaguar Tail2K+G into crouch213.4%
evade up into Sawk Klab6P+K193.1%
Sharp Shoot1P into crouch172.7%
guardG into Sawk Klab6P+K142.2%
guardG into punchP142.2%
Jaguar Tail2K+G132.1%
Elbow Hook6P121.9%
High Spin KickK+G121.9%
evade up121.9%

77 further openings account for the other 197 rounds.

Counted from 160 of the 162 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–6 · 62%4–6 · 40%too few to test
Jacky9–8 · 53%0–4 · 0%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.

2 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?

Akira

Career
349–802 · 30.3%
This season
139 matches · 28.8%
Peak rank
22

First hit in 59.0% of 525 rounds. Won 39.4% of the rounds they struck first, 31.2% of the rounds they were struck first.

Significant Tells

  • Against Lion: backs off first in 26.2% of rounds, against 5.4% against everyone else.
  • Against Lion: opens with “backdash into G guard” in 18.0% of rounds, against 3.0% against everyone else.

How is this tested?

guardG12423.5%
Souka Housui3P+K into crouch509.5%
Jouho Senshou46P346.4%
Fujinkyaku2K+G into Chutenshou2K+GP275.1%
backdash into guardG254.7%
Jouho Touken6P into Sayu Kaikyu4PP214.0%
guardG into Souka Housui3P+K203.8%
guardG into Jouho Touken6P173.2%
guardG into punchP173.2%
guardG into Jouho Senshou46P152.8%
ZanshuK+G into Youshi SaikenK+GP142.6%
punchP into Hachimon KaidaPP142.6%
guardG into throw escape81.5%
Youhou33P71.3%
Jouho Touken6P50.9%

69 further openings account for the other 130 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira5–7 · 42%1–8 · 11%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?

Sarah

Career
177–260 · 40.5%
This season
45 matches · 35.6%
Peak rank
22

First hit in 58.2% of 170 rounds. Won 45.5% of the rounds they struck first, 39.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG4224.7%
Leg Slicer2K+G137.7%
Low Spin Kick3K+G116.5%
Jab StraightPP into Flash Piston PunchPPP84.7%
guardG into Rising Elbow6P84.7%
Stiletto66K74.1%
guardG into Serpent Toe Kick2P+K52.9%
Rising Elbow6P42.4%
guardG into Full Spin Heel Kick9K42.4%
guardG into Stiletto66K42.4%
guardG into punchP42.4%
Full Spin Heel Kick9K31.8%
crouch into Leg Slicer2K+G31.8%
guardG into Double Joint Butt6PK31.8%
guardG into Double Rise Kick4P+K31.8%

35 further openings account for the other 48 rounds.

Taka

Career
329–440 · 42.8%
This season
19 matches · 57.9%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1823.1%
crouch into Tsuyubarai2P+K1620.5%
punchP into Tsuppari 2PP911.5%
Tsuppari 2PP into Tsuppari 3PPP45.1%
Kachi'age33P+K22.6%
Mageryu46P22.6%
Tsuyubarai2P+K22.6%
guardG into punchP22.6%
punchP into backdash22.6%
Agyou4P+K+G11.3%
Kumoyaburi4P+K11.3%
Onigoroshi3P11.3%
Takatsumehashi3P+K11.3%
Tsuyubarai2P+K into crouch11.3%
backdash11.3%

15 further openings account for the other 15 rounds.

Aoi

Career
34–63 · 35.0%
This season
10 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1027.8%
crouch into Kusanagi2K+G719.4%
Tenchi In'youP+K+G25.6%
guardG into Chudan Hiji'ate6P25.6%
Kusanagi2K+G12.8%
Nami'okoshi3K+G12.8%
NirentotsuPP into Nirentotsu OuchuPPP12.8%
Sodeshinken33P+K12.8%
backdash12.8%
backdash into guardG12.8%
down, down-back punch+kick21P+K12.8%
forward dash into throwP+G12.8%
guardG into Sodeshinken33P+K12.8%
guardG into back punch+kick4P+K12.8%
guardG into crouch12.8%

4 further openings account for the other 4 rounds.

Wolf

Career
16–20 · 44.4%
This season
5 matches · 60.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Smash2K418.2%
guardG313.6%
Low Drop Kick62K29.1%
punchP29.1%
punchP into Jab StraightPP29.1%
Body Blow6P into backward movement14.5%
Drop Kick9K14.5%
Heavy Middle Kick3K+G into guardG14.5%
Knee Lift6K14.5%
backdash into Drop Kick9K14.5%
guardG into Body Blow6P14.5%
guardG into Dragonfish Blow6PP14.5%
guardG into Knee Lift6K14.5%
guardG into throw escape14.5%

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 (30 here; about 1.5 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

  • Brad: 0 of 15 tests hold up
  • Akira: 2 of 15 tests hold up
  • Sarah: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Wolf: not tested (too few rounds)