VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

俺...

  • Wolf
  • Kage
Career matches10,460
Career win rate20.5%
Round win rate28.1%
Peak rank24
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1022 #3,658 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

Akira219,4281,6937,73518.0%
Kage241,00144156044.1%
Wolf163162519.4%

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

334 of 335 rounds counted

8.1 inputs a second (484 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.2490322
Wolf5.03008
Kage5.53324

By opponent's character

Wolf7.947258
Jeffry8.148538
Pai8.953636
Lion8.450631
Shun8.148630
Akira7.343827
Sarah7.142625
Jacky7.343823
Brad9.657415
Jean9.255113
Aoi8.65149
Goh8.75206
Kage8.14888
Lei Fei7.54488
Taka6.23717

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

Wolf1431121.4%+11.7
Jeffry101910.0%-6.8
Pai100100.0%-13.8
Lion83537.5%+27.8
Shun8080.0%-12.4
Akira71614.3%+1.8
Sarah72528.6%+19.2
Jacky61516.7%+5.2
Brad4040.0%-14.0
Jean4040.0%-12.8
Aoi2020.0%-17.2
Goh2020.0%-11.4
Kage2020.0%-8.9
Lei Fei2020.0%-17.2
Taka2020.0%-11.9

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

Open1531220.0%+12.3
Single Wall1421214.3%+2.5
Full Fence92722.2%+8.6
Half Fence91811.1%-2.5
Low Fence9090.0%-15.4
Full Fence and Open8080.0%-16.1
Rectangle71614.3%+3.7
Octagon6060.0%-13.2
Breakable Half Fence5050.0%-11.5
Breakable Full Fence3030.0%-13.8

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
Walls3910.3%12.7%-2.5
No walls3813.2%11.6%+1.5

Walls against open: -4.0 points (95% range -18.7 to +10.8), p 0.597 — 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

リリン (Rank 23)2026/09/232020.0%
Fuji-Atsuka (Rank 21)2026/09/152020.0%
きつね (Rank 24)2026/09/142020.0%
みらめたる (Rank 22)2026/09/142020.0%
CottonCandy (Rank 21)2026/09/142020.0%
Ace-Destino1230 (Rank 21)2026/09/144040.0%
thatamaru (Rank 24)2026/09/1461516.7%
nihikibito (Rank 24)2026/09/1431233.3%
アカーニャ (Rank 23)2026/09/1431233.3%
委員ちょ (Rank 21)2026/09/142020.0%
y.o.y (Rank 21)2026/09/1431233.3%
だっちん (Rank 22)2026/09/142020.0%
dalmax72 (Rank 21)2026/09/144040.0%
maeK55 (Rank 21)2026/09/142020.0%
marunguy (Rank 21)2026/09/1432166.7%
ちぇびーまるやま (Rank 22)2026/09/1431233.3%
smogh (Rank 21)2026/09/142020.0%
golden_r634 (Rank 21)2026/09/132020.0%
スタンプジャンパー (Rank 21)2026/09/132020.0%
みなみ (Rank 16)2026/09/132020.0%
masabon734 (Rank 27)2026/09/122020.0%
BangJae (Rank 22)2026/09/129090.0%
STC (Rank 23)2026/09/122020.0%
AiokometeZ (Rank 23)2026/09/1241325.0%
timyotora (Rank 22)2026/09/0721150.0%

Round openings

Every character

forward dash into Jouho Touken6P236.9%
backdash into Koboku214P206.0%
backdash into evade up164.8%
backdash into Jouho Touken6P133.9%
backdash into Geimon Tessen46P+K+G113.3%
backdash into Kaikyusei4P113.3%
backdash into Jouho Senshou46P103.0%
evade up into Jouho Touken6P82.4%
Senzankou66P+K into throwP+G72.1%
backdash into Chouzan Housui46P+K72.1%
backdash into forward dash72.1%
backdash into Rimon Chouchu66P61.8%
evade down into Jouho Touken6P61.8%
backdash into Chouyoushu1P51.5%
evade up into Jouho Senshou46P51.5%

108 further openings account for the other 180 rounds.

Akira

Career
1,693–7,735 · 18.0%
This season
85 matches · 11.8%
Peak rank
21

First hit in 44.0% of 323 rounds. Won 30.3% of the rounds they struck first, 25.4% of the rounds they were struck first.

Significant Tells

  • After opening the round before by attacking: attacks straight away in 46.2% of rounds, against 12.4% after anything else.

How is this tested?

forward dash into Jouho Touken6P237.1%
backdash into Koboku214P206.2%
backdash into evade up165.0%
backdash into Jouho Touken6P134.0%
backdash into Geimon Tessen46P+K+G113.4%
backdash into Kaikyusei4P113.4%
backdash into Jouho Senshou46P103.1%
evade up into Jouho Touken6P82.5%
Senzankou66P+K into throwP+G72.2%
backdash into Chouzan Housui46P+K72.2%
backdash into forward dash72.2%
backdash into Rimon Chouchu66P61.9%
evade down into Jouho Touken6P61.9%
backdash into Chouyoushu1P51.6%
evade up into Jouho Senshou46P51.6%

101 further openings account for the other 168 rounds.

Wolf

Career
6–25 · 19.4%
This season
2 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

R.A.W. AvengerP+K+G337.5%
Quick Shoulder66P+K225.0%
evade up into forward dash112.5%
guardG112.5%
punchP112.5%

Kage

Career
441–560 · 44.1%
This season
1 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P125.0%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G125.0%
Tsumujigeri2K+G125.0%
forward movement into Rasen4P125.0%

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 (11 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: 1 of 11 tests hold up
  • Wolf: not tested (too few rounds)
  • Kage: not tested (too few rounds)