VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Akira

くっきー爆弾

  • Wolf
  • Pai
  • Aoi
  • Kage
  • Vanessa
Career matches5,985
Career win rate35.3%
Round win rate36.3%
Peak rank23
Distinct opponents182
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1189 #3,456 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

Akira223,5461,0802,46630.5%
Wolf232,2169351,28142.2%
Pai222008711343.5%
Vanessa16146842.9%
Kage1674357.1%
Aoi162020.0%

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

1,873 of 1,966 rounds counted

6.0 inputs a second (358 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.93541,379
Wolf6.1369431
Pai5.432228
Aoi6.739912
Kage6.840514
Vanessa7.44459

By opponent's character

Akira6.0358311
Aoi5.8351266
Jacky6.0363123
Lion5.4326115
Pai6.1364115
Kage5.9355109
Jeffry5.7341119
Jean6.0358104
Shun6.136895
Goh5.935481
Lei Fei6.136868
Wolf6.941359
El Blaze6.337863
Sarah5.935674
Lau6.237058
Eileen6.136832
Vanessa5.935635
Taka6.337629
Brad5.633817

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

Akira81206124.7%-0.6
Aoi72195326.4%+1.3
Jacky34122235.3%+1.9
Lion3362718.2%-6.1
Pai32112134.4%+11.1
Kage3172422.6%-4.5
Jeffry3092130.0%-0.6
Jean2742314.8%-11.1
Shun2791833.3%+6.3
Goh2061430.0%+1.9
Lei Fei1941521.1%-10.1
Wolf1991047.4%+23.9
El Blaze1881044.4%+21.0
Sarah1831516.7%-18.7
Lau1651131.2%+8.2
Eileen101910.0%-21.7
Vanessa84450.0%+13.5
Taka7070.0%-31.8
Brad5050.0%-21.0

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Half Fence62154724.2%-3.1
Open62164625.8%-1.3
Octagon58184031.0%+3.1
Rectangle52104219.2%-3.8
Low Fence51153629.4%+0.9
Breakable Full Fence46143230.4%+8.5
Breakable Half Fence4393420.9%-7.5
Single Wall43103323.3%-6.3
Full Fence42142833.3%+4.5
Full Fence and Open2251722.7%-5.8

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
Walls30326.4%26.3%+0.1
No walls15626.3%28.1%-1.8

Walls against open: +1.9 points (95% range -6.7 to +10.5), p 0.660 — 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

cjnholife (Rank 24)2026/09/0251420.0%
nyokki2026 (Rank 15)2026/09/0254180.0%
Penoco (Rank 24)2026/09/0252340.0%
hijunglove (Rank 24)2026/09/0265183.3%
masami.mac (Rank 25)2026/09/0262433.3%
yasai (Rank 23)2026/08/3183537.5%
O.J.A (Rank 21)2026/08/22127558.3%
kimxxxtt (Rank 24)2026/08/2152340.0%
☆瞳氷☆ (Rank 24)2026/08/212261627.3%
HayanieMozu (Rank 21)2026/08/2154180.0%
ら族 (Rank 23)2026/08/058080.0%
フォアグラ (Rank 23)2026/08/0562433.3%
ゅろぽ (Rank 24)2026/08/0553260.0%
CHASER (Rank 22)2026/08/0482625.0%
orz (Rank 27)2026/08/047070.0%
omuretukun (Rank 23)2026/08/0361516.7%
dojoGR (Rank 23)2026/08/0392722.2%
南無 (Rank 21)2026/08/0252340.0%
うさぎ帝国 (Rank 24)2026/08/02114736.4%
PinMen (Rank 27)2026/07/3081712.5%
しらんじゃん (Rank 25)2026/07/2952340.0%
紫荆一头牛 (Rank 24)2026/07/2771614.3%
snjpeeee (Rank 21)2026/07/1171614.3%
interceptor (Rank 40)2026/07/086060.0%
流形 (Rank 14)2026/07/0562433.3%

Round openings

Every character

guardG1658.4%
Utankyaku66K into Renkantai66KK924.7%
guardG into throw escape693.5%
Hekishou43P into evade down512.6%
crouch into Sokutai3K512.6%
throw escape442.2%
backdash into Hekishou43P402.0%
backdash into guardG341.7%
Geimon Tessen46P+K+G331.7%
Low Drop Kick62K331.7%
backdash into Geimon Tessen46P+K+G301.5%
Satei3K+G into Fukko3K+GP+K291.5%
guardG into Hekishou43P281.4%
up-forward kick9K231.2%
crouch into Youzentai2K221.1%

369 further openings account for the other 1,227 rounds.

Akira

Career
1,080–2,466 · 30.5%
This season
378 matches · 23.0%
Peak rank
22

First hit in 46.2% of 1,452 rounds. Won 37.3% of the rounds they struck first, 32.1% of the rounds they were struck first.

Significant Tells

  • After opening the round before with “G guard”: opens with “G guard” in 26.9% of rounds, against 8.9% after anything else.

How is this tested?

guardG1449.8%
Utankyaku66K into Renkantai66KK926.3%
guardG into throw escape573.9%
Hekishou43P into evade down513.5%
crouch into Sokutai3K513.5%
backdash into Hekishou43P402.7%
throw escape372.5%
Geimon Tessen46P+K+G332.3%
backdash into Geimon Tessen46P+K+G302.0%
Satei3K+G into Fukko3K+GP+K292.0%
guardG into Hekishou43P281.9%
backdash into guardG261.8%
up-forward kick9K231.6%
crouch into Youzentai2K221.5%
Hekishou43P into Youhou33P211.4%

208 further openings account for the other 778 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–33 · 20%4–13 · 24%too few to test
Aoi8–26 · 24%1–11 · 8%too few to test
Pai7–12 · 37%3–4 · 43%too few to test
Lion2–13 · 13%2–8 · 20%too few to test
Jacky1–8 · 11%4–4 · 50%too few to test
Jean2–10 · 17%0–9 · 0%too few to test
Shun1–9 · 10%3–8 · 27%too few to test
Jeffry1–7 · 12%2–4 · 33%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?

Wolf

Career
935–1,281 · 42.2%
This season
109 matches · 41.3%
Peak rank
23

First hit in 54.0% of 430 rounds. Won 46.1% of the rounds they struck first, 38.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 41.3% of rounds, against 18.3% in their other rounds.

How is this tested?

Low Drop Kick62K337.7%
backdash into Heavy Middle Kick3K+G204.6%
Quick Shoulder66P+K194.4%
Elbow Butt4P184.2%
guardG173.9%
kickK into Double High KickKK163.7%
evade down into Elbow Butt4P122.8%
guardG into throw escape102.3%
One-Hand Reverse Hammer4P+K92.1%
crouch dash back into evade down92.1%
backdash into backward movement81.9%
Death ScytheK+G71.6%
Elbow Butt4P into One Two UpperPPP71.6%
backdash into Kenka Kick1K+G71.6%
Jab StraightPP into One Two UpperPPP61.4%

123 further openings account for the other 233 rounds.

Pai

Career
87–113 · 43.5%
This season
12 matches · 16.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK into Ko'en SenkyakuKK613.9%
Kochoukyaku4K+G511.6%
guardG37.0%
guardG into evade down37.0%
Kochoukyaku4K+G into backward movement24.7%
guardG into throw escape24.7%
Ensei Haijinkyaku7K+G into backdash12.3%
Haitenkyaku7K12.3%
Honshin Soukyaku1K+G12.3%
Honshin Soukyaku1K+G into Hi'en Tenshi2P+K12.3%
Koutankyaku66K into Renkan Tanheki66KP12.3%
Shi'en Settai2K+G12.3%
backdash into Heiho Chutenshou64P12.3%
backdash into guardG12.3%
backward movement into Chouho Soukasui66P+K12.3%

13 further openings account for the other 13 rounds.

Kage

Career
4–3 · 57.1%
This season
3 matches · 66.7%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Hagaryu66K+G214.3%
Jibashiri1K into guardG17.1%
Suishageri7K+G17.1%
Tsumujigeri2K+G into Jizuridan2P17.1%
Yokoshutou4P+K17.1%
crouch dash back into Engetsugeri9K+G17.1%
crouch dash back into Fujinkyaku46K+G17.1%
crouch dash back into crouch17.1%
crouch dash back into evade down17.1%
crouch into Nirenkyaku3KK17.1%
guardG17.1%
guardG into Kouten63214P17.1%
guardG into Surigeri2K17.1%

Aoi

Career
0–2 · 0.0%
This season
3 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into down-back kick+guard1K+G216.7%
Hou'oushu3P into guardG18.3%
Ogamigeri4K+G18.3%
Sou'unha66K18.3%
backdash into Raijinha6K18.3%
backdash into guardG18.3%
crouch dash back into throw escape18.3%
down-back kick+guard1K+G into guardG18.3%
evade down into Sou'unha66K18.3%
evade up into up, up-forward kick89K18.3%
guardG into Raijinha6K18.3%

Vanessa

Career
6–8 · 42.9%
This season
2 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: Cut-in Knee Kick111.1%
Defensive Style: backdash into Back Knuckle6P111.1%
Defensive Style: backdash into Wheel Kick9K+G111.1%
Defensive Style: crouch dash back into evade down111.1%
Defensive Style: kick into Switch Left SlicerKK111.1%
Offensive Style: Leg Bomber into Leg Guard Crush2P111.1%
Offensive Style: Leg Bomber into Stop Middle4K111.1%
Offensive Style: crouch into Leg Bomber1K+G111.1%
Offensive Style: guard into throw escape111.1%

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 (29 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

  • Akira: 1 of 15 tests hold up
  • Wolf: 1 of 14 tests hold up
  • Pai: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)