VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

RepoSe

  • Goh
  • Lion
  • Kage
  • Wolf
Career matches9,755
Career win rate47.4%
Round win rate43.1%
Peak rank27
Distinct opponents60
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1310 #3,082 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

Akira279,0934,3474,74647.8%
Goh2151823128744.6%
Lion2177265133.8%
Jacky—2882028.6%
Kage212461825.0%
Sarah—61516.7%
Wolf215050.0%
Dural—4040.0%

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

462 of 487 rounds counted

10.3 inputs a second (617 a minute) this season. Faster than 96% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.5631416
Goh8.450317
Lion8.551018
Kage8.24916
Wolf9.55705

By opponent's character

Aoi9.355985
Akira10.865168
Wolf10.663439
Goh10.362143
Jacky10.362026
Pai10.462236
Sarah10.764130
Kage10.663925
Lau10.362123
Lion11.367922
Shun10.160621
El Blaze11.166516
Brad10.36166
Taka9.15447
Eileen10.26098
Jean10.26104
Jeffry9.75833

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

Aoi2171433.3%-9.2
Akira178947.1%+16.2
Wolf134930.8%-6.9
Goh105550.0%+3.7
Jacky92722.2%-14.8
Pai84450.0%+21.5
Sarah85362.5%+24.0
Kage72528.6%-26.2
Lau62433.3%-0.2
Lion62433.3%-11.4
Shun61516.7%-15.6
El Blaze43175.0%+36.2
Brad31233.3%+1.1
Taka31233.3%-6.9
Eileen2020.0%-27.1
Dural110100.0%+65.5
Jean1010.0%-21.9
Jeffry1010.0%-32.6

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

Breakable Half Fence1871138.9%-9.1
Single Wall179852.9%+5.8
Half Fence1661037.5%-5.1
Breakable Full Fence156940.0%+7.2
Low Fence146842.9%+10.8
Rectangle113827.3%-6.3
Octagon95455.6%+25.4
Full Fence72528.6%-8.7
Full Fence and Open62433.3%+0.8
Open61516.7%-13.4

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
Walls7638.2%38.5%-0.4
No walls3743.2%39.4%+3.9

Walls against open: -4.2 points (95% range -22.7 to +14.3), p 0.654 — 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

トローリロートル (Rank 22)2026/10/0431233.3%
nanoka-222 (Rank 26)2026/09/1374357.1%
a032682 (Rank 26)2026/08/1721150.0%
うらら (Rank 26)2026/08/022020.0%
GWO (Rank 24)2026/08/022020.0%
lemon-sour (Rank 27)2026/08/022020.0%
ちぇびーまるやま (Rank 22)2026/08/02220100.0%
GAMEN_MITENAI (Rank 25)2026/07/272020.0%
yubinpapas (Rank 27)2026/07/193030.0%
haruto0211 (Rank 26)2026/07/1931233.3%
hitokabe2003 (Rank 23)2026/07/1043175.0%
バリカン (Rank 26)2026/07/1031233.3%
阿佐谷南外科 (Rank 22)2026/07/0531233.3%
hapiken (Rank 24)2026/07/0321150.0%
mikkunn3277 (Rank 24)2026/07/0232166.7%
6132da (Rank 21)2026/07/0221150.0%
☆瞳氷☆ (Rank 23)2026/06/1431233.3%
maniaki (Rank 26)2026/06/0531233.3%
トンベリ (Rank 21)2026/05/3131233.3%
さとし (Rank 16)2026/05/31220100.0%
hide2480gt (Rank 22)2026/05/31115645.5%
Martin1833 (Rank 24)2026/05/3151420.0%
ni-ku-ji-ru (Rank 27)2026/05/2031233.3%
イチゲン (Rank 29)2026/05/202020.0%
AZ-3rd (Rank 24)2026/05/1821150.0%

Round openings

Every character

backdash into evade up6713.6%
backdash into throw escape6613.4%
backdash into Chouzan Housui46P+K448.9%
backdash into Jouho Senshou46P438.7%
Rimon Chouchu66P367.3%
Jouho Touken6P173.5%
backdash into Souka Housui3P+K173.5%
backdash into Jouho Touken6P153.0%
backdash into Youhou33P132.6%
backdash into forward dash122.4%
Yakuho Chouchu666P91.8%
backdash into Tetsuzankou466P+K71.4%
backdash into Geimon Tessen46P+K+G61.2%
backdash51.0%
forward dash into throwP+G51.0%

94 further openings account for the other 130 rounds.

Akira

Career
4,347–4,746 · 47.8%
This season
115 matches · 37.4%
Peak rank
27

First hit in 56.3% of 430 rounds. Won 43.0% of the rounds they struck first, 41.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into throw escape6213.9%
backdash into evade up5612.6%
backdash into Chouzan Housui46P+K449.9%
backdash into Jouho Senshou46P439.6%
Rimon Chouchu66P368.1%
Jouho Touken6P173.8%
backdash into Souka Housui3P+K173.8%
backdash into Jouho Touken6P153.4%
backdash into Youhou33P132.9%
backdash into forward dash112.5%
Yakuho Chouchu666P92.0%
backdash into Tetsuzankou466P+K71.6%
backdash into Geimon Tessen46P+K+G61.4%
backdash40.9%
backdash into Senzankou66P+K40.9%

71 further openings account for the other 102 rounds.

Lion

Career
26–51 · 33.8%
This season
4 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up316.7%
backdash into Banchu6P211.1%
forward dash into throwP+G211.1%
Senkyutai1K into Koushutai44K15.6%
Senshippo66P into Banchu Renkanshu6PP15.6%
backdash into Rensansui Banchu46P+KPP15.6%
backdash into Sentai4K15.6%
backdash into throw escape15.6%
crouch dash forward into Sen'inshou3P15.6%
crouch into Senkyutai1K15.6%
evade up into throwP+G15.6%
forward dash into Banchu6P15.6%
guardG into Senkyutai1K15.6%
guardG into Senshippo66P15.6%

Goh

Career
231–287 · 44.6%
This season
4 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up529.4%
backdash into throw escape317.6%
backdash into Karura4P+K211.8%
backdash15.9%
backdash into Kokuryusatsu Todome46P+KPP15.9%
backdash into Soukyu46P15.9%
backdash into forward dash15.9%
backward movement into Hiji'ate6P15.9%
forward dash into throwP+G15.9%
guardG into Denkou3PP15.9%

Kage

Career
6–18 · 25.0%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up233.3%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP116.7%
Rasen4P into Rasen Urageri4PK116.7%
Ryubisen44K+G into kickK116.7%
backdash into HagasanePK116.7%

Wolf

Career
0–5 · 0.0%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jumping Knee Butt66K+G120.0%
backdash into Low Hammer2P120.0%
backdash into Short Shoulder46P+K120.0%
backdash into evade up120.0%
offensive move into forward dash120.0%

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 (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

  • Akira: 0 of 15 tests hold up
  • Lion: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)