VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

akaike

  • Aoi
  • Lei Fei
  • Jacky
Career matches12,404
Career win rate48.7%
Round win rate48.8%
Peak rank31
Distinct opponents702
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1463 #2,248 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

Akira3112,1995,9516,24848.8%
Lei Fei25165778846.7%
Aoi2639162341.0%
Jacky261010.0%

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

5,504 of 7,626 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.44425,306
Aoi5.733994
Lei Fei6.841198
Jacky6.53886

By opponent's character

Wolf7.3438590
Akira7.4444586
Jacky7.4441455
Jeffry7.1425351
Pai7.7460357
Sarah7.4443400
Goh7.1424381
Aoi7.3437328
Brad7.5449230
Lion7.4446204
Shun7.2432272
Kage7.4445260
Lau7.3436195
Jean7.2430195
Lei Fei7.6457158
Vanessa7.6457150
El Blaze7.2432111
Taka7.2434124
Eileen7.2434124
Dural6.739933

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

Wolf2009810249.0%+0.9
Akira1807710342.8%-5.7
Jacky155837253.5%+5.1
Jeffry155599638.1%-8.3
Pai127695854.3%+5.2
Sarah122645852.5%+5.0
Goh116516544.0%-3.6
Aoi112565650.0%-1.5
Brad87394844.8%-0.8
Lion87464152.9%+4.3
Shun87444350.6%+0.9
Kage81404149.4%+2.0
Lau72324044.4%-1.2
Jean63204331.8%-15.2
Lei Fei57332457.9%+11.2
Vanessa51302158.8%+8.4
El Blaze48242450.0%+2.5
Taka39182146.1%-2.0
Eileen36191752.8%+4.7
Dural134930.8%-14.3

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Breakable Half Fence22010811249.1%+0.7
Breakable Full Fence2059910648.3%+0.5
Single Wall1979010745.7%-2.6
Open1898410544.4%-2.9
Full Fence188969251.1%+3.4
Rectangle181869547.5%-0.7
Octagon177879049.1%+2.1
Low Fence155758048.4%+0.1
Half Fence149777251.7%+3.5
Full Fence and Open90434747.8%-0.6

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,12049.4%48.0%+1.3
No walls54146.0%47.7%-1.7

Walls against open: +3.1 points (95% range -2.2 to +8.4), p 0.258 — 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

hot-milk-www (Rank 29)2026/08/05123925.0%
金田一の少年 (Rank 27)2026/08/0597277.8%
BANANA (Rank 29)2026/08/05117463.6%
EVOyan (Rank 30)2026/08/0395455.6%
rikiyan-999 (Rank 29)2026/08/0396366.7%
juste (Rank 30)2026/08/03113827.3%
midori6127 (Rank 28)2026/08/0323101343.5%
こて (Rank 27)2026/08/03146842.9%
ER_higante (Rank 29)2026/08/031711664.7%
laga1007 (Rank 28)2026/07/30108280.0%
nyu_necoginjo (Rank 28)2026/07/30126650.0%
Gun-Interceptor (Rank 28)2026/07/2786275.0%
abcde-9m (Rank 26)2026/07/2685362.5%
HIGE (Rank 28)2026/07/26123925.0%
Hijima-J (Rank 27)2026/07/1594544.4%
ace-heads69 (Rank 28)2026/07/1386275.0%
ガリバー (Rank 31)2026/07/1384450.0%
roushi_77 (Rank 25)2026/07/11103730.0%
44884 (Rank 30)2026/07/0683537.5%
openpen (Rank 30)2026/07/041441028.6%
MaxMuncy (Rank 25)2026/06/2995455.6%
ペケ壱 (Rank 30)2026/06/25105550.0%
ちび-G (Rank 30)2026/06/22105550.0%
ありがとナス (Rank 27)2026/06/11135838.5%
ぽこリオン (Rank 27)2026/05/27127558.3%

Round openings

Every character

crouch dash back into Koboku214P1,32717.3%
Senzankou66P+K into throwP+G1,29716.9%
Rimon Chouchu66P5417.1%
crouch dash back into Jouho Touken6P3985.2%
Rimon Chouchu66P into forward dash3684.8%
Senzankou66P+K3484.5%
forward dash into Souka Housui3P+K3264.3%
backdash into Chouzan Housui46P+K2583.4%
backdash into Youhou33P1391.8%
backdash into Hekishou43P1311.7%
evade down into forward dash1101.4%
evade down into Jouho Touken6P1071.4%
evade down into guardG1071.4%
backdash into evade up700.9%
crouch dash back into evade down670.9%

372 further openings account for the other 2,061 rounds.

Akira

Career
5,951–6,248 · 48.8%
This season
1,838 matches · 48.3%
Peak rank
31

First hit in 46.2% of 7,340 rounds. Won 51.8% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 47.2% of rounds, against 37.3% in their other rounds.
  • Against Wolf: backs off first in 51.6% of rounds, against 38.0% against everyone else.
  • On Full Fence and Open stages: waits first in 7.3% of rounds, against 3.4% on the other stages.
  • After opening the round before by attacking: attacks straight away in 43.5% of rounds, against 33.0% after anything else.
  • After winning a round: backs off first in 45.2% of rounds, against 40.2% after losing one.
  • When behind: attacks straight away in 39.7% of rounds, against 36.1% when ahead or level.
  • After being hit first in the round before: waits first in 4.0% of rounds, against 2.6% after landing the first hit.
  • In round 1: opens with “66P+K Senzankou into P+G throw” in 24.0% of rounds, against 15.2% in their other rounds.
  • Against Taka: opens with “crouch dash back into 6P Jouho Touken” in 39.5% of rounds, against 4.6% against everyone else.
  • On Rectangle stages: opens with “66P+K Senzankou into P+G throw” in 25.0% of rounds, against 16.6% on the other stages.
  • After opening the round before with “66P+K Senzankou into P+G throw”: opens with “66P+K Senzankou into P+G throw” in 24.1% of rounds, against 13.2% after anything else.
  • After losing a round: opens with “66P+K Senzankou into P+G throw” in 17.2% of rounds, against 13.0% after winning one.
  • When behind: opens with “66P+K Senzankou into P+G throw” in 18.4% of rounds, against 13.6% when ahead or level.

How is this tested?

crouch dash back into Koboku214P1,32717.8%
Senzankou66P+K into throwP+G1,29717.4%
Rimon Chouchu66P5417.3%
crouch dash back into Jouho Touken6P3985.3%
Rimon Chouchu66P into forward dash3684.9%
Senzankou66P+K3484.7%
forward dash into Souka Housui3P+K3264.4%
backdash into Chouzan Housui46P+K2583.5%
backdash into Youhou33P1391.9%
backdash into Hekishou43P1311.8%
evade down into forward dash1091.5%
evade down into Jouho Touken6P1071.4%
evade down into guardG991.3%
backdash into evade up700.9%
crouch dash back into evade down670.9%

309 further openings account for the other 1,869 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf57–53 · 52%25–29 · 46%+6.8
Akira45–53 · 46%23–35 · 40%+8.4
Jacky56–44 · 56%17–18 · 49%+4.9
Jeffry34–52 · 40%18–29 · 38%+0.3
Pai38–33 · 54%20–20 · 50%+5.6
Sarah34–32 · 52%21–12 · 64%-12.8
Goh32–36 · 47%16–20 · 44%+8.0
Aoi30–32 · 48%21–17 · 55%-5.6
Brad33–31 · 52%4–15 · 21%too few to test
Lion33–21 · 61%11–17 · 39%too few to test
Shun27–20 · 57%7–13 · 35%too few to test
Kage25–21 · 54%10–8 · 56%too few to test
Lau17–23 · 42%7–7 · 50%too few to test
Jean14–28 · 33%4–11 · 27%too few to test
Lei Fei23–18 · 56%6–4 · 60%too few to test
Vanessa11–11 · 50%12–6 · 67%too few to test
El Blaze13–16 · 45%6–7 · 46%too few to test
Taka7–13 · 35%8–7 · 53%too few to test
Eileen12–10 · 55%6–2 · 75%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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?

Lei Fei

Career
77–88 · 46.7%
This season
24 matches · 37.5%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kaisei Tento1P+K2626.5%
offensive move into evade up2020.4%
Kaisei Tento1P+K77.1%
crouch into Soushou2P+K44.1%
evade down into guardG44.1%
offensive move into Hai Shiki2P+K+G33.1%
crouch into Kakushu Suigeki6P22.0%
offensive move22.0%
offensive move into Fukusoushou2P22.0%
offensive move into kickK22.0%
Souhikyaku9K+G11.0%
Yushin Kengeki4P11.0%
Zensoutai2K+G11.0%
backdash into Rousou Senka43P11.0%
backdash into Shatenshou33P11.0%

21 further openings account for the other 21 rounds.

Aoi

Career
16–23 · 41.0%
This season
24 matches · 41.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G3940.2%
Sou'unha66K1212.4%
Raijinha6K33.1%
evade down into guardG33.1%
guardG into Sou'unha66K33.1%
Shinchuzuki (Deflect)236P+K22.1%
evade down into Sou'unha66K22.1%
evade down into Tenchi In'youP+K+G22.1%
guardG into evade down22.1%
up kick8K22.1%
Inshou43P+K11.0%
Kasuminagi2KP into Kasumi Renshou2KPP11.0%
Koromoguruma66P11.0%
Kusanagi2K+G into down punch+kick+guard2P+K+G11.0%
Nami'okoshi3K+G11.0%

22 further openings account for the other 22 rounds.

Jacky

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K116.7%
Dragon Combination 21P+KP into Dragon Combination 31P+KPP116.7%
Jab StraightPP into Jab Double StraightPPP116.7%
backward movement into Spin Heel Sword4K+G116.7%
evade down into guardG116.7%
guardG into evade down116.7%

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 (18 here; about 0.9 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: 13 of 18 tests hold up
  • Lei Fei: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Jacky: not tested (too few rounds)