VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

LordBaconTheBoss

  • Wolf
Career matches6,951
Career win rate49.6%
Round win rate53.2%
Peak rank31
Distinct opponents184
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1540 #1,749 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

Akira316,7403,3563,38449.8%
Wolf262118912242.2%

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

1,648 of 3,139 rounds counted

6.6 inputs a second (397 a minute) this season. Faster than 35% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.74021,535
Wolf5.7345113

By opponent's character

Akira6.5391334
Pai6.8410249
Sarah6.5389217
Jacky6.337997
Jeffry6.438636
Aoi6.6397145
Wolf6.7402139
Lau7.041949
Lei Fei6.941640
Lion6.740161
Shun6.036162
Vanessa6.941649
Goh7.042157
Dural6.23718
Taka6.438430
Brad6.63973
El Blaze6.538824
Jean7.041741
Kage6.94167

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

Akira164709442.7%-1.7
Pai106792774.5%+8.6
Sarah83483557.8%-2.3
Jacky51302158.8%+2.4
Jeffry50272354.0%+0.7
Aoi47272057.5%-3.2
Wolf43123127.9%-15.5
Lau36211558.3%+1.5
Lei Fei33211263.6%+4.8
Lion32181456.2%+2.0
Shun3124777.4%+13.9
Vanessa22101245.5%+0.6
Goh2191242.9%-17.4
Dural1710758.8%-1.5
Taka158753.3%-0.9
Brad137653.9%+5.5
El Blaze129375.0%+2.1
Jean118372.7%+6.3
Eileen83537.5%+0.7
Kage72528.6%-33.1

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

Single Wall100455545.0%-10.1
Breakable Full Fence96524454.2%-1.7
Half Fence87493856.3%+1.6
Full Fence82483458.5%+7.3
Open82503261.0%+2.2
Breakable Half Fence81513063.0%+5.0
Low Fence80413951.2%-6.9
Rectangle66363054.5%-0.1
Octagon56282850.0%-2.3
Full Fence and Open35171848.6%-4.8

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
Walls46856.4%54.8%+1.6
No walls26251.9%56.6%-4.6

Walls against open: +6.2 points (95% range -1.4 to +13.9), p 0.111 — 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

juersh (Rank 16)2026/08/3185362.5%
RickoSama (Rank 21)2026/08/3116160100.0%
RustyTachikoma[EU] (Rank 24)2026/08/301221016.7%
brogasaurusrex (Rank 33)2026/08/29111109.1%
NoOneSpecific (Rank 30)2026/08/2196366.7%
Itesmee (Rank 21)2026/08/191916384.2%
speedymat (Rank 29)2026/08/192621580.8%
FIDTT_ (Rank 27)2026/08/1884450.0%
Splatgoon (Rank 28)2026/08/18106460.0%
luckystrike (Rank 29)2026/08/052081240.0%
Shima (Rank 21)2026/08/0395455.6%
Smashquatch (Rank 31)2026/08/0243202346.5%
arikbo1 (Rank 29)2026/07/2995455.6%
Shenmueestamour (Rank 31)2026/07/29103730.0%
magorojo (Rank 27)2026/07/2725131252.0%
RJOHNSON0001 (Rank 24)2026/07/271410471.4%
abo_Sami__M (Rank 27)2026/07/2687187.5%
Kamille★心意把晶 (Rank 45)2026/07/26190190.0%
TheWarriorsDen (Rank 30)2026/07/262261627.3%
StarGuitar (Rank 29)2026/07/26137653.9%
12yocontrollerplayer(NOSOUND (Rank 13)2026/05/1513130100.0%
CoolerTails (Rank 26)2026/04/24169756.2%
Saago_65 (Rank 26)2026/04/1022101245.5%
HighwindC (Rank 28)2026/04/06137653.9%
JoJailo(FR) (Rank 30)2026/04/03134930.8%

Round openings

Every character

Rimon Chouchu66P33510.6%
crouch dash back into Koboku214P1976.2%
Satei3K+G into Fukko3K+GP+K1223.9%
backdash into Koboku214P922.9%
evade down792.5%
forward dash into Jouho Touken6P732.3%
backdash into Chouzan Housui46P+K702.2%
Chouyoushu1P692.2%
crouch dash back into evade down652.1%
evade down into Souka Housui3P+K652.1%
backdash into Jouho Senshou46P642.0%
guardG642.0%
punchP632.0%
Senzankou66P+K into throwP+G591.9%
evade down into backward movement541.7%

304 further openings account for the other 1,681 rounds.

Akira

Career
3,356–3,384 · 49.8%
This season
773 matches · 55.8%
Peak rank
31

First hit in 51.0% of 3,004 rounds. Won 57.6% of the rounds they struck first, 49.4% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 30.3% of rounds, against 22.0% in their other rounds.
  • Against Lau: moves in first in 15.6% of rounds, against 8.7% against everyone else.
  • After opening the round before by backing off: attacks straight away in 45.6% of rounds, against 35.4% after anything else.
  • After losing a round: attacks straight away in 45.5% of rounds, against 31.0% after winning one.
  • When behind: attacks straight away in 43.3% of rounds, against 34.5% when ahead or level.
  • Against Shun: opens with “3K+G Satei into 3K+GP+K Fukko” in 9.7% of rounds, against 3.8% against everyone else.
  • After winning a round: opens with “backdash into 214P Koboku” in 4.9% of rounds, against 2.1% after losing one.

How is this tested?

Rimon Chouchu66P33511.0%
crouch dash back into Koboku214P1976.5%
Satei3K+G into Fukko3K+GP+K1224.0%
backdash into Koboku214P923.0%
evade down752.5%
forward dash into Jouho Touken6P732.4%
backdash into Chouzan Housui46P+K702.3%
Chouyoushu1P692.3%
evade down into Souka Housui3P+K652.1%
backdash into Jouho Senshou46P642.1%
crouch dash back into evade down642.1%
guardG602.0%
Senzankou66P+K into throwP+G591.9%
evade down into backward movement541.8%
Rimon Chouchu66P into backward movement531.7%

259 further openings account for the other 1,586 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira39–55 · 41%21–25 · 46%-2.8
Pai46–10 · 82%27–15 · 64%too few to test
Sarah31–13 · 70%12–10 · 55%too few to test
Jeffry14–10 · 58%11–12 · 48%too few to test
Jacky20–12 · 62%5–8 · 38%too few to test
Wolf6–13 · 32%4–14 · 22%too few to test
Aoi15–11 · 58%10–6 · 62%too few to test
Lau11–10 · 52%6–4 · 60%too few to test
Lei Fei16–11 · 59%5–0 · 100%too few to test
Lion8–8 · 50%6–4 · 60%too few to test
Shun12–4 · 75%5–3 · 62%too few to test
Vanessa8–11 · 42%2–1 · 67%too few to test
Goh6–6 · 50%3–4 · 43%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?

Wolf

Career
89–122 · 42.2%
This season
29 matches · 41.4%
Peak rank
26

First hit in 53.1% of 111 rounds. Won 44.1% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP1311.4%
backdash54.4%
backdash into Elbow Butt4P54.4%
evade up54.4%
crouch dash back43.5%
evade down43.5%
guardG43.5%
Jab StraightPP into One Two UpperPPP32.6%
Knee Lift6K32.6%
Low Hammer2P32.6%
R.A.W. AvengerP+K+G32.6%
backdash into Mow Down Chop1P+K32.6%
punchP into Jab StraightPP32.6%
Body Blow6P21.8%
Heavy Middle Kick3K+G21.8%

46 further openings account for the other 52 rounds.

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 (16 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: 7 of 16 tests hold up
  • Wolf: not tested (too few rounds)