VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

shana-vf44

  • Wolf
  • Kage
  • Jacky
Career matches1,661
Career win rate57.1%
Round win rate50.4%
Peak rank30
Distinct opponents62
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1545 #1,706 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

Akira3060634226456.4%
Wolf2848426821655.4%
Jacky2825315310060.5%
Kage2824413910557.0%
Jeffry—74462862.2%

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

572 of 716 rounds counted

7.0 inputs a second (418 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.2493211
Wolf6.1365153
Kage6.3376135
Jacky6.740373

By opponent's character

Shun5.9352102
Akira7.243471
Jacky7.645758
Wolf7.344168
Sarah7.243447
Vanessa6.438313
Aoi6.740341
Lau8.148711
Kage8.148822
Lion5.33198
El Blaze6.036026
Goh6.941229
Pai8.148921
Jean8.048025
Jeffry7.042317
Eileen6.337913

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

Shun25111444.0%-3.0
Akira2114766.7%+16.8
Jacky178947.1%+2.0
Wolf1751229.4%-22.5
Sarah157846.7%-9.1
Vanessa126650.0%-1.5
Aoi109190.0%+36.4
Lau105550.0%+2.7
Kage82625.0%-31.6
Lion85362.5%+7.1
El Blaze73442.9%+1.9
Goh74357.1%-1.0
Pai74357.1%+2.9
Jean63350.0%+1.0
Jeffry52340.0%-0.8
Eileen31233.3%+0.5

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

Half Fence24111345.8%-1.9
Octagon2112957.1%+10.1
Single Wall2012860.0%+8.8
Breakable Half Fence1981142.1%-3.1
Full Fence1811761.1%+11.4
Breakable Full Fence157846.7%-6.8
Open1541126.7%-27.1
Rectangle159660.0%+5.0
Low Fence106460.0%+8.4
Full Fence and Open81712.5%-30.9

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
Walls11251.8%49.5%+2.3
No walls4548.9%51.9%-3.0

Walls against open: +5.3 points (95% range -11.6 to +22.2), p 0.536 — 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

oichanJP (Rank 30)2026/10/183030.0%
おむすび山かずkaz_kcjj (Rank 30)2026/10/1842250.0%
gimoring (Rank 27)2026/10/1852340.0%
ジャキる。 (Rank 33)2026/10/1852340.0%
どろパイ (Rank 30)2026/09/1532166.7%
青山@はなちゃん (Rank 30)2026/08/2941325.0%
LSt_14 (Rank 28)2026/08/29440100.0%
CHASER (Rank 24)2026/08/2875271.4%
イイダ (Rank 29)2026/08/2852340.0%
A56-7W (Rank 28)2026/08/2832166.7%
しゅが~nsr (Rank 26)2026/08/2886275.0%
kowalski (Rank 25)2026/08/2854180.0%
BANANA (Rank 29)2026/08/2832166.7%
ちょいそる (Rank 28)2026/08/2664266.7%
うをん (Rank 30)2026/08/2682625.0%
無槪念野獸/무개념야수 (Rank 28)2026/08/2132166.7%
orz (Rank 30)2026/08/2162433.3%
nanami.madogiwa (Rank 32)2026/08/2132166.7%
ずーさんZOOWOLF (Rank 29)2026/08/2131233.3%
Sophitia_CN@bilibili (Rank 33)2026/08/2131233.3%
ヘニオ (Rank 32)2026/05/2832166.7%
発生26F打撃投げ (Rank 29)2026/05/0963350.0%
けいすけ新宿 (Rank 32)2026/05/094040.0%
拳四郎 (Rank 29)2026/05/0973442.9%
emespink (Rank 26)2026/05/0931233.3%

Round openings

Every character

backdash into evade up355.7%
backdash into guardG335.4%
backdash into evade down274.4%
backdash into Jouho Senshou46P203.3%
guardG152.5%
backdash into throwP+G122.0%
crouch dash forward into throwP+G111.8%
forward dash into throwP+G111.8%
forward dash into Low Drop Kick62K101.6%
Senzankou66P+K into throwP+G91.5%
evade down into guardG91.5%
guardG into evade down91.5%
punchP91.5%
Quick Shoulder66P+K81.3%
backdash81.3%

197 further openings account for the other 386 rounds.

Counted from 150 of the 178 matches played. The rest were not pulled for openings.

Wolf

Career
268–216 · 55.4%
This season
45 matches · 60.0%
Peak rank
28

First hit in 46.8% of 186 rounds. Won 60.9% of the rounds they struck first, 51.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG105.4%
forward dash into Low Drop Kick62K105.4%
backdash into evade up94.8%
Quick Shoulder66P+K84.3%
crouch dash forward into throwP+G84.3%
punchP73.8%
Screw Hook63214P into Screw Lariat63214PP52.7%
backdash into evade down52.7%
backdash into throwP+G52.7%
down punch+kick2P+K52.7%
Arrow Knuckle3P42.1%
Low Drop Kick62K42.1%
Pounding Elbow9P+K42.1%
Screw Hook63214P into punchP42.1%
backdash into Elbow Butt4P42.1%

65 further openings account for the other 94 rounds.

Akira

Career
342–264 · 56.4%
This season
69 matches · 44.9%
Peak rank
30

First hit in 54.1% of 159 rounds. Won 52.3% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jouho Senshou46P2012.1%
backdash into evade up116.7%
backdash into guardG116.7%
Senzankou66P+K into throwP+G95.5%
Rimon Chouchu66P into forward dash74.2%
backdash into Goko Shutsudou3K+GP74.2%
Housui2P63.6%
backdash into evade down63.6%
Rimon Chouchu66P53.0%
forward dash into throwP+G53.0%
forward dash into Jouho Senshou46P42.4%
crouch dash back into Jouho Senshou46P31.8%
crouch dash back into Jouho Touken6P31.8%
forward dash into Jouho Touken6P31.8%
forward dash into Tsutenhou (Deflect)4P+K+G31.8%

51 further openings account for the other 62 rounds.

Counted from 41 of the 69 matches played. The rest were not pulled for openings.

Kage

Career
139–105 · 57.0%
This season
40 matches · 47.5%
Peak rank
28

First hit in 42.2% of 161 rounds. Won 51.5% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up138.0%
backdash into guardG116.8%
backdash into evade down84.9%
Rasen4P74.3%
Jizuridan2P63.7%
evade down into guardG53.1%
guardG53.1%
Fusenjin3P42.5%
Nakageri3K42.5%
backdash into Doukudaki46K42.5%
backdash into Furikakato OtoshiK+G42.5%
backdash into Hagakure-ryu In Raijingeki46P+K42.5%
backdash into throwP+G42.5%
forward dash into Fusenjin3P42.5%
Engetsugeri9K+G31.9%

52 further openings account for the other 76 rounds.

Jacky

Career
153–100 · 60.5%
This season
24 matches · 50.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down88.1%
Dash Hammer Kick66K55.0%
guardG55.0%
Slant Back Knuckle1P44.0%
Double Dragon9K33.0%
crouch dash forward into Long Stride Back Knuckle4P+K33.0%
evade down into guardG33.0%
guardG into evade down33.0%
Slide Shuffle (Deflect)4P+K+G22.0%
backdash22.0%
backdash into evade up22.0%
backdash into punchP22.0%
crouch dash forward into guardG22.0%
evade down22.0%
forward dash into Lightning Kick 12K+G22.0%

43 further openings account for the other 51 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)