VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ni-ku-ji-ru

  • Wolf
  • El Blaze
  • Aoi
  • Eileen
  • Kage
Career matches3,315
Career win rate50.2%
Round win rate50.6%
Peak rank32
Distinct opponents207
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1429 #2,473 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

Akira281,49975474550.3%
Wolf291,25964061950.8%
El Blaze3249424225249.0%
Eileen2650252550.0%
Aoi211321115.4%
Kage21000—

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

1,958 of 2,088 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.84681,094
Wolf6.9412679
El Blaze7.2431158
Aoi5.83509
Eileen6.841113
Kage7.24295

By opponent's character

Akira7.4442265
Aoi7.1428310
Wolf7.6456229
Shun7.5450164
Jacky7.5452158
Jeffry7.7460128
Sarah7.042294
Goh7.545069
Jean7.444677
Pai7.746381
El Blaze7.142871
Lion7.343864
Brad7.344152
Kage7.746048
Lau8.148338
Lei Fei7.042336
Vanessa7.746231
Eileen7.042136
Dural7.94747

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

Akira78433555.1%+6.9
Aoi78463259.0%+7.8
Wolf68472169.1%+18.6
Shun40241660.0%+10.3
Jacky39152438.5%-11.3
Jeffry34142041.2%-11.7
Sarah23111247.8%-5.1
Goh2171433.3%-14.6
Jean2191242.9%-2.7
Pai1981142.1%-16.9
El Blaze1871138.9%-10.1
Lion1541126.7%-24.4
Brad146842.9%-7.8
Kage148657.1%-3.4
Lau114736.4%-16.8
Lei Fei97277.8%+25.9
Vanessa93633.3%-15.4
Eileen83537.5%-18.5
Dural21150.0%+4.0

1 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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 Fence75354046.7%-8.9
Low Fence71353649.3%-1.8
Breakable Half Fence56302653.6%+6.3
Full Fence51262551.0%+0.7
Rectangle48232547.9%-2.6
Octagon46262056.5%+3.9
Single Wall42212150.0%-3.1
Full Fence and Open40202050.0%+1.7
Breakable Full Fence38231560.5%+6.9
Open31161551.6%+4.0

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
Walls31451.9%51.7%+0.2
No walls14450.0%50.8%-0.8

Walls against open: +1.0 points (95% range -8.9 to +10.9), p 0.847 — 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

神無月夏美Vtuber (Rank 28)2026/10/051511473.3%
てんとてん (Rank 24)2026/09/2652340.0%
xXsoul-childXx (Rank 29)2026/09/1875271.4%
☆瞳氷☆ (Rank 24)2026/09/1653260.0%
無槪念野獸/무개념야수 (Rank 25)2026/09/1454180.0%
mitorakujo (Rank 28)2026/09/1353260.0%
え~る (Rank 27)2026/09/1262433.3%
失礼!スマッシュ☆彡 (Rank 26)2026/09/1271614.3%
kimxxxtt (Rank 22)2026/09/1252340.0%
三輪ですが@SRGM (Rank 24)2026/09/1195455.6%
M&E (Rank 23)2026/09/031914573.7%
Martin1833 (Rank 26)2026/08/31108280.0%
コナモン@konamon4119 (Rank 27)2026/08/2842250.0%
トローリロートル (Rank 24)2026/08/27550100.0%
フルメタル (Rank 28)2026/08/2452340.0%
CELIS (Rank 26)2026/08/2353260.0%
juste (Rank 30)2026/08/2352340.0%
うをん (Rank 30)2026/08/23880100.0%
μ (Rank 26)2026/08/0343175.0%
はげまん (Rank 26)2026/07/30105550.0%
XiaoMing.SH (Rank 28)2026/07/2153260.0%
maripon (Rank 30)2026/07/2172528.6%
ちび-G (Rank 30)2026/07/1974357.1%
syounai (Rank 28)2026/07/1443175.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/06/0742250.0%

Round openings

Every character

forward movement into punchP904.4%
forward dash into Jouho Touken6P803.9%
crouch dash forward into evade down683.3%
Ekishou3P452.2%
Rimon Chouchu66P422.1%
evade down into guardG412.0%
Arrow Knuckle3P351.7%
evade down into forward dash341.7%
guardG into Souka Housui3P+K331.6%
Ekishou3P into forward dash311.5%
Ekishou3P into guardG301.5%
forward dash301.5%
crouch dash forward into Jouho Touken6P291.4%
guardG291.4%
punchP291.4%

432 further openings account for the other 1,387 rounds.

Counted from 506 of the 521 matches played. The rest were not pulled for openings.

Akira

Career
754–745 · 50.3%
This season
289 matches · 51.2%
Peak rank
28

First hit in 57.8% of 1,149 rounds. Won 52.1% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • Against Jean: attacks straight away in 39.2% of rounds, against 23.0% against everyone else.
  • In round 4 or later: opens with “3P Ekishou” in 6.3% of rounds, against 3.0% in their other rounds.
  • Against Jacky: opens with “forward movement into P punch” in 13.8% of rounds, against 3.9% against everyone else.

How is this tested?

forward dash into Jouho Touken6P806.9%
forward movement into punchP534.6%
Ekishou3P453.9%
crouch dash forward into evade down433.7%
Rimon Chouchu66P423.6%
evade down into forward dash342.9%
guardG into Souka Housui3P+K332.8%
Ekishou3P into forward dash312.7%
Ekishou3P into guardG302.6%
crouch dash forward into Jouho Touken6P292.5%
forward dash292.5%
forward dash into throw escape272.3%
guardG into Ekishou3P262.2%
evade down into guardG232.0%
guardG171.5%

195 further openings account for the other 620 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi9–7 · 56%9–8 · 53%too few to test
Akira13–13 · 50%4–4 · 50%too few to test
Wolf20–7 · 74%9–1 · 90%too few to test
Jeffry6–5 · 55%2–6 · 25%too few to test
Jacky4–12 · 25%3–0 · 100%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
640–619 · 50.8%
This season
170 matches · 53.5%
Peak rank
29

First hit in 55.2% of 623 rounds. Won 54.1% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • Against Jacky: moves in first in 39.6% of rounds, against 22.0% against everyone else.

How is this tested?

Arrow Knuckle3P355.6%
forward movement into punchP243.8%
Arrow Knuckle3P into guardG223.5%
forward movement into Hammer KickPK223.5%
Low Drop Kick62K193.0%
crouch dash forward into evade down193.0%
Screw Hook63214P into Screw Lariat63214PP182.9%
evade down into guardG172.7%
guardG into Low Drop Kick62K162.5%
guardG into Arrow Knuckle3P152.4%
Jab StraightPP into One Two UpperPPP142.2%
evade up into Low Drop Kick62K132.1%
forward movement into One Two UpperPPP132.1%
forward movement into Jab StraightPP121.9%
punchP into Jab StraightPP121.9%

163 further openings account for the other 359 rounds.

Counted from 155 of the 170 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi7–3 · 70%1–3 · 25%too few to test
Akira9–9 · 50%5–4 · 56%too few to test
Wolf9–5 · 64%5–1 · 83%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.

15 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

El Blaze

Career
242–252 · 49.0%
This season
55 matches · 45.5%
Peak rank
32

First hit in 57.9% of 214 rounds. Won 53.2% of the rounds they struck first, 38.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Straight6P+K219.8%
forward movement into punchP115.1%
Straight6P+K into Quick Combo6P+KP104.7%
crouch dash forward into evade down62.8%
crouch into Low Spin Kick2K+G62.8%
backdash into Darkness Smash43P+K52.3%
evade down into Shadow Spear6K52.3%
guardG into Quick Combo6P+KP52.3%
guardG into Volcano Upper4P+K52.3%
punchP52.3%
crouch dash back into Straight6P+K41.9%
guardG41.9%
guardG into Shadow Strike6P41.9%
guardG into punchP41.9%
Shadow Strike6P31.4%

88 further openings account for the other 116 rounds.

Eileen

Career
25–25 · 50.0%
This season
3 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into RententaiPK215.4%
Douchu6P17.7%
Douchu6P into Jouho Chu'un6PP17.7%
Sayu Gekishou6P+KP into Jinrai Santen6P+KPP17.7%
crouch dash forward into Douchu6P17.7%
evade down into Tanhikyaku9K17.7%
guardG into Douchu6P17.7%
guardG into Jouho Chu'un6PP17.7%
guardG into Soumensou4P17.7%
guardG into throwP+G17.7%
punchP into Jouho Chu'un6PP17.7%
punchP into kickK17.7%

Aoi

Career
2–11 · 15.4%
This season
3 matches · 66.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G333.3%
forward movement into punchP222.2%
Chudan Hiji'ate6P111.1%
Kusanagi2K+G111.1%
forward movement into Chudan Hiji'ate6P111.1%
guardG into throw escape111.1%

Kage

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

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senpujin2P+K120.0%
guardG120.0%
guardG into Fujinkyaku46K+G120.0%
guardG into Gen'you4K+G120.0%
guardG into Hiji'uchi6P120.0%

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 (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: 3 of 15 tests hold up
  • Wolf: 1 of 14 tests hold up
  • El Blaze: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Kage: not tested (too few rounds)