VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

class-wiz

  • Jacky
  • Taka
  • Shun
  • Wolf
  • Vanessa
  • Kage
  • Goh
  • Lion
Career matches9,678
Career win rate50.9%
Round win rate51.0%
Peak rank31
Distinct opponents255
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1523 #1,858 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

Akira307,2363,5573,67949.2%
Jacky3192048443652.6%
Shun2933219713559.3%
Pai—26915511457.6%
Wolf2925515310260.0%
Taka302031099453.7%
Kage271981059353.0%
Lion271751017457.7%
Vanessa2966491774.2%
Goh262415962.5%

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

2,699 of 2,850 rounds counted

5.4 inputs a second (323 a minute) this season. Faster than 6% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.43212,061
Jacky5.5327236
Taka5.4324128
Shun5.834687
Wolf5.231068
Vanessa5.835059
Kage5.231053
Goh4.72794
Lion5.73403

By opponent's character

Akira5.1309394
Jeffry5.3319252
Jacky5.9355219
Aoi5.5330222
Wolf5.4327187
Sarah5.3317177
Pai5.6334143
Lion5.6335130
Shun5.4324131
El Blaze5.2311131
Goh5.3319133
Kage5.633599
Jean5.5328109
Lei Fei5.331885
Brad5.532973
Taka4.728465
Lau5.633758
Eileen4.627646
Vanessa5.532735
Dural5.633910

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

Akira101495248.5%-5.0
Jeffry62283445.2%-5.3
Jacky54312357.4%+12.6
Aoi51292256.9%+3.3
Wolf47222546.8%+0.9
Sarah46212545.6%-6.7
Pai37172046.0%-4.9
Lion36162044.4%-6.1
Shun34161847.1%-3.6
El Blaze33201360.6%+8.2
Goh32141843.8%-6.6
Kage31181358.1%+9.1
Jean27111640.7%+0.9
Lei Fei20101050.0%+6.2
Brad1812666.7%+27.7
Taka156940.0%-1.8
Lau1441028.6%-21.6
Eileen137653.9%+3.8
Vanessa86275.0%+14.8
Dural3030.0%-35.7

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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 Wall88394944.3%-5.8
Open75373849.3%-3.8
Half Fence74373750.0%+1.6
Octagon74393552.7%+4.8
Breakable Full Fence71422959.1%+10.2
Full Fence69274239.1%-9.7
Low Fence56253144.6%-3.1
Breakable Half Fence55233241.8%-9.2
Rectangle52341865.4%+20.4
Full Fence and Open47262155.3%+3.9

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
Walls39551.1%48.6%+2.5
No walls21946.1%50.0%-3.9

Walls against open: +6.4 points (95% range -2.4 to +15.1), p 0.153 — 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

入れ込むかもしれない (Rank 29)2026/10/1153260.0%
NEKOz (Rank 29)2026/10/1196366.7%
cokeshi (Rank 29)2026/10/0261516.7%
ガリバー (Rank 31)2026/09/3052340.0%
え~る (Rank 27)2026/09/3097277.8%
무파ZeroBlue (Rank 26)2026/09/3063350.0%
tamaneen (Rank 30)2026/09/3073442.9%
ぽん (Rank 28)2026/09/291410471.4%
滝太郎(Takitarou) (Rank 32)2026/09/2973442.9%
失礼!スマッシュ☆彡 (Rank 27)2026/09/2552340.0%
ペケ壱 (Rank 29)2026/09/1775271.4%
fazz00r (Rank 28)2026/09/1595455.6%
김치 (Rank 23)2026/08/2576185.7%
CELIS (Rank 27)2026/08/2471614.3%
orz (Rank 28)2026/08/06105550.0%
37 (Rank 28)2026/08/0564266.7%
syounai (Rank 30)2026/07/2471614.3%
haohwhite (Rank 25)2026/07/2084450.0%
melty01 (Rank 26)2026/07/2064266.7%
HavocWingPLZG (Rank 24)2026/07/1784450.0%
xXsoul-childXx (Rank 26)2026/07/08108280.0%
avolpe (Rank 23)2026/07/0852340.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/06/1883537.5%
伍の人 (Rank 29)2026/06/1863350.0%
フォアグラ (Rank 25)2026/06/0271614.3%

Round openings

Every character

guardG39213.9%
guardG into Souka Housui3P+K2157.6%
Rimon Chouchu66P1425.0%
Chouyoushu1P1154.1%
Souka Housui3P+K953.4%
guardG into throw escape843.0%
guardG into Chouyoushu1P562.0%
guardG into forward dash471.7%
ZanshuK+G into Youshi SaikenK+GP451.6%
Chouyoushu1P into guardG421.5%
evade up371.3%
guardG into Jouho Touken6P371.3%
guardG into Tetsuzankou466P+K341.2%
guardG into Youshi SaikenK+GP331.2%
backward movement into Tetsuzankou466P+K321.1%

411 further openings account for the other 1,417 rounds.

Counted from 672 of the 680 matches played. The rest were not pulled for openings.

Akira

Career
3,557–3,679 · 49.2%
This season
513 matches · 48.1%
Peak rank
30

First hit in 48.4% of 2,120 rounds. Won 54.5% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 3: backs off first in 9.5% of rounds, against 5.0% in their other rounds.
  • Against Lion: evades first in 21.0% of rounds, against 7.6% against everyone else.
  • After losing a round: waits first in 62.8% of rounds, against 33.5% after winning one.
  • When behind: waits first in 61.0% of rounds, against 39.3% when ahead or level.
  • In round 1: opens with “3P+K Souka Housui” in 6.5% of rounds, against 3.8% in their other rounds.
  • Against Jacky: opens with “66P Rimon Chouchu” in 16.6% of rounds, against 5.8% against everyone else.
  • After losing a round: opens with “G guard” in 19.6% of rounds, against 8.9% after winning one.
  • When behind: opens with “G guard into 3P+K Souka Housui” in 13.5% of rounds, against 6.7% when ahead or level.

How is this tested?

guardG28313.1%
guardG into Souka Housui3P+K21510.0%
Rimon Chouchu66P1426.6%
Chouyoushu1P1155.3%
Souka Housui3P+K954.4%
guardG into throw escape582.7%
guardG into Chouyoushu1P562.6%
guardG into forward dash462.1%
ZanshuK+G into Youshi SaikenK+GP452.1%
Chouyoushu1P into guardG421.9%
guardG into Jouho Touken6P371.7%
guardG into Tetsuzankou466P+K341.6%
guardG into Youshi SaikenK+GP331.5%
backward movement into Tetsuzankou466P+K321.5%
backward movement into Senzankou66P+K301.4%

193 further openings account for the other 890 rounds.

Counted from 509 of the 513 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira16–24 · 40%16–14 · 53%-7.2
Jeffry11–19 · 37%6–8 · 43%too few to test
Aoi17–10 · 63%7–6 · 54%too few to test
Wolf11–12 · 48%5–9 · 36%too few to test
Jacky12–7 · 63%7–9 · 44%too few to test
Goh8–14 · 36%2–3 · 40%too few to test
Lion12–11 · 52%1–3 · 25%too few to test
Sarah8–5 · 62%2–12 · 14%too few to test
Pai6–10 · 38%5–6 · 45%too few to test
El Blaze8–4 · 67%4–3 · 57%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.

4 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?

Jacky

Career
484–436 · 52.6%
This season
70 matches · 45.7%
Peak rank
31

First hit in 41.3% of 283 rounds. Won 49.6% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG5017.5%
Lightning Kick 22K+GK into Lightning Kick 32K+GKK227.7%
guardG into Slant Back Knuckle1P196.6%
guardG into throw escape186.3%
Slide Shuffle (Deflect)4P+K+G103.5%
guardG into Rage Kick1PK93.1%
Spin Heel Sword4K+G82.8%
Low Spin Kick1K+G62.1%
Slide Shuffle (Deflect)4P+K+G into evade down62.1%
forward movement into punchP62.1%
guardG into Low Spin Kick1K+G62.1%
Jab StraightPP into Jab Double StraightPPP51.8%
Side Hook Turn44P51.8%
forward movement into Jab Double StraightPPP51.8%
guardG into Middle Smash6P51.8%

63 further openings account for the other 106 rounds.

Taka

Career
109–94 · 53.7%
This season
32 matches · 46.9%
Peak rank
30

First hit in 48.8% of 127 rounds. Won 59.7% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG2519.5%
guardG into Kirikabu Kudaki1P+K129.4%
Kirikabu Kudaki1P+K86.2%
forward movement into guardG86.2%
punchP75.5%
guardG into Kumoyaburi4P+K53.9%
guardG into Zangeki33P53.9%
Shita Harite2P43.1%
guardG into throw escape43.1%
Hiji'ate6P32.3%
guardG into down-back punch+kick+guard1P+K+G32.3%
crouch into Shita Harite2P21.6%
forward dash into Tsuyubarai2P+K21.6%
forward movement into Tsuppari 3PPP21.6%
forward movement into punchP21.6%

34 further openings account for the other 36 rounds.

Shun

Career
197–135 · 59.3%
This season
22 matches · 63.6%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1516.3%
guardG into Haisenchu1P88.7%
Haisenchu1P44.3%
guardG into kickK44.3%
forward dash into guardG33.3%
guardG into Koushu Rentai1KK33.3%
backward movement into Kasen Zenbokushou6PP22.2%
forward movement into forward dash22.2%
forward movement into guardG22.2%
guardG into Gyou'in Haishu3P22.2%
guardG into Rengeki Gakushu46PPP22.2%
guardG into crouch22.2%
Chubu Soutenkyaku66K11.1%
Getsuga Gakushu46P11.1%
Gyou'in Haishu3P11.1%

40 further openings account for the other 40 rounds.

Wolf

Career
153–102 · 60.0%
This season
16 matches · 62.5%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1116.2%
guardG into throwP+G68.8%
guardG into Low Smash2K45.9%
Heavy Toe Kick4K+G34.4%
guardG into Knee Lift6K34.4%
guardG into throw escape34.4%
Quick Shoulder66P+K22.9%
backdash into throwP+G22.9%
crouch into Low Smash2K22.9%
evade up22.9%
evade up into crouch dash back22.9%
guardG into Heavy Toe Kick4K+G22.9%
Arrow Knuckle3P11.5%
Body Blow6P11.5%
Comet Hook1P11.5%

23 further openings account for the other 23 rounds.

Vanessa

Career
49–17 · 74.2%
This season
14 matches · 78.6%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: guard58.5%
Offensive Style: Long Barrel Blow46.8%
Offensive Style: Landing Knee Kick into Hunting Kick66KK35.1%
Offensive Style: guard into forward dash35.1%
Offensive Style: Sweet Leg Slash23.4%
Offensive Style: crouch dash back into evade down23.4%
Offensive Style: forward movement into Combo UpperPPP23.4%
Offensive Style: forward movement into guardG23.4%
Offensive Style: guard into Leg Slicer2K+G23.4%
Offensive Style: guard into Sweet Leg Slash1P23.4%
Defensive Style: guard into Set-up (Offensive Style)P+K+G11.7%
Offensive Style: Body Blow11.7%
Offensive Style: Body Blow into Body Blow Knee6PK11.7%
Offensive Style: Bunker Buster11.7%
Offensive Style: Combo Upper into Combo StraightPPPP11.7%

27 further openings account for the other 27 rounds.

Kage

Career
105–93 · 53.0%
This season
13 matches · 53.9%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG821.6%
Hiji'uchi6P410.8%
evade up38.1%
guardG into Surigeri2K38.1%
Rasen4P into Rasen Urageri4PK12.7%
Ryu'eikyaku66K12.7%
backdash into Fusenjin3P12.7%
backdash into guardG12.7%
backdash into throwP+G12.7%
crouch dash back into Rasen Fujin3KP12.7%
evade down12.7%
evade down into Rasen Urageri4PK12.7%
evade down into Surigeri2K12.7%
evade down into guardG12.7%
evade up into kickK12.7%

8 further openings account for the other 8 rounds.

Counted from 9 of the 13 matches played. The rest were not pulled for openings.

Not counted here: Goh, Lion. Their matches were not pulled for openings.

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: 8 of 16 tests hold up
  • Jacky: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Kage: not tested (too few rounds)