VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Tekhne

  • Wolf
  • Goh
Career matches3,439
Career win rate48.8%
Round win rate51.1%
Peak rank29
Distinct opponents63
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1553 #1,656 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

Akira293,3201,6131,70748.6%
Wolf25103564754.4%
Goh21169756.2%

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

857 of 1,036 rounds counted

8.5 inputs a second (512 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.8529615
Wolf8.0480179
Goh7.544763

By opponent's character

Pai8.5510143
Shun8.6517120
Lei Fei8.2491107
Jacky9.054193
Taka7.9473100
Akira9.255083
Wolf8.048022
Sarah8.450643
Jean8.752138
Lau9.255017
Jeffry7.947425
Goh8.249225
Lion8.852915
Brad9.355714
Eileen9.95968
Vanessa8.65184

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

Pai38152339.5%-17.2
Shun31102132.3%-4.2
Lei Fei30181260.0%+5.3
Jacky27111640.7%-16.0
Taka25131252.0%+21.0
Akira22101245.5%-10.4
Wolf1812666.7%+12.0
Sarah138561.5%+10.8
Aoi114736.4%-11.6
Jean108280.0%+18.8
Lau98188.9%+29.6
Jeffry75271.4%-7.2
Goh64266.7%+0.8
Lion51420.0%-18.1
Brad42250.0%+3.5
Eileen440100.0%+25.0
Vanessa110100.0%+23.9

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

Open37211656.8%+3.7
Breakable Half Fence28161257.1%-0.8
Octagon28141450.0%-1.8
Half Fence26161061.5%+11.0
Rectangle26131350.0%+3.2
Full Fence25151060.0%+9.7
Low Fence2291340.9%-11.2
Breakable Full Fence1910952.6%+1.5
Full Fence and Open1981142.1%-5.9
Single Wall1761135.3%-0.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15255.3%51.9%+3.4
No walls7647.4%49.0%-1.6

Walls against open: +5.0 points (95% range -9.6 to +19.6), p 0.505 — 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

Sevensided253 (Rank 31)2026/10/0273442.9%
AmazedArts (Rank 24)2026/10/0232166.7%
JimmyBiscuits (Rank 29)2026/09/2952340.0%
FrankJaegar (Rank 40)2026/09/284040.0%
Guardian64 (Rank 27)2026/09/2354180.0%
VengefulVizzini (Rank 27)2026/09/184040.0%
fivey70 (Rank 26)2026/09/16138561.5%
Kungfuhustle99 (Rank 31)2026/09/1371614.3%
Reginald_Greene (Rank 28)2026/09/091661037.5%
LethalLegendK (Rank 29)2026/09/07104640.0%
seedash (Rank 32)2026/09/0772528.6%
Biffgrud (Rank 28)2026/08/1894544.4%
THEWEIAND (Rank 26)2026/08/18169756.2%
VF31998 (Rank 30)2026/07/04102820.0%
own1jef123 (Rank 27)2026/06/2271614.3%
.42. (Rank 21)2026/06/20660100.0%
johnnydange12 (Rank 24)2026/06/1363350.0%
j_remover (Rank 29)2026/06/1132166.7%
ShinAssassin669 (Rank 29)2026/06/1142250.0%
SplashBreeze (Rank 12)2026/05/29440100.0%
SuperKumaFGC (Rank 28)2026/05/2842250.0%
tenpai (Rank 22)2026/05/286060.0%
Grimmjow4ever6 (Rank 7)2026/05/28440100.0%
ChiefRocka (Rank 29)2026/03/27114736.4%
AV9423 (Rank 25)2026/03/27118372.7%

Round openings

Every character

guardG656.3%
crouch dash back into evade down363.5%
punchP363.5%
Rimon Chouchu66P into Jouho Touken6P323.1%
evade up into Souka Housui3P+K292.8%
guardG into Chouyoushu1P242.3%
guardG into Youhou33P242.3%
forward dash into throwP+G222.1%
backdash into guardG201.9%
crouch dash back into guardG201.9%
backdash into crouch dash back161.6%
evade up into guardG161.6%
Souka Housui3P+K151.5%
crouch into Low Hammer2P141.4%
forward dash into Jouho Touken6P141.4%

253 further openings account for the other 646 rounds.

Counted from 259 of the 261 matches played. The rest were not pulled for openings.

Akira

Career
1,613–1,707 · 48.6%
This season
200 matches · 51.5%
Peak rank
29

First hit in 49.4% of 785 rounds. Won 57.7% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG455.7%
crouch dash back into evade down344.3%
Rimon Chouchu66P into Jouho Touken6P324.1%
evade up into Souka Housui3P+K293.7%
punchP253.2%
guardG into Chouyoushu1P243.0%
guardG into Youhou33P243.0%
backdash into crouch dash back162.0%
backdash into guardG162.0%
Souka Housui3P+K151.9%
crouch dash back into guardG151.9%
forward dash into Jouho Touken6P141.8%
forward dash into throwP+G141.8%
forward dash into guardG131.6%
guardG into forward dash131.6%

165 further openings account for the other 458 rounds.

Counted from 198 of the 200 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
Pai10–3 · 77%5–8 · 38%too few to test
Jacky9–8 · 53%0–6 · 0%too few to test
Akira6–8 · 43%4–4 · 50%too few to test
Lei Fei5–7 · 42%1–2 · 33%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.

2 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?

Wolf

Career
56–47 · 54.4%
This season
44 matches · 47.7%
Peak rank
25

First hit in 50.8% of 179 rounds. Won 53.9% of the rounds they struck first, 44.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1810.1%
crouch into Low Hammer2P147.8%
forward dash into throwP+G84.5%
Knee Lift6K73.9%
evade up into Quick Shoulder66P+K63.4%
punchP63.4%
Arrow Knuckle3P52.8%
evade up into guardG52.8%
guardG into Knee Lift6K52.8%
Arrow Knuckle3P into throwP+G42.2%
Elbow Butt4P42.2%
guardG into Dragonfish Blow6PP42.2%
guardG into Face Lift Kick3K42.2%
backdash into Quick Shoulder66P+K31.7%
evade up into Arrow Knuckle3P31.7%

64 further openings account for the other 83 rounds.

Goh

Career
9–7 · 56.2%
This season
17 matches · 58.8%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P914.3%
crouch into Sune'uchi2P69.5%
punchP57.9%
crouch dash back into guardG46.3%
Hiji'ate6P into throwP+G23.2%
Hoderi4P into Hoderi~Shikigami4PP23.2%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G23.2%
Maegeri3K into Batousatsu3KP23.2%
backdash into guardG23.2%
guardG23.2%
guardG into Raikou3P23.2%
Hiji'ate6P into backward movement11.6%
Hiji'ate6P into punchP11.6%
Kirin33P into guardG11.6%
Minamo Barai2P+K11.6%

21 further openings account for the other 21 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 (14 here; about 0.7 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: 0 of 14 tests hold up
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)