VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

MrWurldWyd

  • Pai
  • Goh
  • Wolf
Career matches2,112
Career win rate47.4%
Round win rate46.5%
Peak rank28
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1438 #2,422 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

Akira281,59577282348.4%
Goh2346421325145.9%
Pai2152153728.9%
Wolf211010.0%

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

738 of 944 rounds counted

6.7 inputs a second (401 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.8408680
Pai5.432546
Goh5.734412

By opponent's character

Akira6.840888
Aoi6.6396102
Taka6.036075
Pai6.740045
Vanessa6.840562
Brad6.740167
Wolf6.74003
Jacky6.438729
Sarah6.941329
Shun7.041955
Lau6.538849
Eileen7.243041
Lei Fei7.243524
Kage6.941210
Goh6.538724
Jeffry6.941620
El Blaze6.84058
Jean7.34407

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

Akira31102132.3%-0.0
Aoi31211067.7%+16.8
Taka1981142.1%-15.1
Pai1871138.9%+5.7
Vanessa189950.0%+7.0
Brad1771041.2%-12.5
Wolf14140100.0%+38.6
Jacky1331023.1%-10.4
Sarah135838.5%-6.8
Shun135838.5%-8.1
Lau123925.0%-9.5
Eileen115645.5%-5.8
Lei Fei97277.8%+23.8
Kage72528.6%-10.6
Goh61516.7%-31.2
Jeffry6060.0%-20.9
El Blaze21150.0%+28.2
Jean2020.0%-58.9

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

Single Wall34112332.4%-12.7
Full Fence33132039.4%-2.4
Breakable Half Fence32181456.2%+6.7
Half Fence31161551.6%+9.5
Breakable Full Fence28111739.3%-4.8
Open1991047.4%+3.4
Octagon189950.0%-3.3
Full Fence and Open145935.7%-8.3
Rectangle146842.9%-4.8
Low Fence125741.7%+12.6

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15646.8%45.9%+0.9
No walls6538.5%41.0%-2.6

Walls against open: +3.4 points (95% range -10.3 to +17.2), p 0.624 — 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

Kitetsu (Rank 29)2026/10/1142250.0%
TayoTayoTaka (Rank 30)2026/10/114040.0%
Johnnybwai (Rank 22)2026/10/1054180.0%
DevolvedNeutrals (Rank 37)2026/10/10145935.7%
The8thOne (Rank 27)2026/10/1062433.3%
AAmateur (Rank 25)2026/10/0275271.4%
Cliffster (Rank 26)2026/10/021912763.2%
Smi1e (Rank 26)2026/10/0273442.9%
Da-Goat-Pawn (Rank 32)2026/10/024040.0%
kidvid711 (Rank 26)2026/09/2763350.0%
A.o.G (Rank 24)2026/07/18158753.3%
seedash (Rank 31)2026/07/1882625.0%
sirHIXalot (Rank 21)2026/07/1642250.0%
S_C_H_T_O_M_P (Rank 21)2026/07/1043175.0%
SDVF|JINXHAND (Rank 32)2026/07/036060.0%
Ramenion (Rank 20)2026/07/03440100.0%
Lukeee (Rank 26)2026/06/2063350.0%
Kingbison (Rank 27)2026/06/191331023.1%
ChilePiquín (Rank 32)2026/06/1252340.0%
Tree (Rank 6)2026/06/11440100.0%
{SINS}_yoyo*TPH* (Rank 25)2026/05/1664266.7%
ToasterBonanza (Rank 17)2026/05/1610100100.0%
alteredbeast (Rank 23)2026/05/1552340.0%
BaebladeRIP (Rank 39)2026/05/154040.0%
Goat_intheshell/ttv (Rank 31)2026/04/2531233.3%

Round openings

Every character

Rimon Chouchu66P13615.8%
backdash into Jouho Senshou46P505.8%
backdash into evade down485.6%
backdash into throw escape455.2%
backdash into Goko Shutsudou3K+GP303.5%
Senzankou66P+K into throwP+G263.0%
crouch into Youhou33P263.0%
forward dash into Jouho Touken6P222.6%
crouch dash back into Koboku214P192.2%
forward dash into guardG182.1%
crouch dash forward into evade down172.0%
crouch dash back into Jouho Senshou46P161.9%
forward dash into throw escape161.9%
backdash into Chouzan Housui46P+K131.5%
Rimon Chouchu66P into forward dash121.4%

155 further openings account for the other 364 rounds.

Counted from 219 of the 242 matches played. The rest were not pulled for openings.

Akira

Career
772–823 · 48.4%
This season
225 matches · 45.8%
Peak rank
28

First hit in 53.9% of 794 rounds. Won 54.7% of the rounds they struck first, 42.4% of the rounds they were struck first.

Significant Tells

  • On Open stages: attacks straight away in 55.6% of rounds, against 28.0% on the other stages.
  • After opening the round before by attacking: attacks straight away in 45.3% of rounds, against 23.3% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 25.0% of rounds, against 14.1% after anything else.
  • After losing a round: attacks straight away in 37.6% of rounds, against 22.3% after winning one.
  • On Octagon stages: opens with “66P Rimon Chouchu” in 39.3% of rounds, against 14.4% on the other stages.
  • After opening the round before with “66P Rimon Chouchu”: opens with “66P Rimon Chouchu” in 38.1% of rounds, against 12.2% after anything else.

How is this tested?

Rimon Chouchu66P13617.0%
backdash into Jouho Senshou46P506.2%
backdash into evade down455.6%
backdash into throw escape455.6%
backdash into Goko Shutsudou3K+GP303.7%
Senzankou66P+K into throwP+G263.2%
crouch into Youhou33P263.2%
forward dash into Jouho Touken6P222.7%
crouch dash back into Koboku214P192.4%
forward dash into guardG172.1%
crouch dash back into Jouho Senshou46P162.0%
crouch dash forward into evade down162.0%
backdash into Chouzan Housui46P+K131.6%
Rimon Chouchu66P into forward dash121.5%
backdash111.4%

131 further openings account for the other 318 rounds.

Counted from 204 of the 225 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
Akira8–16 · 33%2–4 · 33%too few to test
Aoi7–4 · 64%7–4 · 64%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.

21 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?

Pai

Career
15–37 · 28.9%
This season
12 matches · 41.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into throw escape510.9%
Koutankyaku66K48.7%
backdash into evade down36.5%
backdash into guardG36.5%
crouch dash forward into guardG36.5%
crouch dash forward into throw escape36.5%
evade down into crouch dash forward36.5%
backdash into Honrakukyaku46K+G24.3%
backdash into Shi'en Settai2K+G24.3%
evade down into throw escape24.3%
Henshin Engeki44P12.2%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK12.2%
Hi'en Tankyaku9K into forward dash12.2%
Shi'en Settai2K+G into Ensei SenpukyakuK+G12.2%
backdash12.2%

11 further openings account for the other 11 rounds.

Wolf

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

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Savate4K228.6%
Knee Lift6K114.3%
Low Smash2K114.3%
backdash into evade up114.3%
down kick+guard2K+G114.3%
throwP+G114.3%

Goh

Career
213–251 · 45.9%
This season
3 matches · 0.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Soukyu46P133.3%
backdash into Batousatsu3KP133.3%
backdash into Maegeri3K133.3%

Counted from 1 of the 3 matches played. The rest 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 (15 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: 6 of 15 tests hold up
  • Pai: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)