VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Akira

Shiokara_RV

  • Kage
  • Jeffry
  • Taka
  • Lion
Career matches10,577
Career win rate78.1%
Round win rate73.1%
Peak rank46
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2142 #5 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

Akira466,7525,3051,44778.6%
Taka461,8461,45039678.5%
Jacky—49636912774.4%
Kage4247933514469.9%
Dural—3532916282.4%
Jeffry432231824181.6%
Lion422151744180.9%
Lau—2131555872.8%

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

381 of 804 rounds counted

9.0 inputs a second (539 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.2554312
Kage7.846666
Lion10.96543

By opponent's character

Lau9.456681
Brad9.657826
Shun8.752413
Wolf8.148854
Goh8.651769
Pai8.349925
Akira9.255510
Vanessa9.557138
Lion9.054220
Kage9.758010
Aoi9.758213
Sarah9.45677
Lei Fei7.94745
Eileen9.15433
Jeffry9.75813
Taka9.25504

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

Lau3026486.7%+5.1
Brad27270100.0%+13.9
Shun2623388.5%+0.3
Wolf2421387.5%-3.7
Goh1914573.7%-10.9
Pai1612475.0%-11.5
Akira139469.2%-19.8
Vanessa12120100.0%+13.8
Lion10100100.0%+16.0
Jacky96366.7%-19.5
Kage76185.7%-4.2
Aoi65183.3%-8.9
Jean660100.0%+12.8
Sarah660100.0%+1.7
Dural220100.0%+13.6
Lei Fei220100.0%+13.5
Eileen110100.0%+1.1
Jeffry110100.0%+1.1
Taka110100.0%+13.6

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

Breakable Full Fence3128390.3%+3.9
Breakable Half Fence2927293.1%+4.8
Single Wall2522388.0%+2.2
Low Fence2419579.2%-8.6
Half Fence2117481.0%-6.9
Open21210100.0%+13.2
Octagon2017385.0%-2.4
Rectangle1713476.5%-11.0
Full Fence86275.0%-9.1
Full Fence and Open770100.0%+8.1

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
Walls12685.7%87.3%-1.5
No walls7088.6%86.9%+1.6

Walls against open: -3.2 points (95% range -13.7 to +7.3), p 0.553 — 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

jinmenusagi (Rank 44)2026/06/281512380.0%
ATTIME (Rank 41)2026/06/2831233.3%
ジャーキー山田 (Rank 42)2026/06/28990100.0%
k-wofs (Rank 42)2026/06/28660100.0%
マハリータまるこ (Rank 38)2026/06/2832166.7%
hide-on1966 (Rank 16)2026/06/27220100.0%
HB (Rank 31)2026/06/27440100.0%
pazwolf (Rank 38)2026/06/2764266.7%
アナパイ1973 (Rank 38)2026/06/2732166.7%
CRY-xxBABYxx (Rank 36)2026/06/27440100.0%
ER_higante (Rank 28)2026/06/2743175.0%
たか (Rank 30)2026/06/27330100.0%
GP (Rank 40)2026/06/27440100.0%
shenron0321 (Rank 42)2026/06/271611568.8%
のりシオン (Rank 42)2026/06/25330100.0%
めがじぇね (Rank 42)2026/04/1696366.7%
エンたん (Rank 43)2026/04/1673442.9%
じゃんぬ (Rank 44)2026/04/1653260.0%
きよし (Rank 4)2026/04/16880100.0%
PuzzG/ぱず爺 (Rank 34)2026/04/1610100100.0%
ShieldHolder (Rank 23)2026/04/16220100.0%
chima0818turi (Rank 39)2026/04/1615150100.0%
くろね|Nobishiro-F (Rank 36)2026/04/16440100.0%
マサ「オ」 (Rank 40)2026/04/161110190.9%
攻擊型整人武器 (Rank 34)2026/04/16440100.0%

Round openings

Every character

backdash into evade up8910.9%
Rimon Chouchu66P779.5%
Rimon Chouchu66P into crouch dash forward617.5%
backdash into punchP597.2%
Rimon Chouchu66P into evade down566.9%
backdash into evade down526.4%
forward dash into Jouho Touken6P425.2%
forward movement into punchP354.3%
Koboku214P283.4%
Senzankou66P+K into throwP+G222.7%
Rimon Chouchu66P into forward dash162.0%
backdash131.6%
evade up131.6%
Hiji'uchi6P111.4%
crouch dash back into Jouho Touken6P111.4%

103 further openings account for the other 229 rounds.

Akira

Career
5,305–1,447 · 78.6%
This season
197 matches · 87.3%
Peak rank
46

First hit in 58.8% of 707 rounds. Won 75.5% of the rounds they struck first, 71.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: evades first in 8.0% of rounds, against 2.2% in their other rounds.
  • Against Wolf: attacks straight away in 70.9% of rounds, against 39.4% against everyone else.
  • After winning a round: attacks straight away in 54.8% of rounds, against 20.5% after losing one.
  • When ahead: attacks straight away in 51.4% of rounds, against 27.6% when level or behind.
  • In round 2: opens with “66P Rimon Chouchu into crouch dash forward” in 13.4% of rounds, against 6.5% in their other rounds.
  • Against Wolf: opens with “66P Rimon Chouchu into evade down” in 25.5% of rounds, against 6.2% against everyone else.
  • On Breakable Full Fence stages: opens with “66P Rimon Chouchu into crouch dash forward” in 16.0% of rounds, against 6.7% on the other stages.
  • After opening the round before with “66P Rimon Chouchu into evade down”: opens with “66P Rimon Chouchu into evade down” in 27.3% of rounds, against 6.1% after anything else.
  • After winning a round: opens with “66P Rimon Chouchu into crouch dash forward” in 13.8% of rounds, against 0.6% after losing one.
  • When ahead: opens with “66P Rimon Chouchu into crouch dash forward” in 13.9% of rounds, against 2.6% when level or behind.

How is this tested?

backdash into evade up7910.8%
Rimon Chouchu66P7710.6%
Rimon Chouchu66P into crouch dash forward618.4%
Rimon Chouchu66P into evade down567.7%
backdash into punchP557.5%
backdash into evade down486.6%
forward dash into Jouho Touken6P425.8%
Koboku214P283.8%
forward movement into punchP263.6%
Senzankou66P+K into throwP+G223.0%
Rimon Chouchu66P into forward dash162.2%
evade up131.8%
crouch dash back into Jouho Touken6P111.5%
crouch dash back into forward dash111.5%
crouch dash back into guardG111.5%

76 further openings account for the other 174 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau17–3 · 85%5–1 · 83%too few to test
Brad19–0 · 100%8–0 · 100%too few to test
Shun10–0 · 100%9–3 · 75%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?

Kage

Career
335–144 · 69.9%
This season
16 matches · 81.2%
Peak rank
42

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P1116.7%
backdash into evade up812.1%
forward movement into punchP812.1%
Fusenjin3P57.6%
backdash into punchP46.1%
Hagakure-ryu In Raijingeki46P+K34.5%
backdash34.5%
backdash into Nirenkyaku3KK34.5%
backdash into evade down34.5%
Hiji'uchi6P into backdash23.0%
Hiji'uchi6P into crouch dash forward23.0%
Hiji'uchi6P into forward dash23.0%
ResshouPP into RekkukyakuPPK23.0%
backdash into Hiji'uchi6P23.0%
Hiji'uchi6P into evade down11.5%

7 further openings account for the other 7 rounds.

Jeffry

Career
182–41 · 81.6%
This season
2 matches · 100.0%
Peak rank
43

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Knuckle2P222.2%
Low Knuckle2P into throwP+G111.1%
Overblow Shoulder66P+K into throwP+G111.1%
backdash into Elbow Butt6P111.1%
backdash into throwP+G111.1%
crouch dash forward into Knee Attack6K111.1%
crouch dash forward into Toe Kick2K111.1%
forward movement into punchP111.1%

Taka

Career
1,450–396 · 78.5%
This season
2 matches · 100.0%
Peak rank
46

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Morotezuki66P233.3%
backdash into evade up233.3%
Hiji'ate6P116.7%
Mawashi Harite44P116.7%

Lion

Career
174–41 · 80.9%
This season
1 matches · 100.0%
Peak rank
42

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Katousui2P133.3%
Senshippo66P133.3%
backdash into evade down133.3%

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: 10 of 15 tests hold up
  • Kage: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Lion: not tested (too few rounds)