VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

NFC-S-

  • Dural
Career matches618
Career win rate61.2%
Round win rate50.7%
Peak rank34
Distinct opponents38
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1607 #1,303 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

Akira3460136523660.7%
Dural231713476.5%

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

287 of 355 rounds counted

7.9 inputs a second (477 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.9477287

By opponent's character

Lau7.846757
Jean8.048133
Akira8.450631
Vanessa7.84689
Goh8.048123
Jacky8.148825
Jeffry8.75216
Taka8.148518
Wolf8.249119
Lion7.74639
Brad7.04228
Eileen7.54519
El Blaze8.14847
Lei Fei7.544710
Shun7.54519
Dural7.54475
Pai8.24915
Sarah7.34364

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

Lau137653.9%+4.6
Jean106460.0%+5.0
Akira84450.0%-2.2
Vanessa85362.5%+18.5
Goh72528.6%-20.4
Jacky75271.4%+15.3
Jeffry64266.7%+11.4
Taka52340.0%-9.7
Wolf41325.0%-38.7
Aoi3030.0%-31.3
Lion31233.3%-7.2
Brad220100.0%+43.8
Eileen220100.0%+61.1
El Blaze220100.0%+57.1
Lei Fei21150.0%-6.9
Shun2020.0%-45.5
Dural1010.0%-44.7
Pai1010.0%-66.4
Sarah1010.0%-45.0

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

Half Fence2161528.6%-25.4
Full Fence128466.7%+14.5
Octagon107370.0%+27.3
Low Fence96366.7%+24.0
Breakable Half Fence73442.9%-12.9
Full Fence and Open74357.1%+3.9
Open53260.0%+13.7
Rectangle53260.0%+3.9
Breakable Full Fence43175.0%+15.6
Single Wall2020.0%-56.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls5950.8%51.2%-0.3
No walls1656.2%47.0%+9.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

司馬 威太郎 (Rank 36)2026/07/1631233.3%
ジャイロ (Rank 35)2026/07/0632166.7%
改悪 (Rank 30)2026/07/062020.0%
타우끼/taukee (Rank 35)2026/06/2851420.0%
aona (Rank 36)2026/06/2063350.0%
会長さん (Rank 31)2026/06/20220100.0%
あぽろん (Rank 31)2026/06/2086275.0%
PuzzG/ぱず爺 (Rank 36)2026/06/202020.0%
太尉 (Rank 30)2026/06/20220100.0%
しゆう@1974 (Rank 35)2026/06/1931233.3%
影虎 (Rank 33)2026/06/1821150.0%
ぬっき~@赫眼☆赫子 (Rank 35)2026/06/172020.0%
tamaneen (Rank 30)2026/06/1553260.0%
ちび太☆らふぁ~る (Rank 33)2026/06/1332166.7%
ロストマン (Rank 32)2026/06/1121150.0%
かべごん (Rank 37)2026/06/08220100.0%
LEO (Rank 33)2026/06/08220100.0%
Bird-Tat (Rank 33)2026/06/0821150.0%
whitnes (Rank 31)2026/06/082020.0%
マーレさん (Rank 31)2026/06/0721150.0%
たたみん♪ (Rank 27)2026/04/202020.0%
申 ディレイ2!!! (Rank 29)2026/04/19220100.0%
........ (Rank 23)2026/04/1763350.0%
pinturicchio (Rank 28)2026/04/1621150.0%
fazz00r (Rank 25)2026/04/162020.0%

Round openings

Every character

crouch into throw escape7019.7%
throw escape359.9%
Senzankou66P+K into throwP+G329.0%
evade down into throw escape318.7%
Rimon Chouchu66P into evade down143.9%
crouch into guardG143.9%
crouch into Housui2P113.1%
crouch into Rimon Chouchu66P113.1%
Rimon Chouchu66P into forward dash92.5%
evade down into guardG92.5%
evade down into Rimon Chouchu66P82.2%
crouch into forward dash72.0%
Rimon Chouchu66P61.7%
evade down into crouch61.7%
evade down into forward dash61.7%

49 further openings account for the other 86 rounds.

Akira

Career
365–236 · 60.7%
This season
81 matches · 50.6%
Peak rank
34

First hit in 49.4% of 326 rounds. Won 53.4% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 53.6% of rounds, against 18.9% after losing one.
  • When ahead: attacks straight away in 54.3% of rounds, against 18.9% when behind.
  • When behind: opens with “crouch into throw escape” in 32.2% of rounds, against 15.2% when ahead.

How is this tested?

crouch into throw escape6921.0%
throw escape3310.0%
Senzankou66P+K into throwP+G329.7%
evade down into throw escape298.8%
Rimon Chouchu66P into evade down144.3%
crouch into Housui2P113.3%
crouch into Rimon Chouchu66P113.3%
Rimon Chouchu66P into forward dash92.7%
crouch into guardG92.7%
evade down into Rimon Chouchu66P82.4%
crouch into forward dash72.1%
evade down into guardG72.1%
Rimon Chouchu66P61.8%
evade down into forward dash61.8%
crouch into Jouho Touken6P51.5%

39 further openings account for the other 73 rounds.

Dural

Career
13–4 · 76.5%
This season
6 matches · 50.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into guardG519.2%
evade down into Low Knuckle2P27.7%
evade down into guardG27.7%
evade down into throw escape27.7%
throw escape27.7%
Rising Elbow6P13.9%
crouch into Dragonfish Blow6PP13.9%
crouch into High Spin Kick1PK13.9%
crouch into Low Knuckle2P13.9%
crouch into Lumpini Combination4PK13.9%
crouch into One TwoPP13.9%
crouch into Slant Back Knuckle1P13.9%
crouch into forward movement13.9%
crouch into throw escape13.9%
evade down into Double Joint Butt6PK13.9%

3 further openings account for the other 3 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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: 3 of 15 tests hold up
  • Dural: not tested (too few rounds)