VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Grimaster

  • Pai
Career matches8,833
Career win rate49.1%
Round win rate48.8%
Peak rank31
Distinct opponents298
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1622 #1,213 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

Akira316,6823,2513,43148.6%
Pai312,1511,0851,06650.4%

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

3,256 of 4,081 rounds counted

7.5 inputs a second (450 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.54513,242
Pai6.539314

By opponent's character

Akira7.8466410
Wolf7.5451370
Jacky7.8468324
Jeffry7.6455237
Pai7.5448230
Aoi7.3436198
Goh7.3438177
Sarah7.3436188
El Blaze7.1424178
Shun7.4443145
Jean7.3439137
Lion7.8467144
Vanessa7.4446110
Lau7.8466111
Kage7.545196
Brad7.745973
Lei Fei7.343833
Dural7.243528
Taka7.243440
Eileen7.243327

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

Akira127656251.2%+1.6
Wolf104594556.7%+3.5
Jacky92464650.0%+1.2
Jeffry84374744.0%-3.3
Pai81503161.7%+10.1
Aoi70333747.1%+1.6
Goh60263443.3%-4.1
Sarah55243143.6%-6.6
El Blaze49242549.0%-0.5
Shun49242549.0%-4.4
Jean40162440.0%-9.3
Lion38241463.2%+15.1
Vanessa32141843.8%-2.9
Lau31131841.9%-4.3
Kage29131644.8%+1.4
Brad27101737.0%-8.0
Lei Fei167943.8%-1.1
Dural135838.5%-9.7
Taka103730.0%-15.8
Eileen74357.1%+12.1

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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 Wall121556645.5%-5.0
Breakable Full Fence118615751.7%+2.9
Low Fence110535748.2%-1.5
Open110525847.3%-0.4
Full Fence103554853.4%+3.6
Half Fence88424647.7%-2.0
Breakable Half Fence85444151.8%+1.8
Rectangle85463954.1%+5.2
Octagon84394546.4%-3.6
Full Fence and Open56223439.3%-8.8

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
Walls56351.0%49.7%+1.3
No walls34146.9%49.0%-2.1

Walls against open: +3.4 points (95% range -3.8 to +10.6), p 0.348 — 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

弾丸(だんまる) (Rank 30)2026/10/1776185.7%
入れ込むかもしれない (Rank 29)2026/10/12149564.3%
ニトロ (Rank 33)2026/10/1193633.3%
エルモchYT★プなれ★ (Rank 30)2026/10/1185362.5%
肉彦さん☆彡 (Rank 30)2026/10/101331023.1%
黒シャツ (Rank 33)2026/10/04101910.0%
BANANA (Rank 31)2026/10/0272528.6%
striker0123 (Rank 30)2026/09/291912763.2%
会長さん (Rank 33)2026/09/293092130.0%
ネイト・リバー (Rank 31)2026/09/2471614.3%
獣王(設定2) (Rank 31)2026/09/2383537.5%
カプリッチョ (Rank 26)2026/09/221310376.9%
ペケ壱 (Rank 29)2026/09/15137653.9%
鳩男 (Rank 31)2026/09/15103730.0%
Koutei (Rank 33)2026/09/15124833.3%
tawava (Rank 30)2026/09/0982625.0%
ありがとナス (Rank 27)2026/09/091612475.0%
白い妖精 (Rank 32)2026/09/08105550.0%
さざび (Rank 30)2026/09/0774357.1%
きてぃ☆ (Rank 31)2026/08/1784450.0%
イチゲン (Rank 29)2026/08/051510566.7%
あをゐ (Rank 33)2026/08/0493633.3%
キネマ (Rank 30)2026/07/2364266.7%
ER_higante (Rank 27)2026/07/1520101050.0%
XXX (Rank 30)2026/06/21105550.0%

Round openings

Every character

crouch dash forward into guardG3238.8%
backdash into evade down2747.4%
crouch dash back into guardG1945.3%
backdash into evade up1504.1%
crouch dash forward into evade down1474.0%
guardG into evade down1283.5%
crouch dash forward into Rimon Chouchu66P1113.0%
evade down into crouch dash forward1052.9%
crouch dash back into evade down982.7%
punchP902.4%
guardG882.4%
guardG into throw escape852.3%
punchP into forward dash752.0%
crouch dash forward into forward dash711.9%
guardG into forward dash701.9%

214 further openings account for the other 1,676 rounds.

Counted from 917 of the 1,014 matches played. The rest were not pulled for openings.

Akira

Career
3,251–3,431 · 48.6%
This season
1,009 matches · 48.9%
Peak rank
31

First hit in 45.8% of 3,646 rounds. Won 51.7% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 47.6% of rounds, against 30.8% in their other rounds.
  • Against Akira: attacks straight away in 19.6% of rounds, against 9.5% against everyone else.
  • After opening the round before by evading: evades first in 10.9% of rounds, against 5.7% after anything else.
  • After winning a round: backs off first in 52.1% of rounds, against 11.0% after losing one.
  • When ahead: backs off first in 47.6% of rounds, against 21.3% when level or behind.
  • Against a Shun on no drinks: backs off first in 51.4% of rounds, against 25.4% against a Shun on other counts.
  • In round 1: opens with “crouch dash forward into evade down” in 7.6% of rounds, against 2.8% in their other rounds.
  • Against Wolf: opens with “backdash into evade down” in 13.1% of rounds, against 6.8% against everyone else.
  • After opening the round before with “crouch dash forward into evade down”: opens with “crouch dash forward into evade down” in 8.6% of rounds, against 2.6% after anything else.
  • After winning a round: opens with “backdash into evade down” in 12.3% of rounds, against 2.2% after losing one.
  • When ahead: opens with “backdash into evade down” in 11.9% of rounds, against 4.9% when level or behind.

How is this tested?

crouch dash forward into guardG3228.8%
backdash into evade down2737.5%
crouch dash back into guardG1935.3%
backdash into evade up1484.0%
crouch dash forward into evade down1474.0%
guardG into evade down1283.5%
crouch dash forward into Rimon Chouchu66P1113.0%
evade down into crouch dash forward1042.8%
crouch dash back into evade down972.6%
punchP902.5%
guardG882.4%
guardG into throw escape852.3%
punchP into forward dash752.0%
crouch dash forward into forward dash711.9%
guardG into forward dash701.9%

208 further openings account for the other 1,661 rounds.

Counted from 912 of the 1,009 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
Akira31–34 · 48%21–17 · 55%-5.4
Wolf30–20 · 60%17–16 · 52%+15.8
Pai24–14 · 63%16–13 · 55%too few to test
Jeffry18–22 · 45%11–14 · 44%too few to test
Jacky25–16 · 61%9–14 · 39%too few to test
Aoi21–11 · 66%6–17 · 26%too few to test
Goh15–17 · 47%6–12 · 33%too few to test
Sarah11–20 · 35%11–9 · 55%too few to test
El Blaze16–19 · 46%5–6 · 45%too few to test
Shun11–14 · 44%6–9 · 40%too few to test
Jean11–10 · 52%5–9 · 36%too few to test
Lion7–6 · 54%10–5 · 67%too few to test
Lau10–6 · 62%2–7 · 22%too few to test
Vanessa7–9 · 44%5–5 · 50%too few to test
Brad2–12 · 14%5–5 · 50%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.

97 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
1,085–1,066 · 50.4%
This season
5 matches · 80.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up29.1%
evade up into crouch dash forward29.1%
forward movement into punchP29.1%
Honshin Soukyaku1K+G into guardG14.5%
backdash into Honshin Soukyaku1K+G14.5%
backdash into evade down14.5%
crouch dash back into Honshin Soukyaku1K+G14.5%
crouch dash back into evade down14.5%
crouch dash back into evade up14.5%
crouch dash back into guardG14.5%
crouch dash forward into Shi'en Settai2K+G14.5%
crouch dash forward into crouch14.5%
crouch dash forward into guardG14.5%
evade down into crouch dash forward14.5%
evade up14.5%

4 further openings account for the other 4 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 (17 here; about 0.9 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: 11 of 17 tests hold up
  • Pai: not tested (too few rounds)