VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

SouzaTheo

Career matches7,190
Career win rate43.9%
Round win rate48.0%
Peak rank25
Distinct opponents449
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1373 #2,794 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

Akira257,1613,1444,01743.9%
Jacky—29111837.9%

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

2,245 of 3,741 rounds counted

8.1 inputs a second (486 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.14862,245

By opponent's character

Jacky8.1485212
Akira8.5507247
Wolf8.1487170
Aoi8.1483163
Jeffry8.0478138
Sarah7.9471122
Goh8.2491187
Lion8.450291
Pai8.248988
Kage7.8470163
Lau8.1488139
Shun8.4506138
Jean8.148578
Lei Fei7.947282
El Blaze7.847049
Vanessa7.947630
Brad8.048251
Eileen7.947239
Taka7.645837
Dural8.249321

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

Jacky99396039.4%-5.0
Akira95445146.3%+1.3
Wolf69254436.2%-0.4
Aoi67373055.2%+9.3
Jeffry63224134.9%-13.1
Sarah63352855.6%+7.2
Goh62323051.6%+3.1
Lion54302455.6%+9.9
Pai53302356.6%+8.1
Kage51173433.3%-8.9
Lau51272452.9%+2.6
Shun49262353.1%+5.2
Jean31121938.7%-6.0
Lei Fei27101737.0%-13.4
El Blaze2371630.4%-12.7
Vanessa23101343.5%-2.3
Brad2112957.1%+4.5
Eileen125741.7%-3.5
Taka103730.0%-5.3
Dural62433.3%-6.2

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 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

Low Fence111516046.0%+0.2
Octagon99425742.4%-4.7
Breakable Half Fence98415741.8%-1.7
Breakable Full Fence97455246.4%+0.3
Rectangle97475048.5%+3.9
Full Fence96455146.9%+0.8
Half Fence90424846.7%+0.9
Open78334542.3%-5.2
Single Wall73343946.6%-0.2
Full Fence and Open45252055.6%+7.1

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
Walls57745.4%45.5%-0.1
No walls26245.0%46.4%-1.4

Walls against open: +1.3 points (95% range -5.7 to +8.3), p 0.716 — 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

忘本朱の父 (Rank 26)2026/07/2651420.0%
Super-J-McWild (Rank 27)2026/07/2671614.3%
GWO (Rank 24)2026/07/2593633.3%
kota_mofumofu (Rank 23)2026/07/2564266.7%
いそじぇい (Rank 26)2026/07/2464266.7%
kanreki-jijii (Rank 22)2026/07/2364266.7%
もっちぃ (Rank 23)2026/07/20550100.0%
elbowcommand (Rank 25)2026/07/2081712.5%
O.J.A (Rank 22)2026/07/2054180.0%
Shurkn-_-pap03 (Rank 23)2026/07/1951420.0%
midori6127 (Rank 28)2026/07/1553260.0%
RX-7FD3S-Type-RS (Rank 26)2026/07/0653260.0%
yoshiyuki_matsu (Rank 21)2026/07/0654180.0%
Martin1833 (Rank 24)2026/07/0583537.5%
marble-w03 (Rank 27)2026/06/29107370.0%
yonchi41 (Rank 21)2026/06/28550100.0%
king3275junghwan (Rank 24)2026/06/2152340.0%
crazy7infinty (Rank 27)2026/06/206060.0%
nakamine0824 (Rank 23)2026/06/1153260.0%
Cap2007 (Rank 27)2026/06/0773442.9%
なお (Rank 24)2026/06/075050.0%
Noonien (Rank 23)2026/06/0484450.0%
UMAGON (Rank 23)2026/05/2175271.4%
nanatsuboshi_st (Rank 23)2026/05/1673442.9%
nanoka-222 (Rank 21)2026/03/2964266.7%

Round openings

Akira

Career
3,144–4,017 · 43.9%
This season
929 matches · 45.8%
Peak rank
25

First hit in 50.3% of 3,722 rounds. Won 51.4% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 14.5% of rounds, against 11.4% in their other rounds.
  • Against Kage: waits first in 53.2% of rounds, against 38.6% against everyone else.
  • After opening the round before by waiting: waits first in 44.2% of rounds, against 36.1% after anything else.
  • After losing a round: waits first in 43.1% of rounds, against 35.1% after winning one.
  • In round 1: opens with “G guard into forward dash” in 7.3% of rounds, against 4.1% in their other rounds.
  • Against Jacky: opens with “forward movement into P punch” in 6.3% of rounds, against 2.1% against everyone else.
  • After losing a round: opens with “G guard” in 15.5% of rounds, against 7.7% after winning one.
  • When behind: opens with “G guard” in 15.0% of rounds, against 9.4% when ahead or level.

How is this tested?

guardG43511.6%
backdash into Chouzan Housui46P+K41411.1%
guardG into forward dash1844.9%
crouch into Housui2P1634.3%
forward movement into punchP962.6%
forward dash942.5%
guardG into Souka Housui3P+K932.5%
forward dash into Jouho Touken6P772.1%
Rimon Chouchu66P into Jouho Touken6P651.7%
Souka Housui3P+K591.6%
backdash into Souka Housui3P+K531.4%
backdash into evade down531.4%
guardG into throw escape531.4%
guardG into Jouho Touken6P521.4%
guardG into Youteitou6K501.3%

300 further openings account for the other 1,802 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky25–37 · 40%12–15 · 44%too few to test
Akira24–29 · 45%15–17 · 47%-0.8
Wolf20–25 · 44%5–16 · 24%too few to test
Aoi26–23 · 53%7–7 · 50%too few to test
Jeffry13–26 · 33%5–12 · 29%too few to test
Sarah16–18 · 47%11–7 · 61%too few to test
Goh20–20 · 50%10–6 · 62%too few to test
Lion22–15 · 59%6–8 · 43%too few to test
Pai21–17 · 55%8–5 · 62%too few to test
Kage12–23 · 34%3–10 · 23%too few to test
Lau14–16 · 47%9–7 · 56%too few to test
Shun11–10 · 52%12–8 · 60%too few to test
Jean7–10 · 41%5–7 · 42%too few to test
Lei Fei8–11 · 42%1–5 · 17%too few to test
El Blaze4–11 · 27%3–4 · 43%too few to test
Vanessa3–5 · 38%2–3 · 40%too few to test
Brad8–8 · 50%2–1 · 67%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.

How is this tested?

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: 8 of 17 tests hold up