VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

king3275junghwan

  • Goh
Career matches2,239
Career win rate48.4%
Round win rate49.9%
Peak rank27
Distinct opponents135
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1366 #2,836 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

Akira272,1261,0431,08349.1%
Goh22113417236.3%

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

1,316 of 1,588 rounds counted

10.1 inputs a second (604 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.16081,196
Goh9.4562120

By opponent's character

Akira10.3617250
Wolf10.1608147
Aoi9.858997
Jacky10.3621134
Pai9.7581105
Jeffry9.557031
El Blaze10.160460
Lau9.556879
Sarah9.959274
Brad10.160467
Goh10.160562
Kage10.965429
Jean10.965234
Taka10.261227
Vanessa9.054135
Eileen10.864827
Lei Fei9.557212
Lion10.160524
Shun10.361922

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

Akira72393354.2%+3.0
Wolf42202247.6%+0.4
Aoi41202148.8%+5.4
Jacky36122433.3%-15.7
Pai25111444.0%-6.9
Jeffry24101441.7%-8.4
El Blaze2011955.0%+4.0
Lau1991047.4%-4.2
Sarah1912763.2%+17.5
Brad1712570.6%+13.2
Goh156940.0%-1.8
Kage125741.7%-8.3
Jean113827.3%-15.2
Taka105550.0%+2.8
Vanessa98188.9%+31.7
Eileen73442.9%+2.2
Lei Fei73442.9%+9.8
Lion61516.7%-36.1
Shun64266.7%+13.5
Dural1010.0%-23.0

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.

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

Open50222844.0%-4.9
Full Fence48212743.8%-4.4
Breakable Half Fence47192840.4%-8.8
Low Fence45222348.9%+2.7
Breakable Full Fence43232053.5%+8.5
Octagon37221559.5%+8.2
Half Fence33151845.5%+1.7
Rectangle30171356.7%+4.5
Single Wall26121446.1%-2.0
Full Fence and Open2112957.1%-2.7

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23849.2%48.2%+1.0
No walls12146.3%47.6%-1.3

Walls against open: +2.2 points (95% range -9.3 to +13.8), p 0.703 — 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

shinkita (Rank 22)2026/09/22770100.0%
manekinecogames (Rank 24)2026/09/2264266.7%
ゅろぽ (Rank 23)2026/09/2273442.9%
富美 (Rank 22)2026/09/14660100.0%
dalmax72 (Rank 26)2026/09/03137653.9%
こて (Rank 28)2026/08/3163350.0%
juste (Rank 29)2026/08/25105550.0%
ぽん (Rank 27)2026/08/1863350.0%
김치 (Rank 23)2026/08/18123925.0%
headup11 (Rank 26)2026/08/0384450.0%
SHUSHUSHU (Rank 29)2026/08/0362433.3%
委員ちょ (Rank 21)2026/07/2865183.3%
μ (Rank 25)2026/07/2893633.3%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 26)2026/07/2052340.0%
yabo (Rank 23)2026/06/3052340.0%
yasai (Rank 21)2026/06/2498188.9%
6132da (Rank 27)2026/06/2287187.5%
kkd828 (Rank 21)2026/06/2196366.7%
SouzaTheo (Rank 24)2026/06/2153260.0%
osAnKIRA (Rank 24)2026/06/2187187.5%
我的名字叫顺溜 (Rank 21)2026/06/2064266.7%
Konjikinoame (Rank 25)2026/06/1971614.3%
GWO (Rank 24)2026/06/1962433.3%
無槪念野獸/무개념야수 (Rank 23)2026/05/1683537.5%
swhy2008 (Rank 10)2026/03/3061516.7%

Round openings

Every character

crouch into Souka Housui3P+K1348.5%
backdash into backward movement1036.6%
backdash into Souka Housui3P+K865.5%
backdash into forward dash674.3%
backdash into Jouho Touken6P624.0%
backdash into guardG553.5%
Rimon Chouchu66P into Jouho Touken6P483.1%
throw escape452.9%
backdash412.6%
forward dash into Jouho Touken6P382.4%
no input382.4%
backdash into Jouho Senshou46P362.3%
forward dash into Souka Housui3P+K352.2%
backdash into throw escape332.1%
backdash into evade up271.7%

180 further openings account for the other 722 rounds.

Counted from 393 of the 399 matches played. The rest were not pulled for openings.

Akira

Career
1,043–1,083 · 49.1%
This season
367 matches · 49.6%
Peak rank
27

First hit in 54.7% of 1,429 rounds. Won 53.7% of the rounds they struck first, 46.2% of the rounds they were struck first.

Significant Tells

  • Against Lau: waits first in 32.9% of rounds, against 15.0% against everyone else.
  • After opening the round before by moving in: moves in first in 27.0% of rounds, against 7.3% after anything else.
  • After losing a round: backs off first in 54.1% of rounds, against 44.0% after winning one.
  • When behind: backs off first in 54.9% of rounds, against 43.8% when ahead or level.
  • Against Akira: opens with “backdash into forward dash” in 9.6% of rounds, against 3.3% against everyone else.
  • After losing a round: opens with “backdash into forward dash” in 6.0% of rounds, against 2.9% after winning one.
  • When the score is level: opens with “backdash into forward dash” in 7.7% of rounds, against 3.3% when ahead or behind.

How is this tested?

crouch into Souka Housui3P+K1349.2%
backdash into backward movement946.5%
backdash into Souka Housui3P+K865.9%
backdash into forward dash664.5%
backdash into Jouho Touken6P624.3%
Rimon Chouchu66P into Jouho Touken6P483.3%
backdash into guardG443.0%
throw escape433.0%
forward dash into Jouho Touken6P382.6%
no input382.6%
backdash362.5%
backdash into Jouho Senshou46P362.5%
forward dash into Souka Housui3P+K352.4%
backdash into throw escape302.1%
backdash into evade up251.7%

154 further openings account for the other 635 rounds.

Counted from 361 of the 367 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
Akira23–16 · 59%11–12 · 48%too few to test
Aoi10–12 · 45%4–6 · 40%too few to test
Jacky7–14 · 33%3–8 · 27%too few to test
Wolf6–12 · 33%5–4 · 56%too few to test
Jeffry6–6 · 50%4–4 · 50%too few to test
El Blaze4–8 · 33%7–1 · 88%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.

6 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?

Goh

Career
41–72 · 36.3%
This season
32 matches · 37.5%
Peak rank
22

First hit in 55.8% of 120 rounds. Won 35.8% of the rounds they struck first, 54.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Batousatsu3KP1613.3%
backdash into Sune Kudaki43P1310.8%
backdash into guardG119.2%
backdash into backward movement97.5%
backdash into Jibishou3P+K86.7%
backdash54.2%
guardG into throw escape43.3%
backdash into Kokuryusatsu Todome46P+KPP32.5%
backdash into Kyousengeri46K32.5%
backdash into Soukyu46P32.5%
backdash into throw escape32.5%
guardG32.5%
backdash into Karigeri1K21.7%
backdash into Karura4P+K21.7%
backdash into Shouzuka Okuri1P+K21.7%

28 further openings account for the other 33 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 (16 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: 7 of 16 tests hold up
  • Goh: not tested (too few rounds)