VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

gainkiller

  • Goh
Career matches573
Career win rate57.1%
Round win rate53.2%
Peak rank28
Distinct opponents88
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1480 #2,158 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

Akira2856832424457.0%
Goh1653260.0%

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

1,332 of 1,331 rounds counted

7.3 inputs a second (437 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.34381,310
Goh6.941222

By opponent's character

Akira7.1428162
Jeffry7.1426153
Pai7.5452148
Brad7.4443136
Goh7.444497
Jacky7.0417100
Sarah7.444287
Vanessa7.243091
Lei Fei7.243278
Shun7.243256
Lion7.343746
Aoi7.545139
Taka7.746135
Eileen7.444629
El Blaze8.249220
Jean7.243523
Lau7.243518
Kage7.44426
Wolf7.14258

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

Akira43281565.1%+7.7
Jeffry38281073.7%+17.4
Pai38172144.7%-1.1
Brad34171750.0%-7.5
Goh2617965.4%+9.6
Jacky2417770.8%+21.5
Sarah23121152.2%-16.3
Vanessa23101343.5%+2.7
Lei Fei1981142.1%-14.5
Shun145935.7%-14.8
Lion126650.0%-2.7
Aoi94544.4%-14.7
Taka93633.3%-33.2
Eileen74357.1%+6.9
El Blaze63350.0%-1.9
Jean62433.3%-33.8
Lau42250.0%-6.0
Kage220100.0%+13.2
Wolf220100.0%+18.9

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.

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

Full Fence47242351.1%-12.2
Open43202346.5%-6.2
Breakable Full Fence42241857.1%+4.5
Low Fence37162143.2%-7.2
Half Fence36251169.4%+15.6
Breakable Half Fence35251071.4%+17.1
Rectangle30171356.7%+1.0
Octagon24111345.8%-13.2
Single Wall2012860.0%+4.7
Full Fence and Open115645.5%+7.5

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21458.9%56.8%+2.1
No walls10048.0%51.9%-3.9

Walls against open: +5.9 points (95% range -5.8 to +17.7), p 0.324 — 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

Setsuna_X (Rank 29)2026/08/0395455.6%
LuBuMBX (Rank 28)2026/08/022316769.6%
HARLEMKNIGHT116 (Rank 33)2026/07/2151420.0%
PeerC001 (Rank 25)2026/07/2194544.4%
llMICll (Rank 32)2026/07/18116554.5%
ZaZaNinja513 (Rank 14)2026/07/17108280.0%
TayoTayoTaka (Rank 24)2026/07/1773442.9%
TheLetterAfterZ (Rank 30)2026/07/165050.0%
JinNC (Rank 29)2026/07/1663350.0%
The8thOne (Rank 27)2026/07/1664266.7%
OmegaBankai (Rank 29)2026/07/1652340.0%
NoOneSpecific (Rank 30)2026/07/156060.0%
SWAT1107 (Rank 29)2026/07/1362433.3%
seedash (Rank 30)2026/07/1273442.9%
Ktronprime (Rank 26)2026/07/1164266.7%
Kitetsu (Rank 28)2026/06/2172528.6%
Datboyches_TTV (Rank 21)2026/06/2186275.0%
ATJTSB (Rank 21)2026/06/2063350.0%
sonicbn (Rank 23)2026/06/2085362.5%
slashsSSGW (Rank 23)2026/06/2063350.0%
AyoGbami (Rank 24)2026/06/2086275.0%
Koopz (Rank 21)2026/06/19660100.0%
ImJustSaiyan0411 (Rank 18)2026/06/1763350.0%
Sevensided253 (Rank 21)2026/06/1664266.7%
Roadkill93 (Rank 13)2026/06/131110190.9%

Round openings

Every character

Rimon Chouchu66P18113.6%
punchP977.3%
forward movement into punchP755.6%
backdash into Jouho Touken6P644.8%
punchP into kickK554.1%
backdash into evade down544.0%
backdash into Jouho Senshou46P362.7%
backdash into punchP332.5%
backdash into Rimon Chouchu66P322.4%
Jouho Senshou46P292.2%
offensive move282.1%
evade up into punchP251.9%
forward dash into Jouho Touken6P241.8%
punchP into Rimon Chouchu66P221.6%
Souka Housui3P+K211.6%

164 further openings account for the other 559 rounds.

Akira

Career
324–244 · 57.0%
This season
333 matches · 55.0%
Peak rank
28

First hit in 56.5% of 1,304 rounds. Won 56.5% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • Against Vanessa: moves in first in 22.0% of rounds, against 9.7% against everyone else.
  • After opening the round before by attacking: backs off first in 34.9% of rounds, against 21.9% after anything else.

How is this tested?

Rimon Chouchu66P18113.8%
punchP967.3%
forward movement into punchP755.7%
backdash into Jouho Touken6P644.9%
backdash into evade down544.1%
punchP into kickK544.1%
backdash into Jouho Senshou46P362.7%
backdash into punchP332.5%
backdash into Rimon Chouchu66P322.4%
Jouho Senshou46P292.2%
offensive move282.1%
evade up into punchP251.9%
forward dash into Jouho Touken6P241.8%
punchP into Rimon Chouchu66P221.7%
Souka Housui3P+K211.6%

149 further openings account for the other 539 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira16–5 · 76%8–8 · 50%too few to test
Jeffry18–7 · 72%10–3 · 77%too few to test
Pai7–12 · 37%8–9 · 47%too few to test
Brad13–14 · 48%2–3 · 40%too few to test
Goh15–6 · 71%2–1 · 67%too few to test
Jacky14–5 · 74%3–2 · 60%too few to test
Sarah8–7 · 53%2–3 · 40%too few to test
Vanessa9–10 · 47%1–3 · 25%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?

Goh

Career
3–2 · 60.0%
This season
6 matches · 66.7%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

AgitosogiP+K into punchP14.5%
Haraigeri2K+G14.5%
Jibishou3P+K14.5%
Ni'oudaoshi3K+G into throwP+G14.5%
Sune Kudaki43P14.5%
backdash into Shouda~KasumigoroshiPK14.5%
backward movement into Hiji'ate6P14.5%
backward movement into Raikou3P14.5%
crouch dash back14.5%
crouch dash back into AgitosogiP+K14.5%
crouch dash back into Jibishou3P+K14.5%
crouch dash back into punchP14.5%
evade up14.5%
forward movement into throwP+G14.5%
kickK into punchP14.5%

7 further openings account for the other 7 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).
  • 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: 2 of 15 tests hold up
  • Goh: not tested (too few rounds)