VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

baku-akira74

  • Jeffry
  • Lau
  • Goh
Career matches2,685
Career win rate53.7%
Round win rate51.1%
Peak rank36
Distinct opponents107
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1644 #1,072 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

Akira361,59683676052.4%
Goh3152428823655.0%
Lau3033617915753.3%
Jeffry322291399060.7%

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

1,033 of 1,133 rounds counted

8.3 inputs a second (498 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.8531622
Jeffry7.5452179
Lau7.4442164
Goh7.545268

By opponent's character

Jacky8.5508170
Akira8.5512117
Aoi8.249381
Wolf8.148694
Sarah8.249256
Jean8.148571
Pai8.953365
Vanessa7.947462
Brad7.746344
Jeffry8.048048
Lau8.350139
Kage8.551131
Taka8.350041
Goh8.551133
Shun8.350129
El Blaze8.953219
Lion8.048120
Lei Fei8.852613

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

Jacky42202247.6%-5.5
Akira36241266.7%+15.0
Aoi2415962.5%+13.1
Wolf21111052.4%+2.1
Sarah189950.0%+4.7
Jean1761135.3%-18.8
Pai1771041.2%-2.2
Vanessa157846.7%-7.0
Brad1331023.1%-21.3
Jeffry136746.1%-9.8
Lau136746.1%-1.1
Kage114736.4%-11.7
Taka106460.0%+13.4
Goh84450.0%-2.6
Shun85362.5%+10.0
El Blaze52340.0%-3.0
Lion53260.0%+14.3
Lei Fei32166.7%+10.8

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Open37201754.0%+4.6
Single Wall37172046.0%-3.3
Breakable Full Fence34191555.9%+10.8
Full Fence28121642.9%-9.6
Half Fence25121348.0%-5.4
Octagon22121054.5%+8.3
Full Fence and Open2061430.0%-20.6
Breakable Half Fence1912763.2%+4.1
Low Fence1881044.4%-5.0
Rectangle1810855.6%+4.7

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14652.7%50.8%+1.9
No walls9248.9%49.4%-0.5

Walls against open: +2.4 points (95% range -10.4 to +15.1), p 0.715 — 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

ArtemisArchitecture (Rank 34)2026/10/1842250.0%
ビルちゃん (Rank 38)2026/10/1841325.0%
小名浜DC (Rank 38)2026/10/1872528.6%
漂泊の民回線ジプシー (Rank 37)2026/10/1463350.0%
れもん@のびしろF (Rank 33)2026/10/103030.0%
expensive-sand (Rank 38)2026/10/10103730.0%
BigBoin (Rank 33)2026/10/0996366.7%
zakisan (Rank 35)2026/10/094040.0%
ふぇに (Rank 35)2026/10/0941325.0%
ルドルフ (Rank 33)2026/10/0983537.5%
おるが@のびしろF (Rank 32)2026/10/08440100.0%
Umemon2026 (Rank 36)2026/10/06105550.0%
太鼓の別人@稲刈準備中 (Rank 31)2026/10/03440100.0%
エルモchYT★プなれ★ (Rank 29)2026/09/1054180.0%
寿司眼鉄 (Rank 37)2026/09/0852340.0%
m01ch1 (Rank 30)2026/09/0863350.0%
シゲオ (Rank 36)2026/09/023030.0%
りゅうのすけ (Rank 32)2026/09/0242250.0%
yamaneko (Rank 31)2026/08/2252340.0%
ちょいそる (Rank 34)2026/08/0363350.0%
syounai (Rank 30)2026/08/0343175.0%
りてりん (Rank 28)2026/08/0331233.3%
onigiryy_14 (Rank 36)2026/07/1543175.0%
VF_oji (Rank 30)2026/05/2765183.3%
鳩男 (Rank 28)2026/05/1932166.7%

Round openings

Every character

forward movement into punchP17220.1%
guardG into throw escape505.8%
Senzankou66P+K into throwP+G495.7%
Overblow Shoulder66P+K394.6%
Rimon Chouchu66P323.8%
evade up into Rimon Chouchu66P323.8%
guardG into evade down283.3%
guardG into evade up283.3%
backdash into evade up222.6%
forward dash into Jouho Touken6P212.5%
evade up into throw escape161.9%
Rimon Chouchu66P into forward dash111.3%
evade down into Rimon Chouchu66P101.2%
evade down into forward dash101.2%
evade up into forward dash101.2%

165 further openings account for the other 324 rounds.

Counted from 212 of the 279 matches played. The rest were not pulled for openings.

Akira

Career
836–760 · 52.4%
This season
155 matches · 47.1%
Peak rank
36

First hit in 45.9% of 375 rounds. Won 49.4% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

  • After losing a round: moves in first in 32.4% of rounds, against 17.7% after winning one.
  • When behind: moves in first in 32.8% of rounds, against 20.0% when ahead or level.
  • In round 2: opens with “forward movement into P punch” in 21.7% of rounds, against 8.7% in their other rounds.
  • After winning a round: opens with “66P+K Senzankou into P+G throw” in 22.7% of rounds, against 9.7% after losing one.
  • When ahead: opens with “66P+K Senzankou into P+G throw” in 23.1% of rounds, against 11.0% when level or behind.

How is this tested?

Senzankou66P+K into throwP+G4913.0%
forward movement into punchP4511.9%
Rimon Chouchu66P328.5%
evade up into Rimon Chouchu66P328.5%
forward dash into Jouho Touken6P215.6%
guardG into throw escape154.0%
guardG into evade down133.4%
Rimon Chouchu66P into forward dash112.9%
guardG into evade up112.9%
evade down into Rimon Chouchu66P102.6%
backdash into evade up92.4%
guardG into Rimon Chouchu66P82.1%
crouch into Jouho Touken6P71.9%
crouch dash forward into Youhou33P51.3%
evade up into forward dash51.3%

66 further openings account for the other 105 rounds.

Counted from 92 of the 155 matches played. The rest were not pulled for openings.

Jeffry

Career
139–90 · 60.7%
This season
65 matches · 56.9%
Peak rank
32

First hit in 54.7% of 256 rounds. Won 55.0% of the rounds they struck first, 55.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP7228.1%
Overblow Shoulder66P+K3915.2%
guardG into throw escape197.4%
guardG into evade down93.5%
Ducking Low2K+G83.1%
guardG into evade up72.7%
Overblow Shoulder66P+K into throwP+G51.9%
backdash into evade up51.9%
evade down into forward dash51.9%
crouch into Grizzly Hammer1PP41.6%
evade up into throw escape41.6%
Low Knuckle2P31.2%
Tsunami Beat3K+G31.2%
backdash into Tsunami Beat3K+G31.2%
backdash into evade down31.2%

49 further openings account for the other 67 rounds.

Lau

Career
179–157 · 53.3%
This season
40 matches · 50.0%
Peak rank
30

First hit in 49.0% of 149 rounds. Won 52.0% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP3825.3%
guardG into evade up96.0%
Souko Sensou66P+K85.3%
guardG into throw escape85.3%
Fukko Kensou1P74.7%
backdash into evade up74.7%
evade up into throw escape74.7%
guardG into evade down53.3%
Fukko Kensou1P into guardG42.7%
Honshin Hekiken1P+K32.0%
Touku Shashou897P+K32.0%
backdash into Kensou4P32.0%
evade down into guardG32.0%
backdash into Ko'en Senshi66K+G21.3%
guardG into Senchutai3K21.3%

39 further openings account for the other 41 rounds.

Counted from 37 of the 40 matches played. The rest were not pulled for openings.

Goh

Career
288–236 · 55.0%
This season
19 matches · 52.6%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1724.3%
guardG into throw escape811.4%
crouch dash back into Karura4P+K45.7%
Ni'oudaoshi3K+G34.3%
Sune'uchi2P34.3%
crouch dash forward into Soukyu46P34.3%
backdash into Karura4P+K22.9%
evade down into forward dash22.9%
evade down into kickK22.9%
evade up into forward dash22.9%
forward dash into crouch dash forward22.9%
throw escape22.9%
backdash into AgitosogiP+K11.4%
backdash into Batousatsu3KP11.4%
backdash into crouch dash back11.4%

17 further openings account for the other 17 rounds.

Counted from 18 of the 19 matches played. The rest were not pulled for openings.

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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: 5 of 12 tests hold up
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Goh: not tested (too few rounds)