VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Middle East

Akira

CDM_rui.jp

  • Lion
Career matches7,149
Career win rate50.9%
Round win rate51.4%
Peak rank33
Distinct opponents163
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1627 #1,180 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

Akira336,8353,4793,35650.9%
Lion2631415715750.0%

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

1,500 of 1,914 rounds counted

8.2 inputs a second (494 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.24951,480
Lion8.249220

By opponent's character

Jacky8.4503226
Shun8.2492209
Akira8.4502157
Jeffry8.2494116
Sarah8.1487110
Jean8.148466
Aoi8.349668
Goh8.249170
Lei Fei8.450258
Kage8.248977
Pai8.350073
Lau8.249467
Dural8.249249
Vanessa8.148630
El Blaze7.947341
Wolf8.349538
Lion8.249520
Taka8.04785
Brad8.249017
Eileen10.16083

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

Jacky62293346.8%-4.9
Shun58362262.1%+8.5
Akira41172441.5%-14.9
Jeffry36162044.4%-3.4
Sarah31181358.1%+8.8
Jean28131546.4%+1.2
Aoi27131448.1%+0.2
Goh25151060.0%+9.0
Lei Fei24111345.8%+3.2
Kage23131056.5%-1.9
Pai2012860.0%+7.9
Lau1761135.3%-16.1
Dural169756.2%+8.0
Vanessa1610662.5%+4.8
El Blaze146842.9%-6.4
Wolf147750.0%-0.8
Lion104640.0%-1.3
Taka64266.7%+6.0
Brad52340.0%-11.6
Eileen110100.0%+12.5

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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

Breakable Full Fence55302554.5%+0.8
Rectangle53242945.3%+1.4
Half Fence52292355.8%+3.2
Single Wall50222844.0%-6.7
Open47311666.0%+13.3
Low Fence46212545.6%-7.0
Breakable Half Fence45222348.9%+0.6
Octagon40192147.5%-4.2
Full Fence34151944.1%-6.7
Full Fence and Open2315865.2%+12.6

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls27949.8%50.1%-0.3
No walls14351.7%51.9%-0.2

Walls against open: -0.2 points (95% range -10.3 to +9.9), p 0.974 — 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

orz (Rank 29)2026/10/1210100100.0%
たか (Rank 30)2026/09/2852340.0%
무파ZeroBlue (Rank 34)2026/09/1183537.5%
sueokisonomama (Rank 31)2026/09/0553260.0%
Biffgrud (Rank 29)2026/08/271210283.3%
NORESPECT (Rank 36)2026/08/271861233.3%
temp002 (Rank 30)2026/08/2595455.6%
spimer-man (Rank 34)2026/08/2251420.0%
くろね@のびしろF (Rank 35)2026/08/2251420.0%
Lightwing (Rank 33)2026/08/22440100.0%
AMUSEUM (Rank 30)2026/08/2275271.4%
きよ丸 (Rank 33)2026/08/2272528.6%
E-BB1 (Rank 27)2026/08/22440100.0%
Phrazes_For_The_Young (Rank 35)2026/08/0273442.9%
kim_ten69 (Rank 32)2026/07/10105550.0%
타우끼/taukee (Rank 35)2026/07/0662433.3%
hebeerryk_ (Rank 30)2026/07/065050.0%
ps-splitsecond (Rank 32)2026/06/1994544.4%
悟空&八戒☆セタ (Rank 33)2026/06/1551420.0%
maripon (Rank 30)2026/06/0797277.8%
ATARi (Rank 29)2026/06/0654180.0%
mahiro_725 (Rank 35)2026/06/0585362.5%
MikuMartineau (Rank 31)2026/05/3062433.3%
budhio (Rank 35)2026/05/3052340.0%
nanami.madogiwa (Rank 35)2026/05/0973442.9%

Round openings

Every character

Rimon Chouchu66P28214.9%
backdash into evade up19110.1%
Jouho Senshou46P1146.0%
forward dash into Souka Housui3P+K1095.8%
crouch dash back into Koboku214P975.1%
backdash into Sokutai3K904.8%
forward dash into Jouho Touken6P874.6%
crouch dash forward into Housui2P764.0%
Rimon Chouchu66P into Jouho Touken6P583.1%
Koboku214P573.0%
Souka Housui3P+K472.5%
backdash into punchP382.0%
Jouho Touken6P291.5%
backdash into Housui2P271.4%
backdash into Jouho Senshou46P241.3%

163 further openings account for the other 560 rounds.

Counted from 467 of the 474 matches played. The rest were not pulled for openings.

Akira

Career
3,479–3,356 · 50.9%
This season
469 matches · 51.0%
Peak rank
33

First hit in 55.6% of 1,862 rounds. Won 54.2% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 48.9% of rounds, against 18.7% in their other rounds.
  • Against Shun: attacks straight away in 55.2% of rounds, against 36.9% against everyone else.
  • After opening the round before by attacking: backs off first in 39.8% of rounds, against 31.2% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 25.2% of rounds, against 15.8% after anything else.
  • After winning a round: attacks straight away in 49.9% of rounds, against 34.9% after losing one.
  • When ahead: attacks straight away in 51.0% of rounds, against 38.4% when level or behind.
  • In round 2: opens with “crouch dash back into 214P Koboku” in 8.5% of rounds, against 4.1% in their other rounds.
  • Against Shun: opens with “66P Rimon Chouchu” in 23.5% of rounds, against 13.9% against everyone else.
  • After opening the round before with “66P Rimon Chouchu”: opens with “46P Jouho Senshou” in 11.8% of rounds, against 6.3% after anything else.
  • After losing a round: opens with “backdash into evade up” in 19.1% of rounds, against 5.1% after winning one.
  • When behind: opens with “backdash into evade up” in 17.0% of rounds, against 7.3% when ahead or level.

How is this tested?

Rimon Chouchu66P28215.1%
backdash into evade up19010.2%
Jouho Senshou46P1146.1%
forward dash into Souka Housui3P+K1095.8%
crouch dash back into Koboku214P975.2%
backdash into Sokutai3K904.8%
forward dash into Jouho Touken6P874.7%
crouch dash forward into Housui2P764.1%
Rimon Chouchu66P into Jouho Touken6P583.1%
Koboku214P573.0%
Souka Housui3P+K472.5%
backdash into punchP382.0%
Jouho Touken6P291.6%
backdash into Housui2P271.4%
backdash into Jouho Senshou46P241.3%

149 further openings account for the other 541 rounds.

Counted from 462 of the 469 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
Jacky19–22 · 46%7–8 · 47%too few to test
Shun23–9 · 72%9–6 · 60%too few to test
Akira12–18 · 40%4–5 · 44%too few to test
Jeffry9–15 · 38%7–5 · 58%too few to test
Sarah6–6 · 50%8–7 · 53%too few to test
Jean6–6 · 50%3–4 · 43%too few to test
Goh12–9 · 57%2–0 · 100%too few to test
Lei Fei6–5 · 55%4–5 · 44%too few to test
Aoi5–10 · 33%5–3 · 62%too few to test
Kage8–7 · 53%0–2 · 0%too few to test
Pai4–2 · 67%8–6 · 57%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.

7 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?

Lion

Career
157–157 · 50.0%
This season
5 matches · 60.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Tanhikyaku46K315.0%
Juchou Senshou8P+K210.0%
Kousoutai2K+G210.0%
Touho Soushu2P+K into backward movement210.0%
Banchu6P15.0%
KouhaitaiK+G15.0%
Koushutai44K into Souji SenpuP+K15.0%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP15.0%
Sen'inshou3P15.0%
Senkyutai1K15.0%
Senputai8K15.0%
backdash into Katousui2P15.0%
backdash into Koushutai44K15.0%
backdash into evade up15.0%
throw escape15.0%

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
  • Lion: not tested (too few rounds)