VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

はじ◯ちゃん

  • El Blaze
Career matches847
Career win rate59.6%
Round win rate52.5%
Peak rank38
Distinct opponents111
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1731 #651 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

Akira3878344533856.8%
El Blaze276460493.8%

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

840 of 1,001 rounds counted

7.4 inputs a second (443 a minute) this season. Faster than 56% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.3436767
El Blaze8.853173

By opponent's character

Akira7.846688
Jacky7.947592
Pai7.545268
Kage7.042379
Jean7.343668
Vanessa6.740271
Wolf8.047768
Lei Fei6.941653
Lion7.444445
Brad7.444337
Jeffry7.746439
Aoi6.941529
Shun6.639420
Goh7.142435
Sarah7.847014
El Blaze7.645412
Lau7.24359
Taka7.04178
Eileen7.64545

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

Akira30181260.0%+9.0
Jacky30171356.7%+1.5
Pai22111150.0%-3.3
Kage21111052.4%-7.0
Jean1981142.1%-17.0
Vanessa1981142.1%-15.1
Wolf1814477.8%+20.3
Lei Fei1610662.5%+1.5
Lion137653.9%-7.2
Brad116554.5%-3.1
Jeffry118372.7%+15.1
Aoi93633.3%-16.3
Shun95455.6%-2.4
Goh84450.0%-3.2
Sarah43175.0%+22.9
El Blaze32166.7%+17.4
Lau220100.0%+43.1
Taka220100.0%+56.2
Eileen1010.0%-65.7

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

Full Fence36201655.6%-2.7
Breakable Full Fence34161847.1%-11.3
Rectangle25121348.0%-7.5
Low Fence2415962.5%+9.0
Single Wall24111345.8%-13.5
Half Fence2314960.9%+5.9
Octagon2216672.7%+17.5
Breakable Half Fence2114766.7%+11.6
Open156940.0%-16.4
Full Fence and Open117463.6%+13.0

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16157.1%56.4%+0.7
No walls6350.8%56.0%-5.2

Walls against open: +5.9 points (95% range -9.2 to +21.1), p 0.442 — 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

ねこむーと (Rank 38)2026/10/1543175.0%
苦道訓|kudoukun_goh (Rank 41)2026/10/154040.0%
塔崎ベル@VT (Rank 38)2026/10/1531233.3%
geche7stars (Rank 36)2026/09/06440100.0%
グラウンド・ゼロ (Rank 39)2026/09/0663350.0%
rikubon-ps (Rank 38)2026/09/0672528.6%
アナパイ1973 (Rank 39)2026/09/0652340.0%
fixed-star_61 (Rank 35)2026/09/0632166.7%
えびもち (Rank 35)2026/09/0642250.0%
papermoon_7 (Rank 37)2026/09/0642250.0%
Hi:D (Rank 35)2026/09/0653260.0%
umiyama_kai (Rank 40)2026/08/30440100.0%
banbal/バンバル (Rank 36)2026/08/3042250.0%
おむすび山▲かずkaz_kcj (Rank 39)2026/08/3032166.7%
hurikake1999 (Rank 38)2026/08/3074357.1%
ヨドリバジャッキー (Rank 39)2026/08/2432166.7%
n3 (Rank 40)2026/08/2442250.0%
jikacho-Gigas (Rank 39)2026/08/2431233.3%
失礼!スマッシュ☆彡 (Rank 25)2026/08/19440100.0%
イチゲン (Rank 29)2026/08/19440100.0%
教えたがりおじさん (Rank 35)2026/06/0732166.7%
Bob-Takkun (Rank 35)2026/06/07440100.0%
ちゃんゆき/takayuki_vf (Rank 34)2026/05/0742250.0%
a.k.aとりてん (Rank 37)2026/05/0753260.0%
ゆい (Rank 33)2026/05/0741325.0%

Round openings

Every character

forward dash into Jouho Touken6P10912.8%
backdash into evade up708.2%
Rimon Chouchu66P607.0%
Senzankou66P+K into throwP+G546.3%
backdash into evade down526.1%
forward movement into punchP424.9%
guardG into Jouho Touken6P293.4%
guardG into forward dash232.7%
Senzankou66P+K222.6%
guardG212.5%
Rimon Chouchu66P into forward dash202.4%
forward dash into forward punch+kick6P+K161.9%
backdash into Straight6P+K151.8%
evade down into Rimon Chouchu66P141.6%
forward dash into throw escape121.4%

122 further openings account for the other 292 rounds.

Counted from 212 of the 248 matches played. The rest were not pulled for openings.

Akira

Career
445–338 · 56.8%
This season
229 matches · 52.4%
Peak rank
38

First hit in 52.6% of 772 rounds. Won 55.2% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 33.7% of rounds, against 17.8% in their other rounds.
  • Against Lion: evades first in 26.9% of rounds, against 3.9% against everyone else.
  • On Open stages: backs off first in 45.8% of rounds, against 19.8% on the other stages.
  • After opening the round before by waiting: waits first in 36.8% of rounds, against 15.9% after anything else.
  • After winning a round: backs off first in 30.4% of rounds, against 4.9% after losing one.
  • When ahead: backs off first in 26.9% of rounds, against 11.4% when level or behind.
  • In round 1: opens with “backdash into evade up” in 14.5% of rounds, against 6.7% in their other rounds.
  • Against Lei Fei: opens with “backdash into evade up” in 21.4% of rounds, against 7.6% against everyone else.
  • On Open stages: opens with “backdash into evade down” in 20.8% of rounds, against 5.2% on the other stages.
  • After opening the round before with “forward dash into 6P Jouho Touken”: opens with “forward dash into 6P Jouho Touken” in 30.7% of rounds, against 14.7% after anything else.
  • After winning a round: opens with “backdash into evade down” in 9.1% of rounds, against 1.0% after losing one.

How is this tested?

forward dash into Jouho Touken6P10914.0%
backdash into evade up678.6%
Rimon Chouchu66P607.7%
Senzankou66P+K into throwP+G546.9%
backdash into evade down486.2%
forward movement into punchP425.4%
guardG into Jouho Touken6P293.7%
guardG into forward dash233.0%
Senzankou66P+K222.8%
guardG212.7%
Rimon Chouchu66P into forward dash202.6%
forward dash into forward punch+kick6P+K162.1%
evade down into Rimon Chouchu66P141.8%
forward dash into throw escape121.5%
Rimon Chouchu66P into crouch dash forward111.4%

93 further openings account for the other 230 rounds.

Counted from 193 of the 229 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
Jacky11–9 · 55%1–1 · 50%too few to test
Pai7–6 · 54%2–4 · 33%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.

36 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?

El Blaze

Career
60–4 · 93.8%
This season
19 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Straight6P+K1520.6%
Straight6P+K56.8%
backdash into Darkness Sword43K+G45.5%
backdash into Hammer Smash46P+K45.5%
backdash into evade down45.5%
crouch dash forward into guardG45.5%
backdash into evade up34.1%
backdash into Demon's Tail9P+KK22.7%
backdash into Jumping Hammer Knuckle8P+K22.7%
ElbowP+K11.4%
Hammer Smash46P+K into backdash11.4%
Head Smash Kick46K into kickK11.4%
Sit Jab2P11.4%
Straight6P+K into Quick Combo6P+KP11.4%
Straight6P+K into backward movement11.4%

24 further openings account for the other 24 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: 11 of 15 tests hold up
  • El Blaze: not tested (too few rounds)