VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

takeshi72810

  • Jean
  • Goh
Career matches293
Career win rate79.5%
Round win rate72.5%
Peak rank30
Distinct opponents30
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1604 #1,322 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

Akira301921494377.6%
Goh2869541578.3%
Jean273230293.8%

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

186 of 189 rounds counted

6.4 inputs a second (385 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean6.3377112
Goh6.538758
Akira7.142516

By opponent's character

Akira5.835028
Lau6.941219
Brad6.840918
Pai6.438217
Sarah6.538718
Eileen6.539314
Kage6.740417
Jacky6.23749
Shun7.142513
El Blaze6.23758
Lion6.74028
Aoi6.33795
Goh5.73443
Taka6.03615
Vanessa4.92944

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

Akira87187.5%+2.2
Lau63350.0%-40.8
Brad54180.0%-2.1
Pai550100.0%+14.7
Sarah550100.0%+12.2
Eileen440100.0%+13.2
Kage440100.0%+20.9
Jacky32166.7%-15.8
Shun32166.7%-19.9
El Blaze220100.0%+28.7
Lion21150.0%-44.1
Aoi110100.0%+22.3
Goh110100.0%+23.3
Jeffry110100.0%+15.1
Taka110100.0%+15.1
Vanessa110100.0%+20.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence1210283.3%-1.0
Breakable Half Fence76185.7%+4.3
Full Fence and Open550100.0%+21.3
Half Fence550100.0%+14.7
Low Fence53260.0%-34.8
Single Wall550100.0%+16.3
Breakable Full Fence42250.0%-38.1
Rectangle440100.0%+19.2
Octagon32166.7%-16.8
Open110100.0%+15.1

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls3582.9%83.9%-1.0
No walls1181.8%88.1%-6.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

hexa-RAh (Rank 27)2026/10/14110100.0%
ゆづ (Rank 12)2026/10/14110100.0%
*******ing (Rank 24)2026/10/1432166.7%
げきたな (Rank 25)2026/10/14110100.0%
chopping_left (Rank 24)2026/10/14110100.0%
pani07 (Rank 27)2026/10/14220100.0%
アル! (Rank 26)2026/10/14220100.0%
ターム (Rank 26)2026/10/14110100.0%
dalmax72 (Rank 26)2026/10/12220100.0%
prestidigitator0 (Rank 26)2026/10/12220100.0%
SinNagy (Rank 21)2026/10/12330100.0%
tetch777 (Rank 21)2026/10/1221150.0%
ほーげつ (Rank 21)2026/10/12110100.0%
K.K.カブキモノ (Rank 23)2026/10/12220100.0%
affnis1485 (Rank 22)2026/10/12220100.0%
ttfour@サラしかできないw (Rank 21)2026/10/12220100.0%
44884 (Rank 29)2026/10/04110100.0%
Sateegh-Chen (Rank 23)2026/08/19110100.0%
きーすけ (Rank 22)2026/08/19110100.0%
LAUCHAN (Rank 25)2026/08/1963350.0%
MIES/ミース (Rank 30)2026/08/19110100.0%
nidone_55 (Rank 25)2026/08/1754180.0%
BudEkins_may (Rank 30)2026/06/2921150.0%
MELTBUTTER (Rank 29)2026/06/29110100.0%
ごめす (Rank 21)2026/05/10110100.0%

Round openings

Every character

backdash into evade down1013.0%
Kirin33P67.8%
backdash into evade up56.5%
forward movement into punchP56.5%
guardG56.5%
backdash into Raijinsatsu6K+G33.9%
Senzankou66P+K22.6%
forward dash into evade down22.6%
forward dash into forward movement22.6%
forward dash into punchP22.6%
guardG into evade down22.6%
Fudousatsu Arata66P+K11.3%
Kurogane Kudaki66P into kickK11.3%
Ni'oudaoshi3K+G into throwP+G11.3%
Rimon Chouchu66P11.3%

29 further openings account for the other 29 rounds.

Goh

Career
54–15 · 78.3%
This season
18 matches · 77.8%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down711.5%
Kirin33P69.8%
backdash into evade up58.2%
guardG58.2%
forward movement into punchP46.6%
backdash into Raijinsatsu6K+G34.9%
guardG into evade down23.3%
Fudousatsu Arata66P+K11.6%
Kurogane Kudaki66P into kickK11.6%
Ni'oudaoshi3K+G into throwP+G11.6%
Sune Kudaki43P11.6%
Urahiji44P11.6%
backdash11.6%
backdash into Soukyu46P11.6%
backdash into Sune Kudaki43P11.6%

21 further openings account for the other 21 rounds.

Akira

Career
149–43 · 77.6%
This season
4 matches · 50.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down318.8%
Senzankou66P+K212.5%
forward dash into evade down212.5%
Rimon Chouchu66P16.2%
backdash into Fujinkyaku2K+G16.2%
backdash into Youzentai2K16.2%
backdash into kickK16.2%
evade up into Rimon Chouchu66P16.2%
forward dash into forward movement16.2%
forward dash into guardG16.2%
forward dash into punchP16.2%
forward movement into punchP16.2%

Not counted here: Jean. Their matches 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Goh: not tested (too few rounds)
  • Akira: not tested (too few rounds)