VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

pocky1971

  • Shun
Career matches7,021
Career win rate49.9%
Round win rate48.2%
Peak rank34
Distinct opponents180
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1636 #1,120 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

Akira345,3422,6702,67250.0%
Shun311,67983184849.5%

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

1,172 of 1,506 rounds counted

8.8 inputs a second (529 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.2553834
Shun7.9473338

By opponent's character

Jacky8.8528206
Akira9.2551106
Goh8.651569
Brad8.953477
Sarah8.450383
Wolf9.054180
Jean8.953275
Pai8.651773
Shun8.752158
El Blaze9.355843
Jeffry8.651347
Lau9.054336
Aoi9.255036
Kage8.953428
Lion8.953430
Taka8.450728
Eileen8.450639
Vanessa8.852831
Lei Fei9.255227

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

Jacky56253144.6%-5.6
Akira37181948.6%+0.0
Goh26121446.1%-3.5
Brad25111444.0%-1.9
Sarah25101540.0%-7.4
Wolf2314960.9%+8.5
Jean21111052.4%+5.5
Pai2191242.9%-8.7
Shun2113861.9%+13.6
El Blaze2014670.0%+22.5
Jeffry1812666.7%+18.5
Lau145935.7%-16.3
Aoi126650.0%+5.9
Kage113827.3%-17.1
Lion116554.5%+10.3
Taka104640.0%-12.5
Eileen95455.6%+5.8
Vanessa94544.4%+0.2
Lei Fei6060.0%-50.1
Dural32166.7%+8.1

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

Open52292355.8%+6.3
Breakable Half Fence46192741.3%-8.4
Rectangle43172639.5%-7.7
Full Fence40192147.5%-2.1
Half Fence40192147.5%+0.4
Octagon38191950.0%+1.7
Low Fence33191457.6%+9.6
Breakable Full Fence32211165.6%+17.6
Single Wall2271531.8%-19.5
Full Fence and Open127558.3%+8.9

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23947.7%48.2%-0.5
No walls10751.4%49.8%+1.6

Walls against open: -2.1 points (95% range -13.7 to +9.6), p 0.728 — 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

SAMCHAY® (Rank 32)2026/10/1762433.3%
イチゲン (Rank 30)2026/10/1742250.0%
xXsoul-childXx (Rank 30)2026/10/15440100.0%
∈挙動不審∋ (Rank 34)2026/10/1341325.0%
seobin_papa (Rank 30)2026/10/1364266.7%
りゅうのすけ (Rank 33)2026/10/1396366.7%
すもぐり2000 (Rank 33)2026/10/1243175.0%
会長さん (Rank 33)2026/10/12117463.6%
SHUSHUSHU (Rank 31)2026/09/2631233.3%
jinjin (Rank 33)2026/09/2383537.5%
えなお (Rank 36)2026/09/134040.0%
ガリバー (Rank 30)2026/09/1163350.0%
ルドルフ (Rank 33)2026/08/3041325.0%
こて (Rank 27)2026/08/2432166.7%
lapislazuli (Rank 36)2026/08/0541325.0%
しーちゃん (Rank 36)2026/07/2651420.0%
たあぼさん (Rank 33)2026/07/2163350.0%
どろパイ (Rank 33)2026/07/2152340.0%
ふぇに (Rank 34)2026/07/1984450.0%
★闘将拉麵男★ (Rank 34)2026/07/1351420.0%
滝太郎(Takitarou) (Rank 30)2026/07/0253260.0%
へっぽこラウ (Rank 33)2026/06/1351420.0%
太鼓の別人/TaikoStrike (Rank 32)2026/05/2942250.0%
究極無敵 (Rank 36)2026/05/2532166.7%
nanami.madogiwa (Rank 34)2026/05/25440100.0%

Round openings

Every character

forward dash into Jouho Touken6P14010.5%
guardG into evade up1309.8%
Rimon Chouchu66P1219.1%
Senzankou66P+K into throwP+G604.5%
guardG into evade down594.4%
forward dash into guardG483.6%
forward dash443.3%
Jouho Touken6P302.3%
forward movement into punchP292.2%
guardG into Rimon Chouchu66P272.0%
guardG into Souka Housui3P+K272.0%
guardG241.8%
forward dash into throwP+G201.5%
guardG into Jouho Touken6P201.5%
forward dash into evade up161.2%

183 further openings account for the other 534 rounds.

Counted from 333 of the 378 matches played. The rest were not pulled for openings.

Akira

Career
2,670–2,672 · 50.0%
This season
280 matches · 48.9%
Peak rank
34

First hit in 50.3% of 1,043 rounds. Won 51.2% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 9.2% of rounds, against 3.2% in their other rounds.
  • Against Shun: evades first in 19.6% of rounds, against 3.9% against everyone else.
  • After losing a round: moves in first in 55.1% of rounds, against 24.1% after winning one.
  • When behind: moves in first in 54.1% of rounds, against 31.0% when ahead or level.
  • In round 3: opens with “forward dash into 6P Jouho Touken” in 19.4% of rounds, against 11.4% in their other rounds.
  • Against Lau: opens with “G guard into evade down” in 14.3% of rounds, against 4.5% against everyone else.
  • After losing a round: opens with “forward dash into 6P Jouho Touken” in 25.7% of rounds, against 6.3% after winning one.
  • When behind: opens with “forward dash into 6P Jouho Touken” in 25.0% of rounds, against 11.2% when ahead or level.

How is this tested?

forward dash into Jouho Touken6P14013.4%
Rimon Chouchu66P12111.6%
guardG into evade up837.9%
Senzankou66P+K into throwP+G605.7%
guardG into evade down535.1%
forward dash444.2%
forward dash into guardG424.0%
Jouho Touken6P302.9%
guardG into Rimon Chouchu66P272.6%
guardG into Souka Housui3P+K272.6%
forward movement into punchP232.2%
guardG into Jouho Touken6P201.9%
forward movement into KansuitaiPK161.5%
forward movement into guardG141.3%
forward dash into throwP+G131.2%

112 further openings account for the other 335 rounds.

Counted from 260 of the 280 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
Jacky16–13 · 55%2–5 · 29%too few to test
Akira9–10 · 47%0–1 · 0%too few to test
Goh5–6 · 45%3–4 · 43%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.

20 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?

Shun

Career
831–848 · 49.5%
This season
98 matches · 48.0%
Peak rank
31

First hit in 49.8% of 275 rounds. Won 48.2% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up4716.7%
guardG into Haisenchu Kaikakyaku1PK165.7%
guardG155.3%
guardG into Gyou'in Haishu3P113.9%
Shinho Suikoushu43P+K into punchP82.9%
Getsuga Gakushu46P into Rensai Gakushu46PP72.5%
Haisenchu1P into Haisenchu Kaikakyaku1PK72.5%
forward dash into throwP+G72.5%
Shinho Suikoushu43P+K62.1%
evade up into crouch dash forward62.1%
forward dash into guardG62.1%
forward movement into punchP62.1%
guardG into evade down62.1%
guardG into throwP+G51.8%
Haisenchu1P41.4%

79 further openings account for the other 124 rounds.

Counted from 73 of the 98 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 (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: 8 of 15 tests hold up
  • Shun: not tested (too few rounds)