VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

도룡만쓴다

  • Jean
  • Jeffry
  • Pai
  • Aoi
  • Goh
Career matches4,792
Career win rate40.0%
Round win rate45.4%
Peak rank25
Distinct opponents308
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1264 #3,256 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

Akira254,4341,7742,66040.0%
Lion—123566745.5%
Aoi2295346135.8%
Goh2181334840.7%
Jean1726141253.9%
Pai16242228.3%
Jeffry1692722.2%

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

3,388 of 3,676 rounds counted

8.5 inputs a second (511 a minute) this season. Faster than 80% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.55113,268
Jean8.450496
Pai9.356015
Aoi8.14889

By opponent's character

Akira8.7519396
Jacky8.5509270
Aoi8.0481286
Sarah8.3498240
Pai8.2491252
Wolf9.3556243
Lau8.3498191
Goh8.3499187
Jeffry8.8530168
Shun8.0480162
Kage8.8526153
Jean8.6518139
Lion8.8530145
Brad8.4507129
Vanessa8.5510107
Lei Fei9.1548105
El Blaze9.053792
Eileen8.249061
Taka8.047955
Dural10.36177

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

Akira105604557.1%+11.9
Jacky84305435.7%-6.7
Aoi81404149.4%+3.9
Sarah71363550.7%+6.9
Pai67382956.7%+8.7
Wolf63184528.6%-7.7
Lau54124222.2%-20.3
Goh49222744.9%+7.8
Jeffry49212842.9%+11.0
Shun48143429.2%-12.3
Kage4093122.5%-23.1
Jean39192048.7%+15.8
Lion39162341.0%+4.7
Brad34171750.0%+7.8
Vanessa29141548.3%+2.5
Lei Fei27141351.9%+2.9
El Blaze2371630.4%-5.7
Eileen1841422.2%-14.1
Taka1631318.8%-29.8
Dural2020.0%-71.0

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Half Fence119427735.3%-6.3
Full Fence118536544.9%+5.3
Octagon108486044.4%+0.2
Rectangle105406538.1%-3.7
Low Fence96405641.7%-3.7
Breakable Half Fence89444549.4%+11.1
Single Wall88345438.6%+1.9
Open70313944.3%+1.3
Breakable Full Fence64273742.2%-1.0
Full Fence and Open41221953.7%+6.9

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls60342.1%41.5%+0.7
No walls25441.3%41.7%-0.3

Walls against open: +1.0 points (95% range -6.5 to +8.4), p 0.796 — 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

smogh (Rank 22)2026/10/18159660.0%
osaka_mouko4649 (Rank 25)2026/10/1884450.0%
nakamine0824 (Rank 23)2026/10/161331023.1%
K.K.カブキモノ (Rank 23)2026/10/1584450.0%
AgnusDei (Rank 24)2026/10/158080.0%
nagare004 (Rank 23)2026/10/11103730.0%
kimxxxtt (Rank 22)2026/10/10105550.0%
dalmax72 (Rank 26)2026/10/03124833.3%
thatamaru (Rank 21)2026/10/02156940.0%
Sevengar01 (Rank 24)2026/10/0297277.8%
けつ毛バーガーking (Rank 24)2026/10/02124833.3%
48歳技覚えられないよ (Rank 26)2026/10/02106460.0%
milkboy2021 (Rank 21)2026/09/278080.0%
yuzu (Rank 27)2026/09/18115645.5%
たかティン (Rank 22)2026/09/17126650.0%
Agito (Rank 27)2026/09/1791811.1%
O.J.A (Rank 21)2026/09/1396366.7%
パニガーレ (Rank 25)2026/09/0872528.6%
Recordingthematch (Rank 21)2026/09/07107370.0%
ぱぱ (Rank 21)2026/09/07117463.6%
TERA (Rank 24)2026/09/0585362.5%
yusyusonna (Rank 24)2026/09/0593633.3%
yasai (Rank 23)2026/09/03126650.0%
失礼!スマッシュ☆彡 (Rank 28)2026/09/03102820.0%
ぽん (Rank 25)2026/07/2891811.1%

Round openings

Every character

backdash into Koboku214P45413.6%
Rimon Chouchu66P33410.0%
no input2928.7%
crouch into Youhou33P2096.2%
crouch dash forward into Jouho Senshou46P1163.5%
punchP1093.3%
crouch into Housui2P1033.1%
Koboku214P912.7%
Chouyoushu1P822.5%
guardG812.4%
backdash into Chouyoushu1P732.2%
forward dash into Jouho Touken6P621.9%
crouch dash forward into evade down541.6%
Chouyoushu1P into guardG491.5%
Jouho Touken6P491.5%

260 further openings account for the other 1,186 rounds.

Counted from 849 of the 938 matches played. The rest were not pulled for openings.

Akira

Career
1,774–2,660 · 40.0%
This season
898 matches · 42.0%
Peak rank
25

First hit in 57.6% of 3,139 rounds. Won 51.6% of the rounds they struck first, 37.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 37.2% of rounds, against 22.3% in their other rounds.
  • Against Aoi: waits first in 36.8% of rounds, against 25.2% against everyone else.
  • After opening the round before by waiting: waits first in 40.0% of rounds, against 15.7% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 25.7% of rounds, against 18.0% after anything else.
  • After losing a round: waits first in 27.3% of rounds, against 15.4% after winning one.
  • When behind: waits first in 28.9% of rounds, against 17.6% when ahead or level.
  • After being hit first in the round before: waits first in 26.3% of rounds, against 18.7% after landing the first hit.
  • In round 1: opens with “crouch into 33P Youhou” in 10.5% of rounds, against 5.2% in their other rounds.
  • Against Lei Fei: opens with “crouch dash forward into 46P Jouho Senshou” in 11.0% of rounds, against 3.4% against everyone else.
  • On Breakable Full Fence stages: opens with “no input” in 16.1% of rounds, against 7.7% on the other stages.
  • After opening the round before with “no input”: opens with “no input” in 73.2% of rounds, against 2.4% after anything else.
  • After losing a round: opens with “no input” in 12.3% of rounds, against 1.2% after winning one.
  • When behind: opens with “no input” in 14.4% of rounds, against 2.3% when ahead or level.
  • After being hit first in the round before: opens with “no input” in 14.3% of rounds, against 2.4% after landing the first hit.

How is this tested?

backdash into Koboku214P45414.2%
Rimon Chouchu66P33410.5%
no input2718.5%
crouch into Youhou33P2096.5%
crouch dash forward into Jouho Senshou46P1163.6%
crouch into Housui2P1033.2%
punchP932.9%
Koboku214P912.9%
Chouyoushu1P822.6%
guardG782.4%
backdash into Chouyoushu1P732.3%
forward dash into Jouho Touken6P621.9%
crouch dash forward into evade down531.7%
Chouyoushu1P into guardG491.5%
Jouho Touken6P491.5%

219 further openings account for the other 1,075 rounds.

Counted from 809 of the 898 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
Akira37–32 · 54%11–4 · 73%too few to test
Jacky11–39 · 22%7–8 · 47%too few to test
Aoi20–29 · 41%9–5 · 64%too few to test
Pai25–20 · 56%8–8 · 50%too few to test
Sarah22–19 · 54%7–6 · 54%too few to test
Wolf10–20 · 33%3–16 · 16%too few to test
Goh15–19 · 44%5–4 · 56%too few to test
Jeffry14–13 · 52%4–10 · 29%too few to test
Lau3–18 · 14%4–13 · 24%too few to test
Jean18–12 · 60%1–6 · 14%too few to test
Kage5–21 · 19%2–4 · 33%too few to test
Shun9–11 · 45%0–8 · 0%too few to test
Brad11–10 · 52%4–4 · 50%too few to test
Lion7–5 · 58%3–9 · 25%too few to test
Vanessa7–8 · 47%4–6 · 40%too few to test
El Blaze3–11 · 21%4–5 · 44%too few to test
Lei Fei8–9 · 47%2–2 · 50%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.

89 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?

Jean

Career
14–12 · 53.9%
This season
27 matches · 55.6%
Peak rank
17

First hit in 73.5% of 102 rounds. Won 61.3% of the rounds they struck first, 29.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shitamaeken2P3534.3%
punchP1615.7%
no input1211.8%
Hangetsu NirenzukiP+K22.0%
KounirenPP into KagizukiPPP22.0%
Shitamaeken2P into Getsuku Shouken46P+K22.0%
guardG22.0%
guardG into Shitamaeken2P22.0%
guardG into punchP22.0%
punchP into KounirenPP22.0%
Gedan Mawashigeri2K into Gedan~Joudan Mawashigeri2KK11.0%
Ryoutezuki66P+K11.0%
Shitamaeken2P11.0%
Shitamaeken2P into Kakegeri9K11.0%
Shitamaeken2P into Kouyou Getsugashu4KKK11.0%

20 further openings account for the other 20 rounds.

Jeffry

Career
2–7 · 22.2%
This season
6 matches · 16.7%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Knuckle2P521.7%
no input417.4%
crouch into Side Kick3K28.7%
Elbow Butt6P14.3%
Low Knuckle2P into evade down14.3%
backdash into punchP14.3%
crouch dash forward into guardG14.3%
crouch dash forward into punchP14.3%
crouch into Knee Push Wild Hook4KP14.3%
evade down into Knee Attack6K14.3%
evade down into throwP+G14.3%
guardG14.3%
guardG into Threat StanceP+K+G14.3%
guardG into crouch dash forward14.3%
punchP into Double KnucklePP14.3%

Pai

Career
2–22 · 8.3%
This season
4 matches · 25.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

RenshouPP into RaigekishouPPP533.3%
crouch into Souchuken2P533.3%
Rikensui1P into Henshin Engeki44P16.7%
Rikensui1P into guardG16.7%
back punch+kick4P+K16.7%
crouch into Souka Raigekishou3PPP16.7%
no input16.7%

Aoi

Career
34–61 · 35.8%
This season
2 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Gedan Shouda2P555.6%
Gedan Shouda2P111.1%
NirentotsuPP into Nirentotsu OuchuPPP111.1%
no input111.1%
punchP into backward movement111.1%

Goh

Career
33–48 · 40.7%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input3100.0%

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: 14 of 17 tests hold up
  • Jean: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Goh: not tested (too few rounds)