VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

e4r

  • Taka
Career matches466
Career win rate33.7%
Round win rate29.2%
Peak rank23
Distinct opponents46
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1080 #3,615 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

Akira2345715230533.3%
Taka1295455.6%

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

808 of 808 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.3441799
Taka7.04229

By opponent's character

Sarah6.8407117
Akira7.5448108
Jacky7.444690
Jean7.243081
Shun7.243149
Aoi8.249051
Lau7.243351
Pai7.846942
Taka7.042034
Brad6.841130
El Blaze7.645823
Goh7.545225
Lei Fei8.048222
Vanessa7.344025
Kage7.545222
Eileen7.645812
Lion6.841112
Jeffry7.24307
Wolf8.34967

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

Sarah310310.0%-13.8
Akira2652119.2%+10.6
Jacky231224.3%-11.7
Jean211204.8%-6.3
Shun1541126.7%+15.8
Aoi130130.0%-7.6
Lau1221016.7%+5.8
Pai120120.0%-4.3
Taka83537.5%+27.7
Brad73442.9%+32.8
El Blaze71614.3%-1.8
Goh61516.7%+12.3
Lei Fei6060.0%-6.2
Vanessa6060.0%-10.9
Kage5050.0%-13.6
Eileen3030.0%-11.3
Lion3030.0%-8.1
Jeffry2020.0%-4.7
Wolf21150.0%+39.2

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

Open370370.0%-13.4
Breakable Full Fence3152616.1%+6.5
Rectangle282267.1%-4.8
Breakable Half Fence2681830.8%+21.9
Octagon200200.0%-14.3
Half Fence191185.3%-1.6
Single Wall191185.3%-2.1
Full Fence112918.2%+4.8
Low Fence91811.1%+3.9
Full Fence and Open52340.0%+25.7

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13513.3%11.0%+2.3
No walls653.1%9.4%-6.3

Walls against open: +8.7 points (95% range -1.4 to +18.8), p 0.091 — 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

TAIDADA (Rank 25)2026/09/153030.0%
Lightwing (Rank 42)2026/09/125050.0%
emespink (Rank 26)2026/09/10200200.0%
TheDarkDragon (Rank 40)2026/09/098080.0%
パイオツカイデ (Rank 26)2026/09/054040.0%
RickoSama (Rank 23)2026/09/0563350.0%
unknown (Rank 27)2026/09/03121118.3%
H.P.Starcraft (Rank 28)2026/07/268080.0%
Onpwnage (Rank 33)2026/07/2693633.3%
abo_Sami__M (Rank 27)2026/07/2652340.0%
Konjikinoame (Rank 24)2026/07/2292722.2%
interceptor (Rank 40)2026/07/225050.0%
타우끼/taukee (Rank 35)2026/07/1731233.3%
kim_ten69 (Rank 31)2026/07/1031233.3%
Antunes112 (Rank 24)2026/07/0484450.0%
Dadino67italy (Rank 35)2026/07/047070.0%
chloe_the_marcus (Rank 23)2026/07/0331233.3%
Bandit-the-Rogue (Rank 27)2026/07/0341325.0%
tatikurami (Rank 24)2026/07/0231233.3%
SkirrAme (Rank 24)2026/06/246060.0%
Momomia (Rank 24)2026/06/244040.0%
Kaz (Rank 22)2026/06/21100100.0%
chapeiro_do_skys (Rank 30)2026/06/21120120.0%
fns (Rank 14)2026/06/19100100.0%
optimusuk (Rank 39)2026/06/196060.0%

Round openings

Every character

Rimon Chouchu66P12114.9%
backdash into Jouho Senshou46P718.8%
backdash into Sokutai3K506.2%
backdash into guardG435.3%
backdash into Fukko3K+GP+K344.2%
backdash into backward movement253.1%
Jouho Senshou46P212.6%
Jouho Touken6P202.5%
backdash into Satei3K+G202.5%
backdash into Senzankou66P+K192.4%
backdash into punchP192.4%
backdash into Hekishou43P172.1%
backdash into Goko Shutsudou3K+GP162.0%
backdash into Koboku214P162.0%
backdash into Rimon Chouchu66P151.9%

108 further openings account for the other 303 rounds.

Counted from 206 of the 208 matches played. The rest were not pulled for openings.

Akira

Career
152–305 · 33.3%
This season
206 matches · 10.7%
Peak rank
23

First hit in 53.3% of 777 rounds. Won 31.2% of the rounds they struck first, 26.4% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: backs off first in 71.6% of rounds, against 51.5% after anything else.
  • Against Akira: opens with “backdash into 3K Sokutai” in 12.5% of rounds, against 5.3% against everyone else.

How is this tested?

Rimon Chouchu66P12115.1%
backdash into Jouho Senshou46P718.9%
backdash into Sokutai3K506.2%
backdash into guardG425.2%
backdash into Fukko3K+GP+K344.2%
backdash into backward movement253.1%
Jouho Senshou46P212.6%
Jouho Touken6P202.5%
backdash into Satei3K+G202.5%
backdash into Senzankou66P+K192.4%
backdash into Hekishou43P172.1%
backdash into punchP172.1%
backdash into Goko Shutsudou3K+GP162.0%
backdash into Koboku214P162.0%
backdash into Rimon Chouchu66P151.9%

104 further openings account for the other 297 rounds.

Counted from 204 of the 206 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
Sarah0–13 · 0%0–15 · 0%too few to test
Akira5–13 · 28%0–6 · 0%too few to test
Jacky1–16 · 6%0–5 · 0%too few to test
Jean1–13 · 7%0–6 · 0%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.

2 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?

Taka

Career
5–4 · 55.6%
This season
2 matches · 0.0%
Peak rank
12

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into punchP222.2%
Ao'oni Midaremage214P+K111.1%
backdash into Ao'oni Midaremage214P+K111.1%
backdash into Shita Harite2P111.1%
backdash into Zangeki33P111.1%
backdash into guardG111.1%
guardG into backdash111.1%
punchP111.1%

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: 2 of 15 tests hold up
  • Taka: not tested (too few rounds)