VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

RYO

Career matches7,035
Career win rate49.8%
Round win rate48.5%
Peak rank38
Distinct opponents103
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1775 #461 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

Akira387,0353,5023,53349.8%

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

60 of 1,044 rounds counted

9.1 inputs a second (548 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Akira9.154860

By opponent's character

Lion9.255223
Jacky9.557110
Vanessa9.55678
Akira9.154610
Aoi8.14875
Shun8.85284

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

Lion26111542.3%-3.8
Brad1911857.9%+9.2
Jacky1913668.4%+24.7
Vanessa1913668.4%+27.8
Lei Fei1871138.9%-11.7
Jeffry167943.8%-4.7
Jean158753.3%+4.2
Sarah157846.7%+2.5
Taka1551033.3%-17.8
Akira138561.5%+12.5
Aoi127558.3%+7.6
El Blaze124833.3%-17.3
Shun126650.0%+11.2
Kage113827.3%-23.9
Wolf103730.0%-2.8
Lau83537.5%-6.0
Pai71614.3%-28.4
Goh52340.0%-15.2
Dural2020.0%-42.3
Eileen2020.0%-35.8

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

Open32151746.9%-2.5
Breakable Half Fence31161551.6%+4.7
Rectangle2891932.1%-12.3
Single Wall26141253.9%+7.8
Half Fence25141156.0%+9.8
Breakable Full Fence22121054.5%+8.9
Full Fence22101245.5%+1.2
Octagon2181338.1%-11.8
Low Fence1951426.3%-23.9
Full Fence and Open159660.0%+20.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14946.3%46.2%+0.1
No walls7744.2%48.1%-4.0

Walls against open: +4.1 points (95% range -10.0 to +18.2), p 0.569 — 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

azn3_ayapin (Rank 35)2026/06/2832166.7%
ジークリオン (Rank 35)2026/06/2831233.3%
tompte_1010 (Rank 36)2026/06/2843175.0%
giggs_0919 (Rank 36)2026/05/0663350.0%
信州蕎麦の会☆銀狼 (Rank 38)2026/05/0641325.0%
MikuMartineau (Rank 32)2026/05/0652340.0%
no-0809 (Rank 39)2026/05/0631233.3%
ひざくん☆中能登VF部 (Rank 33)2026/05/061441028.6%
MasaRED-ninten (Rank 37)2026/05/0674357.1%
貧乏リオン/binboulion (Rank 35)2026/05/0652340.0%
MOTO (Rank 33)2026/05/0643175.0%
いえす (Rank 39)2026/05/0651420.0%
ma_hime1007 (Rank 32)2026/05/0632166.7%
stepan_BVFA (Rank 37)2026/05/0541325.0%
きよ丸 (Rank 35)2026/05/0573442.9%
そうたいちょ★ (Rank 39)2026/05/0531233.3%
フルレバ (Rank 35)2026/04/20107370.0%
jefrikko (Rank 36)2026/04/19108280.0%
無想花心剣 (Rank 34)2026/04/1362433.3%
yta_k (Rank 32)2026/04/133030.0%
rikubon-ps (Rank 35)2026/04/1131233.3%
MON-CHAN (Rank 35)2026/04/0632166.7%
どろパイ (Rank 33)2026/04/0643175.0%
なめ (Rank 34)2026/04/0653260.0%
ぱお (Rank 38)2026/03/2832166.7%

Round openings

Akira

Career
3,502–3,533 · 49.8%
This season
256 matches · 46.5%
Peak rank
38

First hit in 49.9% of 1,025 rounds. Won 52.8% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.1% of rounds, against 9.1% in their other rounds.
  • Against Sarah: backs off first in 40.7% of rounds, against 22.7% against everyone else.
  • On Full Fence stages: backs off first in 34.9% of rounds, against 21.6% on the other stages.
  • After losing a round: waits first in 13.6% of rounds, against 4.4% after winning one.
  • When behind: waits first in 14.1% of rounds, against 4.5% when ahead or level.
  • In round 2: opens with “forward movement into P punch” in 17.3% of rounds, against 7.7% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 26.9% of rounds, against 9.1% against everyone else.
  • After winning a round: opens with “66P+K Senzankou” in 10.9% of rounds, against 4.3% after losing one.
  • When ahead: opens with “forward movement into P punch” in 18.8% of rounds, against 8.5% when level or behind.

How is this tested?

forward movement into punchP10510.0%
Senzankou66P+K787.4%
backdash into evade up676.4%
Rimon Chouchu66P666.3%
forward dash into Jouho Senshou46P666.3%
backdash into Jouho Senshou46P514.9%
evade up into crouch dash forward474.5%
guardG into evade up353.3%
punchP into forward dash333.1%
Rimon Chouchu66P into forward dash282.7%
guardG into forward dash282.7%
forward dash into forward punch+kick6P+K232.2%
backdash into Chouzan Housui46P+K191.8%
Housui2P into forward dash161.5%
punchP into crouch dash forward161.5%

111 further openings account for the other 372 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lion6–10 · 38%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.

How is this tested?

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: 9 of 15 tests hold up