VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

BONZE_ADVENTURE

Career matches2,430
Career win rate50.1%
Round win rate50.1%
Peak rank36
Distinct opponents359
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1550 #1,672 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

Akira362,4301,2171,21350.1%

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

3,981 of 4,242 rounds counted

7.7 inputs a second (459 a minute) this season. Faster than 63% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.74593,981

By opponent's character

Akira7.8470432
Jacky7.6455433
Jeffry7.8469333
Aoi7.5450239
Lion7.7463216
Shun7.7462216
Wolf7.9473231
Goh7.5450216
Brad7.7461216
Kage7.5453180
Lau8.1488177
Jean7.5450178
Pai7.7460155
Sarah7.5452147
Lei Fei7.5448168
El Blaze7.3439138
Vanessa7.5448116
Eileen7.142688
Dural7.645452
Taka7.545350

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

Akira117556247.0%-7.4
Jacky109565351.4%+1.3
Jeffry84463854.8%+3.1
Aoi60303050.0%-2.4
Lion59263344.1%-4.8
Shun59372262.7%+7.0
Wolf59352459.3%+10.1
Goh58302851.7%+2.3
Brad56233341.1%-10.0
Kage49262353.1%+3.5
Lau47232448.9%+0.2
Jean46262056.5%+6.5
Pai43182541.9%-7.9
Sarah43192444.2%+0.0
Lei Fei42231954.8%+7.0
El Blaze34191555.9%+5.1
Vanessa33181554.5%+6.2
Eileen27131448.1%+0.5
Dural135838.5%-10.7
Taka131127.7%-31.4

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Single Wall133666749.6%+1.2
Breakable Half Fence125586746.4%-5.8
Open120635752.5%+3.7
Full Fence114674758.8%+9.6
Half Fence114565849.1%-0.1
Breakable Full Fence96474949.0%-1.6
Low Fence96494751.0%-0.7
Octagon90414945.6%-4.9
Rectangle75363948.0%-4.4
Full Fence and Open42251759.5%+7.0

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
Walls61449.7%50.5%-0.8
No walls34951.0%49.6%+1.4

Walls against open: -2.2 points (95% range -8.8 to +4.4), p 0.514 — 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

crazy_brat_girl (Rank 34)2026/10/18104640.0%
poteto (Rank 35)2026/10/12115645.5%
躑躅 (Rank 39)2026/10/1182625.0%
VLW_PS (Rank 34)2026/09/2674357.1%
★闘将拉麵男★ (Rank 37)2026/09/24106460.0%
n-nova06 (Rank 33)2026/09/2485362.5%
南部の釣れないルアー (Rank 32)2026/09/1786275.0%
DJG10159 (Rank 37)2026/09/1374357.1%
mudanadoryokuzki (Rank 37)2026/09/13134930.8%
Umemon2026 (Rank 37)2026/09/1282625.0%
joechou222 (Rank 35)2026/09/1275271.4%
あをゐ (Rank 35)2026/09/1183537.5%
무파ZeroBlue (Rank 34)2026/09/0985362.5%
zakisan (Rank 38)2026/09/0893633.3%
Hi:D (Rank 33)2026/08/3083537.5%
Shura1025 (Rank 33)2026/08/3083537.5%
openpen (Rank 31)2026/08/2775271.4%
津古さん (Rank 36)2026/08/2282625.0%
mossan_opa2 (Rank 33)2026/08/18115645.5%
kabe914435 (Rank 32)2026/07/2674357.1%
elf4sale (Rank 33)2026/07/2686275.0%
ぼっさん (Rank 36)2026/07/2184450.0%
aona (Rank 36)2026/07/2174357.1%
타우끼/taukee (Rank 34)2026/07/0574357.1%
鐵拳無敵孫中山 (Rank 35)2026/06/1172528.6%

Round openings

Akira

Career
1,217–1,213 · 50.1%
This season
1,051 matches · 50.3%
Peak rank
36

First hit in 51.3% of 3,876 rounds. Won 54.8% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 29.9% of rounds, against 21.8% in their other rounds.
  • Against Akira: backs off first in 20.8% of rounds, against 3.0% against everyone else.
  • After opening the round before by attacking: evades first in 34.6% of rounds, against 22.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 26.7% of rounds, against 18.5% after anything else.
  • After winning a round: attacks straight away in 22.9% of rounds, against 16.0% after losing one.
  • When ahead: attacks straight away in 20.8% of rounds, against 16.4% when level or behind.
  • In round 1: opens with “66P Rimon Chouchu” in 17.5% of rounds, against 12.1% in their other rounds.
  • Against Shun: opens with “G guard into evade up” in 7.5% of rounds, against 3.5% against everyone else.
  • After opening the round before with “G guard into 3P+K Souka Housui”: opens with “G guard into evade up” in 6.6% of rounds, against 3.2% after anything else.
  • After the opponent opened the round before with “backdash into evade up”: opens with “forward dash into 6P Jouho Touken” in 26.4% of rounds, against 13.0% after anything else.
  • When behind: opens with “forward dash into 6P Jouho Touken” in 16.4% of rounds, against 11.7% when ahead or level.

How is this tested?

forward dash into Jouho Touken6P53113.6%
Rimon Chouchu66P52413.4%
guardG into Souka Housui3P+K3218.2%
guardG into evade up1423.6%
guardG into Jouho Touken6P1363.5%
evade up into crouch dash forward1173.0%
evade down into Souka Housui3P+K1102.8%
evade up into Souka Housui3P+K942.4%
backdash into Jouho Senshou46P872.2%
guardG into evade down782.0%
evade down into crouch dash forward772.0%
forward dash into Rimon Chouchu66P711.8%
evade up into throwP+G691.8%
guardG into forward dash641.6%
Rimon Chouchu66P into forward dash591.5%

216 further openings account for the other 1,416 rounds.

Counted from 965 of the 1,051 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
Akira25–32 · 44%19–22 · 46%-6.3
Jacky25–39 · 39%25–11 · 69%-30.3
Jeffry25–21 · 54%14–12 · 54%too few to test
Shun20–13 · 61%9–5 · 64%too few to test
Wolf19–14 · 58%13–10 · 57%too few to test
Brad14–24 · 37%7–7 · 50%too few to test
Aoi11–10 · 52%9–11 · 45%too few to test
Goh17–17 · 50%6–7 · 46%too few to test
Lion14–15 · 48%7–5 · 58%too few to test
Kage16–14 · 53%10–8 · 56%too few to test
Lau9–11 · 45%12–12 · 50%too few to test
Jean12–9 · 57%13–6 · 68%too few to test
Sarah13–8 · 62%2–5 · 29%too few to test
Lei Fei12–8 · 60%7–6 · 54%too few to test
Pai13–13 · 50%1–5 · 17%too few to test
El Blaze13–7 · 65%5–8 · 38%too few to test
Vanessa11–6 · 65%5–3 · 62%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

86 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?

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: 11 of 17 tests hold up