VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ocean_1025

  • Goh
  • Pai
Career matches1,364
Career win rate48.5%
Round win rate40.3%
Peak rank31
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1447 Not ranked yet: the list needs 50 matches. See 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

Akira311,04649754947.5%
Goh2629015213852.4%
Pai2628131546.4%

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

185 of 186 rounds counted

9.7 inputs a second (579 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.0601135
Goh8.752147
Pai8.04803

By opponent's character

Jacky9.657846
Aoi8.953726
Jeffry9.456322
Goh8.752314
Jean9.657914
Pai10.864817
Akira10.864713
Shun8.75248
Brad10.36174
Eileen10.36213
Kage10.36183
Lau9.85855
Lion10.16073
Sarah10.06004
Wolf11.06603

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

Jacky117463.6%+37.5
Aoi84450.0%+26.4
Jeffry6060.0%-29.0
Goh41325.0%-31.7
Jean41325.0%-14.4
Pai41325.0%-4.7
Akira31233.3%+1.4
Shun2020.0%-32.7
Brad1010.0%-49.9
Eileen110100.0%+59.8
Kage1010.0%-32.4
Lau1010.0%-42.3
Lion110100.0%+55.6
Sarah1010.0%-41.7
Wolf1010.0%-50.6

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

Open94544.4%+14.8
Single Wall94544.4%+8.2
Full Fence82625.0%-10.0
Octagon72528.6%-4.2
Breakable Full Fence41325.0%-7.4
Half Fence42250.0%+19.0
Breakable Half Fence2020.0%-39.1
Low Fence21150.0%+7.7
Rectangle1010.0%-50.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls2626.9%33.6%-6.7
No walls2045.0%35.8%+9.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

TECHNIgotty (Rank 30)2026/10/161010.0%
獣王(設定2) (Rank 31)2026/10/121010.0%
めかざわ (Rank 30)2026/10/12110100.0%
HEDO/ (Rank 28)2026/10/111010.0%
おるが@のびしろF (Rank 33)2026/10/0731233.3%
ふぇに (Rank 34)2026/10/03220100.0%
ペケ壱 (Rank 29)2026/10/03110100.0%
弱者 (Rank 29)2026/10/0321150.0%
でかつよ様☆ハンター (Rank 34)2026/09/272020.0%
48歳技覚えられないよ (Rank 25)2026/09/231010.0%
刚毅大牛来 (Rank 29)2026/08/211010.0%
tamaneen (Rank 30)2026/07/2741325.0%
ねこまじん (Rank 33)2026/07/271010.0%
こうちゃん(`ー´)SRGM (Rank 28)2026/07/27110100.0%
ひざくん☆中能登VF部 (Rank 33)2026/07/274040.0%
방가방가 (Rank 29)2026/07/271010.0%
かりすまっくすさん♡ (Rank 23)2026/07/2731233.3%
fwnd1396 (Rank 30)2026/07/20110100.0%
津古さん (Rank 33)2026/07/132020.0%
TOMORV (Rank 27)2026/07/131010.0%
mitorakujo (Rank 27)2026/06/241010.0%
パニガーレ (Rank 25)2026/06/24220100.0%
神無月夏美@Vtuber (Rank 25)2026/06/0721150.0%
코난 (Rank 24)2026/06/07330100.0%
アオゾラ。aozora (Rank 25)2026/05/171010.0%

Round openings

Every character

forward dash into Jouho Touken6P106.5%
Jouho Touken6P into forward dash95.8%
Raikou3P into Denkou3PP95.8%
evade up into Souka Housui3P+K95.8%
Rimon Chouchu66P into Jouho Touken6P85.2%
evade up into Karura4P+K63.9%
crouch dash forward into throwP+G53.2%
evade down into Souka Housui3P+K42.6%
evade up into throwP+G42.6%
forward movement into punchP42.6%
Hoderi4P into Hoderi~Shikigami4PP31.9%
crouch dash forward into evade down31.9%
evade up into Jouho Senshou46P31.9%
evade up into crouch dash back31.9%
evade up into crouch dash forward31.9%

59 further openings account for the other 71 rounds.

Counted from 41 of the 49 matches played. The rest were not pulled for openings.

Akira

Career
497–549 · 47.5%
This season
35 matches · 25.7%
Peak rank
31

First hit in 51.0% of 102 rounds. Won 38.5% of the rounds they struck first, 28.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Jouho Touken6P109.8%
Jouho Touken6P into forward dash98.8%
evade up into Souka Housui3P+K98.8%
Rimon Chouchu66P into Jouho Touken6P87.8%
crouch dash forward into throwP+G43.9%
evade down into Souka Housui3P+K43.9%
forward movement into punchP43.9%
evade up into Jouho Senshou46P32.9%
Chouyoushu1P into forward dash22.0%
Jouho Senshou46P22.0%
Jouho Touken6P into punchP22.0%
Rimon Chouchu66P into punchP22.0%
backward movement into Jouho Touken6P22.0%
crouch dash forward into evade down22.0%
evade down into Jouho Senshou46P22.0%

33 further openings account for the other 37 rounds.

Counted from 27 of the 35 matches played. The rest were not pulled for openings.

Goh

Career
152–138 · 52.4%
This season
13 matches · 61.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Raikou3P into Denkou3PP918.4%
evade up into Karura4P+K612.2%
Hoderi4P into Hoderi~Shikigami4PP36.1%
Ni'oudaoshi3K+G24.1%
evade up into Soukyu46P24.1%
evade up into crouch dash back24.1%
evade up into throwP+G24.1%
Hiji'ate6P into Denkou3PP12.0%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G12.0%
Maegeri3K into Batousatsu3KP12.0%
Ni'oudaoshi3K+G into throwP+G12.0%
Soukyu46P12.0%
Soukyu46P into Urahiji44P12.0%
backdash into Batousatsu3KP12.0%
crouch dash forward into evade down12.0%

15 further openings account for the other 15 rounds.

Pai

Career
13–15 · 46.4%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Renkan Maho Chuken6P+KP133.3%
evade up into punchP133.3%
punchP into kickK133.3%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Pai: not tested (too few rounds)