VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

char-adequat

  • Shun
Career matches8,872
Career win rate36.7%
Round win rate44.2%
Peak rank24
Distinct opponents183
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1271 #3,236 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

Akira248,1802,9945,18636.6%
Shun2169226143137.7%

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

2,380 of 2,726 rounds counted

6.6 inputs a second (396 a minute) this season. Faster than 34% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.63962,351
Shun6.941329

By opponent's character

Aoi6.6394388
Akira6.8405213
Lion6.5389162
Kage6.3377153
Shun6.6398166
Goh6.7402146
Lau6.6396131
Jacky6.6395109
El Blaze6.7400119
Pai6.4383122
Sarah6.6394103
Jeffry6.8405102
Wolf6.8405132
Jean6.6397100
Taka7.242970
Vanessa6.639864
Eileen6.438543
Lei Fei6.438537
Brad6.740016
Dural7.74644

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

Aoi100485248.0%+11.0
Akira69284140.6%-0.1
Lion46202643.5%+9.7
Kage44222250.0%+10.6
Shun44182640.9%+3.8
Goh42202247.6%+11.6
Lau36102627.8%-18.5
Jacky35132237.1%-2.6
El Blaze3492526.5%-9.5
Pai34132138.2%-1.7
Sarah3482623.5%-15.2
Jeffry33132039.4%-1.7
Wolf33132039.4%-2.8
Jean28101835.7%-2.3
Taka1741323.5%-23.0
Vanessa1641225.0%-13.2
Eileen127558.3%+7.7
Lei Fei103730.0%-4.7
Brad72528.6%-7.2
Dural1010.0%-29.5

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Low Fence82305236.6%-6.6
Open77284936.4%-0.1
Octagon73264735.6%-5.7
Breakable Full Fence67244335.8%-4.7
Breakable Half Fence63263741.3%-1.0
Half Fence63283544.4%+8.3
Rectangle63253839.7%-0.8
Single Wall59263344.1%+8.1
Full Fence54173731.5%-5.5
Full Fence and Open48262254.2%+13.0

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
Walls38338.1%39.6%-1.4
No walls21838.5%38.7%-0.2

Walls against open: -1.2 points (95% range -11.4 to +9.0), p 0.811 — 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

みらめたる (Rank 21)2026/10/18159660.0%
サーちゃん (Rank 23)2026/10/171221016.7%
nekota (Rank 24)2026/10/161221016.7%
chimichama (Rank 21)2026/10/121410471.4%
Q (Rank 25)2026/10/1272528.6%
ら族 (Rank 25)2026/10/102011955.0%
ねこ吉 (Rank 24)2026/10/092061430.0%
委員ちょ (Rank 21)2026/10/0728181064.3%
manekinecogames (Rank 22)2026/10/0682625.0%
ハミィ(DQ10の使者) (Rank 21)2026/10/0271614.3%
パニガーレ (Rank 24)2026/09/2772528.6%
けつ毛バーガーking (Rank 21)2026/09/27148657.1%
ゅろぽ (Rank 22)2026/09/2471614.3%
naowai (Rank 22)2026/09/151961331.6%
フォアグラVtuber (Rank 24)2026/09/1492722.2%
a39611619 (Rank 21)2026/09/13106460.0%
qzmix (Rank 23)2026/09/1296366.7%
安全パイ (Rank 24)2026/09/1171614.3%
kinoppy0126 (Rank 21)2026/09/09135838.5%
sk901 (Rank 21)2026/08/2762433.3%
HaseMasa (Rank 24)2026/08/23111109.1%
yasai (Rank 23)2026/08/20117463.6%
☆瞳氷☆ (Rank 24)2026/08/02106460.0%
spiral (Rank 23)2026/07/0571614.3%
ttfour@サラしかできないw (Rank 24)2026/06/0661516.7%

Round openings

Every character

forward movement into punchP2258.8%
crouch dash back into evade down2058.1%
Rimon Chouchu66P1596.2%
crouch dash back into guardG1003.9%
backdash into backward movement873.4%
backdash into Chouyoushu1P753.0%
forward dash into Jouho Touken6P682.7%
backdash into guardG662.6%
Souka Housui3P+K652.6%
Yakuho Chouchu666P632.5%
evade up into Jouho Senshou46P632.5%
crouch dash back into Jouho Senshou46P602.4%
crouch dash back into Chouyoushu1P532.1%
Jouho Senshou46P522.0%
evade down into Koboku214P471.9%

191 further openings account for the other 1,155 rounds.

Counted from 629 of the 675 matches played. The rest were not pulled for openings.

Akira

Career
2,994–5,186 · 36.6%
This season
666 matches · 39.5%
Peak rank
24

First hit in 49.2% of 2,489 rounds. Won 47.6% of the rounds they struck first, 39.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 17.4% of rounds, against 9.8% in their other rounds.
  • Against Akira: moves in first in 24.0% of rounds, against 12.3% against everyone else.
  • After losing a round: attacks straight away in 32.3% of rounds, against 15.9% after winning one.
  • When behind: attacks straight away in 31.8% of rounds, against 19.1% when ahead or level.
  • In round 1: opens with “crouch dash back into evade down” in 15.8% of rounds, against 5.6% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 18.9% of rounds, against 7.8% against everyone else.
  • After losing a round: opens with “66P Rimon Chouchu” in 12.3% of rounds, against 3.1% after winning one.
  • When behind: opens with “66P Rimon Chouchu” in 12.2% of rounds, against 5.0% when ahead or level.

How is this tested?

forward movement into punchP2259.0%
crouch dash back into evade down2048.1%
Rimon Chouchu66P1596.3%
crouch dash back into guardG1004.0%
backdash into backward movement873.5%
backdash into Chouyoushu1P753.0%
forward dash into Jouho Touken6P682.7%
backdash into guardG662.6%
Souka Housui3P+K652.6%
Yakuho Chouchu666P632.5%
evade up into Jouho Senshou46P632.5%
crouch dash back into Jouho Senshou46P602.4%
crouch dash back into Chouyoushu1P532.1%
Jouho Senshou46P522.1%
evade down into Koboku214P471.9%

173 further openings account for the other 1,118 rounds.

Counted from 620 of the 666 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
Aoi28–24 · 54%10–16 · 38%too few to test
Akira17–23 · 42%9–13 · 41%too few to test
Lion11–12 · 48%1–8 · 11%too few to test
Goh6–13 · 32%11–7 · 61%too few to test
Kage9–12 · 43%8–6 · 57%too few to test
Lau3–17 · 15%5–9 · 36%too few to test
Shun7–11 · 39%5–11 · 31%too few to test
El Blaze6–19 · 24%3–6 · 33%too few to test
Pai6–12 · 33%6–8 · 43%too few to test
Sarah4–16 · 20%2–5 · 29%too few to test
Jeffry6–6 · 50%4–9 · 31%too few to test
Wolf6–10 · 38%5–5 · 50%too few to test
Jean2–9 · 18%4–5 · 44%too few to test
Jacky4–13 · 24%3–3 · 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.

46 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?

Shun

Career
261–431 · 37.7%
This season
9 matches · 22.2%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move821.1%
Gyou'in Haishu3P into Kasen Zenbokushou6PP513.2%
offensive move into evade down513.2%
offensive move into Tenshin Souchushou6P+K25.3%
offensive move into guardG25.3%
Fukuchougeki2P into Haisenchu1P12.6%
Gyou'in Haishu3P12.6%
Gyou'in Haishu3P into Kasen Chugeki6P12.6%
Gyou'in Haishu3P into backward movement12.6%
Gyou'in Haishu3P into punchP12.6%
Kousoku Kouhi17P+K+G12.6%
crouch dash back into evade down12.6%
crouch dash forward into throwP+G12.6%
crouch into Haisenchu1P12.6%
evade down into offensive move12.6%

6 further openings account for the other 6 rounds.

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: 8 of 17 tests hold up
  • Shun: not tested (too few rounds)