VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Sneakman

Career matches2,851
Career win rate51.1%
Round win rate51.3%
Peak rank28
Distinct opponents35
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1515 #1,903 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

Akira282,1361,0911,04551.1%
Jean—44724220554.1%
Aoi—26812314545.9%

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

496 of 497 rounds counted

6.2 inputs a second (374 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.2374496

By opponent's character

Akira6.337968
Taka5.935569
Jacky6.337851
Sarah5.734053
Brad6.740036
Jean6.237137
Lau6.539234
Shun6.538830
Aoi6.438428
Kage6.237421
Lion6.036224
Jeffry6.539012
Pai7.343812
Eileen5.533010
Goh6.74028
Vanessa6.63963

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

Akira1871138.9%-23.5
Taka1611568.8%+7.2
Jacky126650.0%+8.1
Sarah124833.3%-5.5
Brad108280.0%+15.7
Jean94544.4%-16.1
Lau84450.0%+9.2
Shun75271.4%+22.8
Aoi63350.0%+8.7
Kage62433.3%-14.2
Lion64266.7%-4.3
Jeffry32166.7%+17.8
Pai31233.3%-33.1
Eileen220100.0%+24.5
Goh220100.0%+23.6
Vanessa110100.0%+10.6

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

Half Fence32201262.5%+9.3
Full Fence22121054.5%-3.0
Open117463.6%+1.2
Breakable Half Fence104640.0%-12.2
Single Wall104640.0%-23.4
Breakable Full Fence96366.7%+23.9
Rectangle94544.4%-5.2
Low Fence63350.0%-17.5
Octagon54180.0%+27.4
Full Fence and Open2020.0%-30.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8757.5%53.6%+3.9
No walls2751.9%63.1%-11.2

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

H.P.Starcraft (Rank 27)2026/09/1353260.0%
Sevensided253 (Rank 32)2026/09/136060.0%
Datboyches_TTV (Rank 24)2026/07/25220100.0%
ImJustSaiyan0411 (Rank 23)2026/07/2564266.7%
rjsicklau12 (Rank 26)2026/07/2564266.7%
Teinted_GENE (Rank 24)2026/06/2874357.1%
Hoophoop (Rank 21)2026/06/28220100.0%
B34TD0WN (Rank 23)2026/06/2764266.7%
Username (Rank 32)2026/06/2731233.3%
Kingbison (Rank 27)2026/06/2751420.0%
Bandit-the-Rogue (Rank 28)2026/06/272020.0%
:scrax (Rank 22)2026/06/2742250.0%
BearPrincess420 (Rank 21)2026/06/27220100.0%
STOPMOTION (Rank 27)2026/06/2753260.0%
chaingrabs (Rank 25)2026/06/27440100.0%
gainkiller (Rank 24)2026/06/2742250.0%
Sambin0 (Rank 26)2026/06/1486275.0%
LethalLegendK (Rank 30)2026/06/142020.0%
THEWEIAND (Rank 28)2026/06/1132166.7%
Marbles (Rank 24)2026/06/11220100.0%
xChimerax (Rank 25)2026/06/1162433.3%
LuBuMBX (Rank 28)2026/06/1152340.0%
CeMoi3333 (Rank 25)2026/06/1131233.3%
VF31998 (Rank 30)2026/06/1143175.0%
lilpuncake123 (Rank 24)2026/06/1131233.3%

Round openings

Akira

Career
1,091–1,045 · 51.1%
This season
121 matches · 54.5%
Peak rank
28

First hit in 50.8% of 490 rounds. Won 53.4% of the rounds they struck first, 49.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Rimon Chouchu66P9318.7%
backdash into evade up428.4%
backdash into Jouho Senshou46P316.2%
punchP into kickK285.6%
backdash into Koboku214P234.6%
evade up193.8%
backdash into Youhou33P183.6%
forward dash into Rimon Chouchu66P153.0%
crouch dash back into Koboku214P102.0%
forward dash into Jouho Touken6P102.0%
Souka Housui3P+K91.8%
Senzankou66P+K into throwP+G81.6%
backdash into Jouho Touken6P81.6%
Koboku214P61.2%
backdash into Jirou Tanzan4PP+K61.2%

98 further openings account for the other 171 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 (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: 0 of 15 tests hold up