VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

potimaru1059

Career matches3,885
Career win rate36.6%
Round win rate44.0%
Peak rank24
Distinct opponents438
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1236 #3,341 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

Akira243,8851,4242,46136.6%

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

4,138 of 5,801 rounds counted

6.5 inputs a second (391 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.53914,138

By opponent's character

Pai6.5392348
Jacky6.6394388
Akira6.6398395
Sarah6.5388367
Aoi6.6395304
Wolf6.6395303
Jeffry6.7401218
Goh6.4382215
Kage6.5392208
Shun6.5391198
Lau6.4384155
Lei Fei6.3381189
El Blaze6.6395158
Brad6.5387155
Vanessa6.6394139
Lion6.4384135
Eileen6.236983
Jean6.840594
Taka5.935564
Dural6.639622

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

Pai145559037.9%+4.2
Jacky144509434.7%-3.9
Akira137607743.8%+3.1
Sarah132597344.7%+5.7
Aoi97514652.6%+4.9
Wolf97286928.9%-8.0
Jeffry90355538.9%+1.2
Goh71353649.3%+5.3
Kage69294042.0%+2.2
Shun69244534.8%-0.4
Lau61253641.0%-1.2
Lei Fei58174129.3%-8.6
El Blaze56213537.5%-7.9
Brad51203139.2%+1.0
Vanessa48192939.6%-5.1
Lion42212150.0%+2.2
Eileen3182325.8%-13.2
Jean29121741.4%+4.0
Taka25141156.0%+11.1
Dural6060.0%-52.2

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

Open1736910439.9%+1.0
Breakable Half Fence1656410138.8%-3.2
Octagon151648742.4%-2.5
Rectangle147588939.5%+0.0
Low Fence144568838.9%-2.0
Full Fence143608342.0%+1.7
Single Wall141509135.5%-1.6
Half Fence137627545.3%+7.2
Breakable Full Fence134518338.1%+0.4
Full Fence and Open55173830.9%-9.1

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
Walls87740.9%40.5%+0.4
No walls45838.2%38.9%-0.7

Walls against open: +1.1 points (95% range -4.6 to +6.8), p 0.708 — 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

サーちゃん (Rank 23)2026/10/1626161061.5%
nanoka-222 (Rank 25)2026/10/1455213438.2%
ありがとナス (Rank 22)2026/10/1491811.1%
nihikibito (Rank 24)2026/10/071431121.4%
たかティン (Rank 23)2026/09/30117463.6%
prestidigitator0 (Rank 26)2026/09/29151146.7%
nekodiver2 (Rank 22)2026/09/29126650.0%
Might小麥豆漿 (Rank 23)2026/09/291916384.2%
AiokometeZ (Rank 25)2026/09/28115645.5%
a39611619 (Rank 21)2026/09/27107370.0%
yoshino_takekoma (Rank 21)2026/09/09100100.0%
dalmax72 (Rank 21)2026/09/02128466.7%
AKIRA68000 (Rank 22)2026/08/28102820.0%
gimoring (Rank 26)2026/08/1992722.2%
Hosoccher (Rank 22)2026/08/17107370.0%
HanshinHyouronka (Rank 22)2026/08/0394544.4%
horafukitakuoyaji (Rank 22)2026/07/31100100.0%
6132da (Rank 21)2026/07/2295455.6%
hide2480gt (Rank 21)2026/06/271914573.7%
朋友~你看你後面!! (Rank 21)2026/06/22148657.1%
ぽん (Rank 24)2026/05/28104640.0%
Cap2007 (Rank 22)2026/05/27105550.0%
woo_wa-ooo (Rank 21)2026/05/22104640.0%
じゅくちょう (Rank 22)2026/05/1294544.4%
クロラム (Rank 22)2026/04/09126650.0%

Round openings

Akira

Career
1,424–2,461 · 36.6%
This season
1,458 matches · 40.0%
Peak rank
24

First hit in 50.7% of 5,414 rounds. Won 47.2% of the rounds they struck first, 40.6% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 18.3% of rounds, against 11.8% in their other rounds.
  • Against Shun: attacks straight away in 21.0% of rounds, against 13.0% against everyone else.
  • After opening the round before by attacking: attacks straight away in 31.6% of rounds, against 13.1% after anything else.
  • After winning a round: attacks straight away in 19.8% of rounds, against 11.7% after losing one.
  • When ahead: attacks straight away in 21.5% of rounds, against 10.8% when level or behind.
  • In round 1: opens with “evade down into G guard” in 13.3% of rounds, against 7.9% in their other rounds.
  • Against Pai: opens with “crouch dash back into backdash” in 8.3% of rounds, against 4.3% against everyone else.
  • After opening the round before with “66P Rimon Chouchu”: opens with “66P Rimon Chouchu” in 19.0% of rounds, against 7.0% after anything else.
  • After winning a round: opens with “66P Rimon Chouchu” in 9.8% of rounds, against 5.9% after losing one.
  • When ahead: opens with “66P Rimon Chouchu” in 10.4% of rounds, against 5.0% when level or behind.

How is this tested?

evade down into guardG5039.2%
crouch dash back into guardG4327.9%
Rimon Chouchu66P3756.9%
evade down into backdash2624.8%
crouch dash back into backdash2554.7%
crouch dash back into Jouho Touken6P2123.9%
crouch dash back into evade down1592.9%
guardG1472.7%
evade down into Jouho Touken6P1242.3%
backdash into guardG1202.2%
crouch dash back into Jouho Senshou46P1061.9%
crouch dash back into Rimon Chouchu66P951.7%
crouch dash back into Koboku214P921.7%
evade down into Rimon Chouchu66P871.6%
crouch dash back into Chouzan Housui46P+K851.6%

291 further openings account for the other 2,396 rounds.

Counted from 1,365 of the 1,458 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
Jacky27–55 · 33%19–27 · 41%-6.0
Akira40–47 · 46%16–20 · 44%+0.5
Pai33–41 · 45%13–29 · 31%+17.6
Sarah31–34 · 48%15–27 · 36%+14.3
Aoi31–28 · 53%14–11 · 56%too few to test
Wolf12–29 · 29%11–23 · 32%-11.3
Jeffry19–40 · 32%9–6 · 60%too few to test
Kage23–23 · 50%5–12 · 29%too few to test
Goh19–27 · 41%12–7 · 63%too few to test
Shun13–35 · 27%9–7 · 56%too few to test
Lau21–23 · 48%3–11 · 21%too few to test
El Blaze11–21 · 34%8–12 · 40%too few to test
Lei Fei7–14 · 33%3–21 · 12%too few to test
Vanessa9–12 · 43%5–12 · 29%too few to test
Brad8–14 · 36%8–12 · 40%too few to test
Lion17–11 · 61%4–10 · 29%too few to test
Jean7–11 · 39%1–5 · 17%too few to test
Eileen3–11 · 21%2–8 · 20%too few to test
Taka9–8 · 53%2–2 · 50%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.

93 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 (18 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: 10 of 18 tests hold up