VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

haira_76

Career matches10,055
Career win rate48.6%
Round win rate48.7%
Peak rank31
Distinct opponents248
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1527 #1,826 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

Akira3110,0554,8865,16948.6%

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

3,905 of 4,431 rounds counted

8.0 inputs a second (481 a minute) this season. Faster than 72% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.04813,905

By opponent's character

Jacky7.9476498
Akira8.2493446
Wolf8.2495378
Jean8.0480351
Jeffry8.0482265
Aoi7.8468196
Goh8.3495215
Sarah7.8466216
Lau8.2493180
El Blaze7.8465183
Shun7.7462115
Kage7.7465168
Lion8.0482154
Brad8.1488136
Vanessa8.148761
Taka7.8471105
Dural7.846877
Lei Fei8.148467
Pai8.249463
Eileen8.350031

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

Jacky132765657.6%+13.0
Akira122477538.5%-8.2
Wolf107535449.5%+4.0
Jean100415941.0%-5.9
Jeffry76373948.7%+2.8
Aoi65343152.3%+2.3
Goh65362955.4%+6.3
Sarah52213140.4%-9.9
Lau48301862.5%+16.4
El Blaze47222546.8%-1.3
Shun46212545.6%-4.5
Kage43212248.8%+5.9
Lion40122830.0%-17.5
Brad35152042.9%-3.7
Vanessa28121642.9%-6.6
Taka26101638.5%-6.9
Dural2381534.8%-11.7
Lei Fei1981142.1%-5.1
Pai189950.0%+1.5
Eileen85362.5%+4.6

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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 Fence147678045.6%-0.4
Octagon120507041.7%-4.7
Full Fence113575650.4%+1.9
Rectangle110535748.2%+2.6
Half Fence108614756.5%+11.2
Breakable Full Fence107505746.7%-1.2
Single Wall101544753.5%+5.8
Open95375839.0%-6.9
Breakable Half Fence84325238.1%-10.0
Full Fence and Open64352954.7%+6.4

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
Walls64247.2%47.0%+0.2
No walls34346.1%46.4%-0.3

Walls against open: +0.6 points (95% range -6.0 to +7.1), p 0.865 — 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

Wonda15426 (Rank 27)2026/10/1886275.0%
r1s1d8 (Rank 27)2026/10/17116554.5%
ぺーくんだよ (Rank 32)2026/10/1593633.3%
CELIS (Rank 30)2026/10/15169756.2%
tamaneen (Rank 32)2026/10/13115645.5%
混浴ジャキミリアン (Rank 31)2026/10/10178947.1%
エルモchYT★プなれ★ (Rank 28)2026/09/25119281.8%
しゅが~nsr (Rank 28)2026/09/2583537.5%
hahaha (Rank 30)2026/09/232418675.0%
mebachiko (Rank 29)2026/09/18147750.0%
クロサギ@はなちゃん (Rank 31)2026/09/15103730.0%
こて (Rank 27)2026/09/1484450.0%
orz (Rank 28)2026/09/1369323746.4%
カミナリおやじ (Rank 27)2026/09/0935152042.9%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 28)2026/09/06137653.9%
猫鼻 (Rank 31)2026/09/05115645.5%
bonbon (Rank 33)2026/09/05100100.0%
HoAssYoAss (Rank 31)2026/09/0595455.6%
Melt (Rank 33)2026/09/04105550.0%
りてりん (Rank 28)2026/08/0385362.5%
HIROCHILL (Rank 29)2026/07/27156940.0%
TERA (Rank 27)2026/07/24107370.0%
神無月夏美Vtuber (Rank 26)2026/07/1396366.7%
賛美歌13番 (Rank 29)2026/07/0395455.6%
MikuMartineau (Rank 31)2026/06/02106460.0%

Round openings

Akira

Career
4,886–5,169 · 48.6%
This season
1,100 matches · 47.1%
Peak rank
31

First hit in 46.7% of 4,135 rounds. Won 50.7% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 34.2% of rounds, against 27.0% in their other rounds.
  • Against Sarah: backs off first in 36.6% of rounds, against 20.4% against everyone else.
  • After winning a round: attacks straight away in 26.7% of rounds, against 17.5% after losing one.
  • When behind: moves in first in 27.7% of rounds, against 21.2% when ahead or level.
  • In round 1: opens with “evade up into backdash” in 10.7% of rounds, against 5.1% in their other rounds.
  • Against Lion: opens with “66P Rimon Chouchu” in 12.3% of rounds, against 4.8% against everyone else.
  • On Open stages: opens with “forward movement into PP Hachimon Kaida” in 5.8% of rounds, against 2.9% on the other stages.
  • After losing a round: opens with “crouch dash forward into throw escape” in 6.4% of rounds, against 1.6% after winning one.
  • When behind: opens with “crouch dash forward into throw escape” in 6.1% of rounds, against 2.8% when ahead or level.

How is this tested?

evade up into backdash2706.5%
Rimon Chouchu66P2115.1%
crouch dash forward into throw escape1433.4%
crouch dash back into evade down1303.1%
forward movement into Hachimon KaidaPP1303.1%
forward movement into SoutoP+K1142.7%
forward movement into punchP1072.6%
punchP into Hachimon KaidaPP1042.5%
evade down into throw escape1002.4%
throw escape912.2%
evade down into guardG902.2%
crouch dash back into Koboku214P801.9%
Rimon Chouchu66P into forward dash791.9%
evade down into crouch dash forward791.9%
crouch dash back into guardG771.9%

288 further openings account for the other 2,351 rounds.

Counted from 1,032 of the 1,100 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
Jacky42–31 · 58%24–18 · 57%-1.0
Akira26–39 · 40%16–23 · 41%-2.0
Wolf26–25 · 51%14–20 · 41%+11.9
Jean23–30 · 43%9–14 · 39%too few to test
Jeffry20–30 · 40%17–7 · 71%too few to test
Aoi20–25 · 44%10–3 · 77%too few to test
Goh19–14 · 58%10–8 · 56%too few to test
Lau16–9 · 64%10–6 · 62%too few to test
Sarah9–15 · 38%5–5 · 50%too few to test
El Blaze12–13 · 48%5–8 · 38%too few to test
Kage11–11 · 50%6–9 · 40%too few to test
Shun12–10 · 55%5–8 · 38%too few to test
Lion8–18 · 31%3–8 · 27%too few to test
Brad9–12 · 43%5–5 · 50%too few to test
Vanessa6–7 · 46%4–9 · 31%too few to test
Dural8–10 · 44%0–5 · 0%too few to test
Taka5–10 · 33%3–3 · 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.

68 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: 9 of 17 tests hold up