VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Sinabro

Career matches15,206
Career win rate48.1%
Round win rate48.9%
Peak rank30
Distinct opponents591
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1483 #2,136 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

Akira3015,2067,3127,89448.1%

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

6,598 of 7,757 rounds counted

9.3 inputs a second (557 a minute) this season. Faster than 90% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.35576,598

By opponent's character

Akira9.5568775
Wolf9.4562699
Jacky9.2555593
Jeffry9.4562432
Goh9.2554456
Pai9.5572406
Sarah8.9536358
Lau9.3558396
Vanessa9.3558322
Jean9.2551276
Shun9.1545306
Lion9.4564269
Aoi9.2550218
Brad9.3559247
Lei Fei9.2550248
Kage9.2551231
El Blaze9.1548214
Eileen9.456265
Taka9.255262
Dural9.456325

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

Akira21110710450.7%+2.5
Wolf2019210945.8%-2.7
Jacky186998753.2%+4.4
Jeffry135538239.3%-9.9
Goh134617345.5%-3.8
Pai111615055.0%+6.4
Sarah110535748.2%+2.2
Lau106386835.9%-8.6
Vanessa89315834.8%-12.0
Jean82344841.5%-3.0
Shun82295335.4%-12.5
Lion79483160.8%+13.2
Aoi75542172.0%+17.1
Brad67353252.2%+9.5
Lei Fei67303744.8%-5.9
Kage64392560.9%+13.9
El Blaze53282552.8%+3.6
Eileen20101050.0%-0.6
Taka1941521.1%-25.9
Dural74357.1%+23.3

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

Octagon2041109453.9%+6.1
Open1999910049.8%+1.5
Breakable Half Fence1968910745.4%-1.6
Single Wall1958511043.6%-6.3
Full Fence1931009351.8%+4.6
Rectangle1901018953.2%+4.6
Half Fence1878610146.0%-1.7
Low Fence172779544.8%-2.7
Breakable Full Fence165749144.9%-2.2
Full Fence and Open96375938.5%-8.9

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
Walls1,13549.3%47.8%+1.6
No walls56646.1%48.3%-2.2

Walls against open: +3.8 points (95% range -1.3 to +8.9), p 0.144 — 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

無槪念野獸/무개념야수 (Rank 26)2026/10/182112957.1%
カプリッチョ (Rank 26)2026/10/18119281.8%
orz (Rank 30)2026/10/1829181162.1%
JOHNFLOE (Rank 29)2026/10/151710758.8%
moroQamazingdelicious (Rank 27)2026/10/12158753.3%
seobin_papa (Rank 30)2026/10/10124833.3%
NekoPunchMaster (Rank 32)2026/10/102491537.5%
windowkhs (Rank 29)2026/10/1023101343.5%
bakureturanbu (Rank 31)2026/10/10136746.1%
pallmtree (Rank 30)2026/10/09157846.7%
ゲス拳サンボ☆彡 (Rank 27)2026/10/071813572.2%
hahaha (Rank 29)2026/10/072921872.4%
elf4sale (Rank 31)2026/10/061661037.5%
ER_higante (Rank 28)2026/09/30125741.7%
TAPIOKA (Rank 30)2026/09/241961331.6%
MELTBUTTER (Rank 29)2026/09/18124833.3%
cjnholife (Rank 25)2026/09/16119281.8%
ShieldHolder (Rank 27)2026/09/13136746.1%
jiwoonpk (Rank 32)2026/09/13135838.5%
NORESPECT (Rank 32)2026/09/121551033.3%
たか (Rank 31)2026/09/061331023.1%
JeanKujo (Rank 31)2026/07/25123925.0%
jinjin (Rank 30)2026/07/25126650.0%
oblmom (Rank 28)2026/07/19136746.1%
zxyzguy (Rank 25)2026/06/201210283.3%

Round openings

Akira

Career
7,312–7,894 · 48.1%
This season
1,898 matches · 48.0%
Peak rank
30

First hit in 59.9% of 6,966 rounds. Won 50.3% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 28.4% of rounds, against 25.5% in their other rounds.
  • Against Akira: backs off first in 31.4% of rounds, against 22.1% against everyone else.
  • After opening the round before by attacking: backs off first in 28.1% of rounds, against 22.6% after anything else.
  • After losing a round: moves in first in 40.2% of rounds, against 23.9% after winning one.
  • When behind: moves in first in 40.4% of rounds, against 27.3% when ahead or level.
  • In round 4 or later: opens with “crouch into 2P Housui” in 6.5% of rounds, against 3.5% in their other rounds.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 12.2% of rounds, against 4.7% against everyone else.
  • After opening the round before with “backdash into 46P Jouho Senshou”: opens with “crouch into 3P+K Souka Housui” in 10.6% of rounds, against 5.8% after anything else.
  • After winning a round: opens with “crouch into 2P Housui” in 6.4% of rounds, against 2.4% after losing one.
  • When ahead: opens with “crouch into 2P Housui” in 5.3% of rounds, against 2.7% when level or behind.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P4456.3%
crouch into Souka Housui3P+K4336.2%
backdash into evade up3955.6%
backdash into Jouho Senshou46P3845.5%
crouch into Housui2P3014.3%
forward dash into Rimon Chouchu66P2954.2%
crouch dash forward into Souka Housui3P+K2874.1%
forward dash into Jouho Touken6P2673.8%
Jouho Touken6P2383.4%
forward dash into punchP1932.8%
Souka Housui3P+K1562.2%
punchP into Jouho Touken6P1452.1%
crouch dash forward into punchP1442.0%
forward dash into Yakuho Chouchu666P1141.6%
forward dash into Jouho Senshou46P1131.6%

328 further openings account for the other 3,098 rounds.

Counted from 1,716 of the 1,898 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
Akira62–61 · 50%23–29 · 44%+3.6
Wolf52–56 · 48%31–30 · 51%+0.4
Jacky50–40 · 56%25–24 · 51%+7.9
Jeffry28–57 · 33%12–17 · 41%too few to test
Goh29–36 · 45%22–27 · 45%-3.3
Lau24–42 · 36%6–17 · 26%too few to test
Sarah22–21 · 51%18–23 · 44%+10.9
Pai33–24 · 58%16–14 · 53%-2.7
Aoi40–11 · 78%12–7 · 63%too few to test
Lion34–21 · 62%9–5 · 64%too few to test
Shun17–24 · 41%10–13 · 43%too few to test
Vanessa19–30 · 39%4–9 · 31%too few to test
Brad23–19 · 55%5–7 · 42%too few to test
Lei Fei18–17 · 51%8–17 · 32%too few to test
Jean13–18 · 42%12–17 · 41%too few to test
Kage26–11 · 70%8–8 · 50%too few to test
El Blaze12–13 · 48%7–5 · 58%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.

182 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