VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

TTVmf_dva

Career matches1,239
Career win rate57.4%
Round win rate49.8%
Peak rank35
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1672 #936 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

Akira351,23971152857.4%

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

439 of 788 rounds counted

7.2 inputs a second (431 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.2431439

By opponent's character

Brad6.941638
Vanessa7.142745
Jean6.740076
Wolf7.142629
El Blaze7.544840
Sarah7.645862
Shun7.243033
Akira7.142933
Kage7.947519
Lau7.042032
Lei Fei7.545123
Jacky7.64569

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

Brad31141745.2%-2.0
Goh25141156.0%+14.4
Vanessa1961331.6%-2.5
Jean189950.0%-6.9
Wolf179852.9%+3.1
El Blaze1610662.5%+14.5
Sarah169756.2%-5.4
Shun147750.0%-14.1
Akira1331023.1%-22.0
Kage106460.0%+5.0
Lau86275.0%+31.7
Lei Fei73442.9%-22.5
Jacky220100.0%+39.8
Pai2020.0%-28.9

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 Fence36171947.2%-9.3
Octagon36191752.8%-3.1
Breakable Full Fence25111444.0%-1.4
Rectangle2381534.8%-10.3
Breakable Half Fence1811761.1%+9.4
Single Wall1510566.7%+18.1
Open146842.9%-9.1
Low Fence117463.6%+11.2
Full Fence105550.0%+10.3
Full Fence and Open42250.0%+13.8

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14848.0%50.4%-2.4
No walls4057.5%51.3%+6.2

Walls against open: -8.6 points (95% range -25.6 to +8.4), p 0.322 — 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

Chris (Rank 35)2026/07/1886275.0%
LethalLegendK (Rank 31)2026/07/1851420.0%
Jiikae (Rank 31)2026/07/16149564.3%
n.fangy (Rank 37)2026/07/0431233.3%
Blurring (Rank 36)2026/07/0231233.3%
Seawolf (Rank 29)2026/05/2832166.7%
I'monlysleeping (Rank 34)2026/05/2831233.3%
Crashing_Blow2003 (Rank 30)2026/05/28189950.0%
UltraSeBassツ (Rank 35)2026/05/2884450.0%
BLACKALERT!!! (Rank 42)2026/05/28111109.1%
GrappleEnjoyer (Rank 11)2026/05/28440100.0%
dhamster (Rank 14)2026/05/28220100.0%
leefung._ (Rank 29)2026/05/27115645.5%
legendaryhero (Rank 28)2026/05/27108280.0%
ChilePiquín (Rank 33)2026/05/278080.0%
evoyd (Rank 31)2026/05/2753260.0%
TheQu (Rank 35)2026/05/1621101147.6%
brucelabestia (Rank 33)2026/05/152181338.1%
ThebigThonk (Rank 26)2026/05/12440100.0%
Boogal (Rank 31)2026/05/1242250.0%
KARS215 (Rank 28)2026/05/1153260.0%
RareEntity (Rank 36)2026/05/1162433.3%
Kitetsu (Rank 27)2026/05/1132166.7%
FreePoints? (Rank 41)2026/04/033030.0%
illa_NoiZe (Rank 27)2026/04/03220100.0%

Round openings

Akira

Career
711–528 · 57.4%
This season
198 matches · 49.5%
Peak rank
35

First hit in 59.3% of 783 rounds. Won 51.3% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • On Octagon stages: moves in first in 22.1% of rounds, against 11.3% on the other stages.
  • After winning a round: attacks straight away in 48.6% of rounds, against 32.2% after losing one.
  • When ahead: attacks straight away in 49.8% of rounds, against 32.9% when level or behind.
  • In round 1: opens with “66P Rimon Chouchu into 6P Jouho Touken” in 12.6% of rounds, against 6.3% in their other rounds.
  • After winning a round: opens with “66P+K Senzankou into P+G throw” in 14.6% of rounds, against 6.8% after losing one.

How is this tested?

Senzankou66P+K into throwP+G769.6%
backdash into Geimon Tessen46P+K+G668.4%
Rimon Chouchu66P into Jouho Touken6P627.9%
backdash into evade up587.4%
crouch dash back into Jouho Senshou46P496.2%
Souka Housui3P+K344.3%
backdash into Jouho Senshou46P334.2%
crouch dash forward into Souka Housui3P+K222.8%
forward movement into Hachimon KaidaPP202.5%
backdash into Hekishou43P172.2%
forward dash into Jouho Touken6P172.2%
Jouho Touken6P162.0%
Senzankou66P+K162.0%
Satei3K+G into Fukko3K+GP+K151.9%
crouch dash back into Koboku214P141.8%

101 further openings account for the other 273 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Brad9–12 · 43%5–5 · 50%too few to test
Goh10–7 · 59%4–4 · 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.

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 (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: 5 of 15 tests hold up