VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

jamestaniguchi

Career matches1,446
Career win rate56.1%
Round win rate49.7%
Peak rank37
Distinct opponents77
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1748 #580 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

Akira371,44681263456.1%

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

727 of 793 rounds counted

10.3 inputs a second (617 a minute) this season. Faster than 96% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.3617727

By opponent's character

Jacky10.4623101
Akira10.864982
Goh10.462680
Lei Fei9.758174
Aoi10.462361
Shun10.160553
Lion10.663441
Sarah10.059937
Brad10.261035
Kage10.060011
El Blaze10.160626
Taka10.059813
Wolf10.160724
Jean10.563123
Pai10.663423
Vanessa10.462710
Jeffry10.160511
Lau10.26129
Dural10.46258
Eileen10.26105

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

Jacky25111444.0%-8.1
Akira2415962.5%+14.4
Goh24111345.8%-1.7
Lei Fei1881044.4%-8.8
Aoi159660.0%+14.4
Shun136746.1%-0.5
Lion107370.0%+23.5
Sarah105550.0%-2.1
Brad93633.3%-11.5
Kage82625.0%-18.9
El Blaze74357.1%+7.0
Taka63350.0%-11.8
Wolf62433.3%-9.0
Jean53260.0%+10.9
Pai52340.0%-11.3
Vanessa440100.0%+32.2
Jeffry3030.0%-45.8
Lau32166.7%+15.7
Dural21150.0%-11.7
Eileen1010.0%-37.1

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

Breakable Full Fence2516964.0%+14.8
Single Wall2261627.3%-20.3
Octagon2181338.1%-12.5
Breakable Half Fence20101050.0%+3.2
Low Fence2013765.0%+13.6
Half Fence1913668.4%+22.3
Rectangle1981142.1%-8.4
Full Fence156940.0%-6.8
Full Fence and Open139469.2%+16.7
Open134930.8%-21.8

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls11951.3%48.8%+2.4
No walls5541.8%49.4%-7.6

Walls against open: +10.0 points (95% range -5.5 to +25.6), p 0.207 — 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

えびもち (Rank 33)2026/10/1875271.4%
대통령꼬라지가... (Rank 38)2026/10/1183537.5%
Laphroaig10 (Rank 37)2026/10/1131233.3%
PuzzG/ぱず爺 (Rank 38)2026/10/1163350.0%
Umemon2026 (Rank 36)2026/10/1194544.4%
montanmo (Rank 38)2026/10/05220100.0%
(˘д˘)ʃStranger (Rank 36)2026/10/0531233.3%
ふぇに (Rank 34)2026/10/0542250.0%
みんみんさん (Rank 35)2026/10/0532166.7%
타우끼/taukee (Rank 36)2026/09/14156940.0%
きよ丸 (Rank 35)2026/09/1341325.0%
もっこり (Rank 35)2026/09/1331233.3%
KumadaP (Rank 36)2026/09/1331233.3%
manatsu_7 (Rank 37)2026/09/1353260.0%
超音狼♪ (Rank 38)2026/06/0442250.0%
ダンシングまるこ (Rank 38)2026/05/2862433.3%
lapislazuli (Rank 37)2026/05/2842250.0%
megadeth0112 (Rank 36)2026/05/2853260.0%
ヘニオ (Rank 32)2026/05/2832166.7%
でんでんでん123 (Rank 40)2026/05/2843175.0%
jijitax4 (Rank 37)2026/05/2865183.3%
たあぼさん (Rank 35)2026/05/2732166.7%
おむすび山▲かずkaz_kcj (Rank 39)2026/05/2731233.3%
stepan_BVFA (Rank 38)2026/05/1542250.0%
苦道訓|kudoukun_goh (Rank 39)2026/05/1542250.0%

Round openings

Akira

Career
812–634 · 56.1%
This season
198 matches · 49.5%
Peak rank
37

First hit in 63.7% of 636 rounds. Won 54.1% of the rounds they struck first, 42.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 20.6% of rounds, against 8.1% in their other rounds.
  • Against Akira: attacks straight away in 41.5% of rounds, against 27.8% against everyone else.
  • In round 2: opens with “crouch into 2P Housui” in 13.1% of rounds, against 7.7% in their other rounds.
  • Against Akira: opens with “crouch into 2P Housui” in 20.2% of rounds, against 7.1% against everyone else.

How is this tested?

Senzankou66P+K599.2%
crouch into Housui2P589.1%
backdash into evade up457.0%
crouch dash forward into forward dash304.7%
Senzankou66P+K into throwP+G294.5%
backdash into Tetsuzankou466P+K203.1%
forward dash into evade up193.0%
Housui2P172.7%
crouch dash forward into Jouho Touken6P172.7%
Yakuho Chouchu666P into Jouho Touken6P142.2%
forward dash into Youhou33P142.2%
forward dash into Jouho Touken6P132.0%
guardG into Housui2P132.0%
Rimon Chouchu66P into Jouho Touken6P121.9%
evade down into Jouho Touken6P101.6%

116 further openings account for the other 270 rounds.

Counted from 160 of the 198 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
Goh6–8 · 43%5–5 · 50%too few to test
Akira7–5 · 58%2–2 · 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.

38 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 (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: 4 of 15 tests hold up