VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

asari0727

Career matches13,367
Career win rate49.1%
Round win rate48.5%
Peak rank31
Distinct opponents307
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1528 #1,822 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

Akira3113,3676,5596,80849.1%

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

3,861 of 4,645 rounds counted

10.9 inputs a second (655 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.96553,861

By opponent's character

Wolf11.0659350
Sarah10.8650392
Jacky11.0658392
Akira11.0662363
Jeffry11.2670212
Shun11.0657278
Lau10.9653226
El Blaze10.9652225
Aoi11.0658228
Jean11.0661199
Pai11.1664186
Vanessa10.5631176
Kage10.8645144
Brad10.8647100
Lion10.9651114
Goh10.8650121
Dural10.663325
Eileen11.066035
Taka10.563350
Lei Fei10.864745

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

Wolf115615453.0%+3.7
Sarah113496443.4%-5.4
Jacky106495746.2%-1.2
Akira104614358.6%+9.6
Jeffry84453953.6%+8.9
Shun84335139.3%-9.0
Lau67264138.8%-4.9
El Blaze62323051.6%+4.2
Aoi61352657.4%+8.1
Jean52173532.7%-13.3
Pai51292256.9%+5.8
Vanessa44242054.5%+6.7
Kage38112728.9%-15.9
Brad36171947.2%+0.2
Lion36152141.7%-6.3
Goh33201360.6%+14.5
Dural1531220.0%-25.2
Eileen126650.0%-0.2
Taka124833.3%-14.6
Lei Fei114736.4%-3.9

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Breakable Half Fence138607843.5%-3.2
Full Fence135676849.6%+3.1
Single Wall129686152.7%+5.5
Half Fence116615552.6%+4.6
Breakable Full Fence112535947.3%-0.1
Octagon102376536.3%-10.9
Low Fence101455644.5%-6.5
Rectangle97504751.5%+2.4
Open94544057.5%+11.5
Full Fence and Open60283246.7%-0.9

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
Walls70046.9%47.4%-0.5
No walls32451.5%48.4%+3.1

Walls against open: -3.6 points (95% range -10.7 to +3.5), p 0.314 — 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

무파ZeroBlue (Rank 27)2026/10/1723121152.2%
h3-esports (Rank 33)2026/10/1794544.4%
xXsoul-childXx (Rank 31)2026/10/16129375.0%
SHUSHUSHU (Rank 30)2026/10/1693633.3%
juste (Rank 32)2026/10/16148657.1%
ガンオンやりたひ (Rank 33)2026/10/121871138.9%
鳩男 (Rank 31)2026/09/2233151845.5%
ズサ齋藤 (Rank 27)2026/09/1796366.7%
CELIS (Rank 27)2026/09/1587187.5%
BANANA (Rank 30)2026/09/142391439.1%
naska3th (Rank 28)2026/09/061221016.7%
はげまん (Rank 31)2026/09/06116554.5%
∈挙動不審∋ (Rank 33)2026/09/0293633.3%
獣王(設定2) (Rank 30)2026/08/24103730.0%
しゅが~nsr (Rank 28)2026/08/18129375.0%
ぽん (Rank 27)2026/08/05169756.2%
cokeshi (Rank 30)2026/08/021710758.8%
うをん (Rank 31)2026/07/19116554.5%
てーらい (Rank 27)2026/07/1093633.3%
乃木ぽん (Rank 31)2026/07/10116554.5%
南部の釣れないルアー (Rank 30)2026/07/051771041.2%
yuzu (Rank 29)2026/07/04113827.3%
会長さん (Rank 31)2026/06/192091145.0%
jiwoonpk (Rank 31)2026/06/09117463.6%
DDaDDai (Rank 28)2026/05/30114736.4%

Round openings

Akira

Career
6,559–6,808 · 49.1%
This season
1,136 matches · 47.6%
Peak rank
31

First hit in 47.2% of 4,238 rounds. Won 53.4% of the rounds they struck first, 44.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 25.8% of rounds, against 16.0% in their other rounds.
  • Against Lau: evades first in 32.4% of rounds, against 17.6% against everyone else.
  • On Rectangle stages: evades first in 25.3% of rounds, against 17.7% on the other stages.
  • After opening the round before by evading: attacks straight away in 35.1% of rounds, against 28.7% after anything else.
  • After the opponent opened the round before by evading: moves in first in 22.8% of rounds, against 16.5% after anything else.
  • After losing a round: evades first in 19.4% of rounds, against 12.1% after winning one.
  • When behind: evades first in 20.6% of rounds, against 13.2% when ahead or level.
  • In round 1: opens with “evade up into crouch dash forward” in 12.9% of rounds, against 7.7% in their other rounds.
  • Against Goh: opens with “backdash into 46P Jouho Senshou” in 18.0% of rounds, against 6.3% against everyone else.
  • On Single Wall stages: opens with “backdash into evade up” in 14.6% of rounds, against 10.6% on the other stages.
  • After opening the round before with “backdash into 46P Jouho Senshou”: opens with “66P+K Senzankou into P+G throw” in 16.7% of rounds, against 8.9% after anything else.
  • After winning a round: opens with “66P+K Senzankou into P+G throw” in 11.6% of rounds, against 7.5% after losing one.
  • When ahead: opens with “backdash into evade up” in 14.6% of rounds, against 9.2% when level or behind.

How is this tested?

backdash into evade up46710.9%
evade up into crouch dash forward3839.0%
Senzankou66P+K into throwP+G3307.7%
backdash into Jouho Senshou46P2836.6%
Rimon Chouchu66P into forward dash2415.6%
Rimon Chouchu66P2014.7%
forward dash into Jouho Touken6P1784.2%
Senzankou66P+K1463.4%
backward movement into evade up1383.2%
forward dash into Jouho Senshou46P1373.2%
backdash into Souka Housui3P+K1263.0%
backdash into Chouzan Housui46P+K1032.4%
forward movement into punchP982.3%
evade up into Souka Housui3P+K681.6%
Jouho Senshou46P551.3%

243 further openings account for the other 1,316 rounds.

Counted from 1,046 of the 1,136 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
Sarah26–34 · 43%20–20 · 50%-4.2
Wolf39–32 · 55%11–13 · 46%too few to test
Akira30–26 · 54%20–9 · 69%too few to test
Jacky24–31 · 44%12–14 · 46%too few to test
Shun21–26 · 45%10–17 · 37%too few to test
Jeffry26–25 · 51%14–7 · 67%too few to test
El Blaze19–23 · 45%6–1 · 86%too few to test
Lau16–24 · 40%8–8 · 50%too few to test
Aoi20–19 · 51%9–3 · 75%too few to test
Pai12–8 · 60%12–11 · 52%too few to test
Jean6–15 · 29%5–4 · 56%too few to test
Vanessa9–9 · 50%13–9 · 59%too few to test
Kage11–20 · 35%0–5 · 0%too few to test
Brad13–12 · 52%1–3 · 25%too few to test
Goh10–8 · 56%6–2 · 75%too few to test
Lion7–8 · 47%4–7 · 36%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.

90 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: 13 of 18 tests hold up