VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

GuardbReaK8274

Career matches996
Career win rate57.5%
Round win rate49.9%
Peak rank33
Distinct opponents91
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1657 #1,009 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

Akira3399657342357.5%

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

988 of 988 rounds counted

7.6 inputs a second (456 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.6456988

By opponent's character

Akira8.2490243
Shun6.941698
Goh7.142685
Jacky7.746174
Jean7.645761
Aoi7.344153
El Blaze7.645651
Jeffry7.746347
Sarah7.645749
Pai7.544943
Wolf7.746148
Brad7.846839
Vanessa7.343627
Kage7.544722
Lau7.343920
Dural7.544815
Lei Fei7.04189
Eileen6.43854

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

Akira63263741.3%-17.6
Shun25131252.0%+6.2
Goh2291340.9%-8.1
Jacky1910952.6%+4.1
Jean1510566.7%+16.3
Aoi135838.5%-3.6
El Blaze129375.0%+27.2
Jeffry128466.7%+13.7
Sarah127558.3%+1.5
Pai116554.5%+2.9
Wolf115645.5%+0.4
Brad106460.0%+17.1
Vanessa65183.3%+18.7
Kage53260.0%+15.2
Lau51420.0%-30.3
Dural42250.0%-13.8
Lei Fei21150.0%-10.0
Eileen1010.0%-51.0

1 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Single Wall37162143.2%-8.4
Half Fence30161453.3%+1.5
Rectangle30151550.0%+1.7
Open29141548.3%+4.4
Breakable Full Fence27111640.7%-16.2
Full Fence27141351.9%-0.6
Breakable Half Fence1881044.4%-4.6
Octagon1610662.5%+8.3
Low Fence1511473.3%+22.5
Full Fence and Open114736.4%-13.5

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14850.0%51.9%-1.9
No walls8150.6%48.6%+2.1

Walls against open: -3.9 points (95% range -18.6 to +10.7), p 0.600 — 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

calmknight[냠냠] (Rank 30)2026/08/18158753.3%
やまだ.com (Rank 36)2026/08/1843175.0%
タイヨウ (Rank 31)2026/08/05440100.0%
老傀 (Rank 27)2026/07/3065183.3%
KillBill (Rank 30)2026/06/1842250.0%
diev80 (Rank 28)2026/06/155050.0%
日曜日 (Rank 34)2026/06/1564266.7%
躑躅 (Rank 34)2026/06/1542250.0%
うをん (Rank 30)2026/06/1595455.6%
jackgnhang (Rank 28)2026/06/1465183.3%
whitnes (Rank 33)2026/06/1392722.2%
방가방가 (Rank 27)2026/06/1342250.0%
gans.sk602 (Rank 31)2026/06/1354180.0%
PuzzG/ぱず爺 (Rank 35)2026/06/1383537.5%
イチゲン (Rank 27)2026/06/1231233.3%
Koromo (Rank 32)2026/06/1242250.0%
ヘニオ (Rank 32)2026/06/1241325.0%
1FNOPLAYSORRY (Rank 33)2026/06/114040.0%
ぽん (Rank 26)2026/06/1132166.7%
루미 (Rank 34)2026/06/1171614.3%
imhanzo (Rank 27)2026/06/11550100.0%
interceptor (Rank 36)2026/06/1152340.0%
LEO (Rank 33)2026/06/1142250.0%
DDaDDai (Rank 25)2026/06/1196366.7%
yasai (Rank 22)2026/06/1043175.0%

Round openings

Akira

Career
573–423 · 57.5%
This season
248 matches · 50.8%
Peak rank
33

First hit in 47.6% of 977 rounds. Won 50.8% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 9.7% of rounds, against 3.0% in their other rounds.
  • Against Shun: evades first in 22.4% of rounds, against 9.1% against everyone else.
  • After winning a round: backs off first in 56.2% of rounds, against 37.5% after losing one.
  • When ahead: backs off first in 54.5% of rounds, against 41.5% when level or behind.
  • In round 4 or later: opens with “backdash into 214P Koboku” in 7.3% of rounds, against 4.2% in their other rounds.
  • Against Akira: opens with “backdash into 214P Koboku” in 11.5% of rounds, against 2.8% against everyone else.
  • After losing a round: opens with “66P Rimon Chouchu” in 16.4% of rounds, against 6.6% after winning one.
  • When behind: opens with “forward dash into 6P Jouho Touken” in 7.7% of rounds, against 2.7% when ahead or level.

How is this tested?

Rimon Chouchu66P10010.2%
crouch dash back into Koboku214P727.3%
Chouyoushu1P565.7%
backdash into Koboku214P495.0%
forward dash into Jouho Touken6P434.4%
backdash into Jouho Senshou46P383.9%
backdash into guardG383.9%
Jouho Touken6P303.0%
backdash into Chouyoushu1P272.7%
backdash into evade up242.4%
Senzankou66P+K into throwP+G191.9%
crouch into Chouyoushu1P151.5%
Souka Housui3P+K121.2%
backward movement into evade up121.2%
crouch dash back into evade down121.2%

155 further openings account for the other 438 rounds.

Counted from 247 of the 248 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
Akira16–23 · 41%8–11 · 42%too few to test
Shun9–9 · 50%3–0 · 100%too few to test
Goh5–7 · 42%4–5 · 44%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.

1 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: 8 of 15 tests hold up