VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

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Career matches14,229
Career win rate50.1%
Round win rate50.1%
Peak rank37
Distinct opponents392
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1783 #434 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

Akira3714,2297,1237,10650.1%

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

6,814 of 8,819 rounds counted

9.2 inputs a second (549 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.25496,814

By opponent's character

Akira9.1544746
Jeffry9.2552703
Jacky9.2550751
Wolf9.0538578
Jean9.1546444
Lau9.4565311
Goh9.0540287
Lei Fei9.3561383
Kage8.8530285
El Blaze9.5568318
Aoi9.1544312
Pai9.3560273
Lion9.4562233
Sarah9.3561248
Shun9.1547225
Vanessa9.0542234
Brad9.1545192
Dural9.1544135
Taka9.2551143
Eileen9.054213

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

Akira26113712452.5%+1.8
Jeffry21911010950.2%+0.0
Jacky21811010850.5%-0.5
Wolf176908651.1%-3.4
Jean152807252.6%+2.0
Lau121705157.9%+9.5
Goh108594954.6%+2.6
Lei Fei104495547.1%-5.0
Kage103465744.7%-4.6
El Blaze100485248.0%-6.6
Aoi87454251.7%+6.3
Pai86424448.8%-1.6
Lion76403652.6%+5.0
Sarah72363650.0%-1.1
Shun71304142.2%-6.6
Vanessa68313745.6%-8.3
Brad61332854.1%+4.2
Dural42271564.3%+8.2
Taka38172144.7%-5.7
Eileen138561.5%+9.0

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

Half Fence24512012549.0%-4.3
Single Wall23912711253.1%+0.7
Breakable Half Fence23210712546.1%-3.1
Low Fence22512110453.8%+3.3
Breakable Full Fence21711310452.1%+1.4
Open2119511645.0%-7.0
Rectangle2081208857.7%+7.2
Octagon1961069054.1%+4.5
Full Fence194999551.0%-0.6
Full Fence and Open110545649.1%-1.1

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
Walls1,29251.5%50.9%+0.6
No walls67550.8%51.6%-0.8

Walls against open: +1.4 points (95% range -3.3 to +6.0), p 0.569 — 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

Hi:D (Rank 36)2026/10/1835142140.0%
ふぇに (Rank 36)2026/10/1756322457.1%
ENGLID (Rank 38)2026/10/1528111739.3%
MaBoy (Rank 34)2026/10/1066323448.5%
hikabun (Rank 35)2026/10/10189950.0%
BigBoin (Rank 34)2026/09/3022111150.0%
★闘将拉麵男★ (Rank 36)2026/09/302416866.7%
NORESPECT (Rank 37)2026/09/3095435245.3%
LEO (Rank 35)2026/09/281910952.6%
(˘д˘)ʃStranger (Rank 36)2026/09/2324141058.3%
무파ZeroBlue (Rank 32)2026/09/232214863.6%
REDdog.狂犬 (Rank 33)2026/09/232317673.9%
Choi_Akira (Rank 38)2026/09/1736142238.9%
zakisan (Rank 36)2026/09/10178947.1%
ヘニオ (Rank 34)2026/09/0826141253.9%
マクシミリアン15世 (Rank 33)2026/09/0827141351.9%
ps-splitsecond (Rank 31)2026/09/082519676.0%
jiwoonpk (Rank 33)2026/09/062091145.0%
漂泊の民回線ジプシー (Rank 38)2026/08/292952417.2%
nanami.madogiwa (Rank 34)2026/08/2929111837.9%
タイヨウ (Rank 32)2026/08/252519676.0%
オムレツハンター© (Rank 33)2026/08/031711664.7%
のみ (Rank 34)2026/07/042112957.1%
ふかふか (Rank 36)2026/06/261661037.5%
interceptor (Rank 39)2026/06/251961331.6%

Round openings

Akira

Career
7,123–7,106 · 50.1%
This season
2,176 matches · 50.9%
Peak rank
37

First hit in 50.6% of 8,407 rounds. Won 53.9% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 36.1% of rounds, against 24.8% in their other rounds.
  • Against Akira: backs off first in 30.3% of rounds, against 21.1% against everyone else.
  • After opening the round before by waiting: waits first in 22.0% of rounds, against 7.5% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 30.3% of rounds, against 22.4% after anything else.
  • After winning a round: backs off first in 37.3% of rounds, against 14.7% after losing one.
  • When ahead: backs off first in 35.6% of rounds, against 18.3% when level or behind.
  • After being hit first in the round before: waits first in 9.8% of rounds, against 7.4% after landing the first hit.
  • In round 1: opens with “crouch dash forward into 33P Youhou” in 6.2% of rounds, against 3.0% in their other rounds.
  • Against Wolf: opens with “3P+K Souka Housui” in 13.3% of rounds, against 8.1% against everyone else.
  • On Octagon stages: opens with “backdash into 46P+K Chouzan Housui” in 6.2% of rounds, against 3.7% on the other stages.
  • After the opponent opened the round before with “backdash into evade down”: opens with “forward dash into 6P Jouho Touken” in 8.7% of rounds, against 4.6% after anything else.
  • After losing a round: opens with “forward dash into 6P Jouho Touken” in 7.3% of rounds, against 2.0% after winning one.
  • When behind: opens with “forward dash into 6P Jouho Touken” in 7.3% of rounds, against 3.1% when ahead or level.

How is this tested?

Souka Housui3P+K7238.5%
forward dash into Jouho Touken6P4755.6%
Souka Housui3P+K into guardG3584.2%
backdash into Chouzan Housui46P+K3424.0%
crouch dash forward into Youhou33P3203.8%
Senzankou66P+K into throwP+G2322.7%
backdash into Jouho Senshou46P2262.7%
Rimon Chouchu66P2252.6%
crouch into Housui2P2222.6%
forward dash into throwP+G1892.2%
punchP into Hachimon KaidaPP1822.1%
backdash into Souka Housui3P+K1772.1%
no input1692.0%
punchP1641.9%
Jouho Senshou46P1451.7%

462 further openings account for the other 4,357 rounds.

Counted from 2,092 of the 2,176 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
Akira72–69 · 51%41–34 · 55%-3.3
Jeffry68–68 · 50%28–31 · 47%+3.1
Jacky55–53 · 51%36–38 · 49%+7.3
Wolf54–65 · 45%25–14 · 64%-20.2
Jean47–42 · 53%27–25 · 52%-0.4
Lau31–18 · 63%32–28 · 53%+9.3
Goh34–28 · 55%20–16 · 56%-1.9
Kage35–31 · 53%6–21 · 22%too few to test
Lei Fei32–32 · 50%13–17 · 43%+8.3
El Blaze23–23 · 50%19–22 · 46%+7.3
Pai27–31 · 47%12–8 · 60%too few to test
Aoi26–28 · 48%12–8 · 60%too few to test
Lion19–18 · 51%10–11 · 48%too few to test
Sarah22–20 · 52%9–10 · 47%too few to test
Shun20–23 · 47%9–12 · 43%too few to test
Vanessa18–19 · 49%9–13 · 41%too few to test
Brad21–20 · 51%3–2 · 60%too few to test
Dural18–11 · 62%7–1 · 88%too few to test
Taka10–14 · 42%3–4 · 43%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.

84 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 (16 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: 13 of 16 tests hold up