VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

コデリン03

Career matches4,003
Career win rate34.3%
Round win rate43.8%
Peak rank24
Distinct opponents353
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1293 #3,144 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

Akira244,0031,3742,62934.3%

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

2,707 of 3,456 rounds counted

5.9 inputs a second (352 a minute) this season. Faster than 15% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.93522,707

By opponent's character

Akira5.8349320
Sarah5.9355233
Jacky5.8350228
Jeffry5.8345175
Lion6.0358178
Aoi5.8346195
Wolf6.0357171
Shun6.0357174
El Blaze6.1365133
Goh5.7341117
Pai5.835192
Kage5.7339130
Brad5.834876
Lau6.036394
Lei Fei6.1363106
Taka5.935189
Eileen5.935363
Jean5.533063
Vanessa6.035966
Dural6.33814

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

Akira93375639.8%+0.4
Sarah81364544.4%+8.8
Jacky78275134.6%-1.4
Jeffry60204033.3%-5.2
Lion59184130.5%-3.2
Aoi58273146.5%+6.2
Wolf54153927.8%-10.0
Shun52262650.0%+6.4
El Blaze41122929.3%-7.2
Goh40182245.0%+6.1
Pai38182047.4%+10.6
Kage35112431.4%-5.7
Brad31171454.8%+16.0
Lau27101737.0%-3.5
Lei Fei24111345.8%+2.8
Taka2381534.8%-11.2
Eileen2251722.7%-11.7
Jean2041620.0%-10.6
Vanessa2071335.0%-6.3
Dural1010.0%-25.9

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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 Fence108416738.0%-0.2
Breakable Half Fence87246327.6%-10.7
Octagon87365141.4%+2.0
Open86266030.2%-9.0
Rectangle85355041.2%+2.5
Single Wall84305435.7%-1.8
Full Fence81414050.6%+12.9
Breakable Full Fence80305037.5%-0.6
Low Fence71274438.0%-0.7
Full Fence and Open41162539.0%+1.3

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
Walls52839.2%38.5%+0.7
No walls24134.4%38.1%-3.7

Walls against open: +4.4 points (95% range -3.2 to +12.1), p 0.258 — 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

K.K.カブキモノ (Rank 22)2026/09/2981712.5%
kota_mofumofu (Rank 24)2026/09/29105550.0%
Leaping-Lizzy11 (Rank 24)2026/09/2872528.6%
ターム (Rank 24)2026/09/2861516.7%
neco (Rank 23)2026/09/281915479.0%
zxyzguy (Rank 23)2026/09/2493633.3%
pri3_jpn (Rank 24)2026/09/1474357.1%
MaxMuncy(お茶 (Rank 26)2026/09/1383537.5%
nekota (Rank 23)2026/09/1263350.0%
maeK55 (Rank 21)2026/09/1185362.5%
statham7352 (Rank 24)2026/08/2483537.5%
なるた (Rank 23)2026/08/2475271.4%
tsben3218 (Rank 21)2026/08/2396366.7%
maple_carla (Rank 21)2026/08/2263350.0%
HanshinHyouronka (Rank 23)2026/07/197070.0%
yonchi41 (Rank 22)2026/06/2693633.3%
ロザリオ (Rank 24)2026/06/2062433.3%
tocyan1414 (Rank 22)2026/06/206060.0%
Dragon_Lee24 (Rank 22)2026/06/1962433.3%
SinNagy (Rank 21)2026/06/0763350.0%
パパ (Rank 24)2026/06/0682625.0%
TakuAnn (Rank 25)2026/06/0682625.0%
Akagera_forest-K (Rank 24)2026/06/0592722.2%
Tankichi (Rank 21)2026/05/3163350.0%
Super-J-McWild (Rank 23)2026/05/2072528.6%

Round openings

Akira

Career
1,374–2,629 · 34.3%
This season
857 matches · 38.2%
Peak rank
24

First hit in 47.9% of 3,383 rounds. Won 47.9% of the rounds they struck first, 40.5% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 21.1% of rounds, against 16.3% in their other rounds.
  • Against Akira: evades first in 24.2% of rounds, against 11.0% against everyone else.
  • After opening the round before by attacking: evades first in 15.9% of rounds, against 12.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 23.6% of rounds, against 14.3% after anything else.
  • Against Akira: opens with “1P+K down-back punch+kick” in 13.5% of rounds, against 4.3% against everyone else.
  • After winning a round: opens with “1P+K down-back punch+kick” in 8.7% of rounds, against 2.3% after losing one.
  • When ahead: opens with “1P+K down-back punch+kick” in 8.6% of rounds, against 4.0% when level or behind.

How is this tested?

Rimon Chouchu66P3319.7%
forward dash into Jouho Touken6P1855.4%
down-back punch+kick1P+K1825.3%
crouch dash back into Koboku214P1354.0%
Souka Housui3P+K1183.5%
Satei3K+G into Goko Shutsudou3K+GP1113.3%
backdash922.7%
Tsutenhou (Deflect)4P+K+G into punchP902.6%
backdash into Koboku214P762.2%
evade down into Jouho Touken6P752.2%
crouch dash forward into Souka Housui3P+K742.2%
evade down into Rimon Chouchu66P732.1%
forward dash into throwP+G722.1%
crouch dash forward into guardG702.0%
Rimon Chouchu66P into evade down521.5%

262 further openings account for the other 1,672 rounds.

Counted from 844 of the 857 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
Akira26–40 · 39%8–13 · 38%too few to test
Sarah20–23 · 47%13–19 · 41%+6.7
Jacky15–30 · 33%8–19 · 30%too few to test
Jeffry15–23 · 39%4–12 · 25%too few to test
Aoi19–16 · 54%7–12 · 37%too few to test
Lion11–28 · 28%5–7 · 42%too few to test
Wolf8–24 · 25%3–10 · 23%too few to test
Shun15–18 · 45%7–6 · 54%too few to test
El Blaze5–18 · 22%4–5 · 44%too few to test
Goh11–13 · 46%3–4 · 43%too few to test
Pai13–9 · 59%3–9 · 25%too few to test
Kage6–13 · 32%5–9 · 36%too few to test
Brad13–8 · 62%3–6 · 33%too few to test
Lau7–10 · 41%1–4 · 20%too few to test
Lei Fei8–7 · 53%2–4 · 33%too few to test
Eileen3–10 · 23%1–4 · 20%too few to test
Jean2–7 · 22%1–4 · 20%too few to test
Taka6–11 · 35%1–2 · 33%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.

13 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 (17 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: 7 of 17 tests hold up