VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ドクダミふぇーい//

Career matches4,851
Career win rate47.6%
Round win rate46.2%
Peak rank31
Distinct opponents243
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1444 #2,391 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

Akira314,8512,3102,54147.6%

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

1,487 of 2,342 rounds counted

8.3 inputs a second (497 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.34971,487

By opponent's character

Akira8.4506252
Aoi8.2494162
Jacky8.4502166
Sarah8.2491100
Wolf8.1489118
Goh8.450281
Jeffry8.450553
Pai8.550879
Vanessa7.846773
Lion8.551065
Jean8.048268
El Blaze8.450449
Eileen8.249541
Shun8.249430
Brad8.450733
Kage8.350023
Taka8.047827
Lau7.947432
Lei Fei8.148531
Dural9.25544

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

Akira88365240.9%-5.4
Aoi57292850.9%+2.6
Jacky52262650.0%+9.5
Sarah46262056.5%+17.1
Wolf45232251.1%+6.6
Goh41212051.2%+13.8
Jeffry41122929.3%-11.5
Pai34122235.3%-10.2
Vanessa27111640.7%-0.1
Lion2371630.4%-17.2
Jean2151623.8%-13.7
El Blaze1912763.2%+21.4
Eileen1641225.0%-19.5
Shun1541126.7%-13.0
Brad135838.5%-7.5
Kage126650.0%+10.3
Taka1221016.7%-21.7
Lau115645.5%+3.3
Lei Fei94544.4%-3.3
Dural110100.0%+44.2

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Low Fence74264835.1%-9.9
Half Fence68313745.6%+4.9
Full Fence66283842.4%+0.6
Open60233738.3%-5.1
Breakable Half Fence57253243.9%-0.1
Breakable Full Fence54292553.7%+12.1
Octagon52272551.9%+7.6
Rectangle52213140.4%-2.6
Single Wall52232944.2%+0.4
Full Fence and Open25111444.0%+3.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls34946.1%42.8%+3.3
No walls18638.7%43.5%-4.8

Walls against open: +8.1 points (95% range -1.9 to +18.1), p 0.110 — 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

こて (Rank 29)2026/10/1753260.0%
KillBill (Rank 31)2026/10/16660100.0%
マクシミリアン15世 (Rank 31)2026/10/117070.0%
fazz00r (Rank 27)2026/10/0951420.0%
Agito (Rank 27)2026/10/0761516.7%
don'tthink,feel. (Rank 27)2026/10/0663350.0%
イチゲン (Rank 29)2026/10/0495455.6%
銀 (Rank 30)2026/09/1875271.4%
クロサギ@はなちゃん (Rank 31)2026/09/1653260.0%
BANANA (Rank 30)2026/09/14126650.0%
TOMORV (Rank 28)2026/09/1453260.0%
hahaha (Rank 28)2026/09/12106460.0%
A56-7W (Rank 27)2026/08/2352340.0%
リーウ (Rank 32)2026/08/2252340.0%
cokeshi (Rank 29)2026/08/18118372.7%
unknown (Rank 25)2026/08/0465183.3%
鳩男 (Rank 30)2026/07/2853260.0%
熟女♡ベネッサ (Rank 26)2026/07/23115645.5%
syounai (Rank 28)2026/07/1354180.0%
nasumiso (Rank 28)2026/06/2274357.1%
wcc6181 (Rank 27)2026/05/1462433.3%
XiaoMing.SH (Rank 29)2026/05/0853260.0%
家庭内最弱の剛君 (Rank 26)2026/05/0653260.0%
무파ZeroBlue (Rank 27)2026/05/0573442.9%
orz (Rank 27)2026/04/1251420.0%

Round openings

Akira

Career
2,310–2,541 · 47.6%
This season
583 matches · 43.0%
Peak rank
31

First hit in 51.3% of 2,170 rounds. Won 49.7% of the rounds they struck first, 43.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 26.6% of rounds, against 13.4% in their other rounds.
  • Against Jeffry: backs off first in 37.5% of rounds, against 23.8% against everyone else.
  • On Rectangle stages: attacks straight away in 32.8% of rounds, against 22.7% on the other stages.
  • After winning a round: backs off first in 33.2% of rounds, against 20.4% after losing one.
  • When ahead: backs off first in 33.9% of rounds, against 21.5% when level or behind.
  • In round 1: opens with “forward dash into 6P+K forward punch+kick” in 6.6% of rounds, against 2.8% in their other rounds.
  • Against Aoi: opens with “forward dash into 6P+K forward punch+kick” in 8.4% of rounds, against 3.2% against everyone else.
  • After winning a round: opens with “crouch dash back into evade down” in 5.4% of rounds, against 1.7% after losing one.
  • When ahead: opens with “crouch dash back into evade down” in 6.8% of rounds, against 1.3% when level or behind.

How is this tested?

forward dash into Jouho Touken6P1376.2%
forward dash into forward punch+kick6P+K823.7%
Rimon Chouchu66P803.6%
crouch dash back into Koboku214P793.6%
crouch dash back into evade down703.2%
Chouyoushu1P673.1%
backdash into Jouho Senshou46P673.1%
Rimon Chouchu66P into forward dash663.0%
backdash into Koboku214P522.4%
guardG482.2%
punchP452.0%
Jouho Touken6P401.8%
evade down into Koboku214P401.8%
guardG into Chouyoushu1P351.6%
evade up331.5%

247 further openings account for the other 1,252 rounds.

Counted from 546 of the 583 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
Akira24–27 · 47%6–20 · 23%too few to test
Aoi22–16 · 58%5–7 · 42%too few to test
Jacky17–12 · 59%5–7 · 42%too few to test
Sarah12–13 · 48%13–6 · 68%too few to test
Wolf14–11 · 56%8–8 · 50%too few to test
Jeffry9–16 · 36%2–9 · 18%too few to test
Goh14–10 · 58%3–6 · 33%too few to test
Pai4–9 · 31%4–8 · 33%too few to test
Vanessa9–6 · 60%2–7 · 22%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.

37 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: 9 of 16 tests hold up