VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ALcY

Career matches1,958
Career win rate33.7%
Round win rate39.2%
Peak rank22
Distinct opponents128
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1149 #3,537 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

Akira221,9586601,29833.7%

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

732 of 938 rounds counted

7.0 inputs a second (423 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.0423732

By opponent's character

Akira6.5392101
Jacky7.645660
Aoi6.438670
Wolf7.344080
Sarah7.142454
Brad7.645954
Lion7.243248
Jeffry6.740430
Pai7.544944
El Blaze6.941135
Goh6.841126
Jean6.539025
Kage7.243235
Eileen7.444323
Lau8.04798
Shun6.840510
Lei Fei5.935510
Vanessa7.746314
Taka7.84665

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

Akira34181652.9%+25.6
Jacky2461825.0%-7.7
Aoi2351821.7%-7.8
Wolf2171433.3%+4.4
Sarah1831516.7%-12.6
Brad1731417.6%-21.3
Lion1541126.7%-5.7
Jeffry135838.5%+11.4
Pai1321115.4%-7.8
El Blaze123925.0%-1.3
Goh112918.2%-5.1
Jean93633.3%-0.7
Kage93633.3%+0.6
Eileen61516.7%-15.2
Lau53260.0%+31.6
Shun4040.0%-28.4
Lei Fei3030.0%-19.3
Vanessa330100.0%+76.5
Taka21150.0%+11.7

0 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

Octagon35122334.3%+3.3
Breakable Full Fence29111837.9%+12.9
Rectangle2471729.2%+1.2
Single Wall24101441.7%+12.9
Half Fence2341917.4%-11.9
Low Fence2332013.0%-18.1
Full Fence2271531.8%-0.1
Open2231913.6%-18.2
Breakable Half Fence1810855.6%+27.4
Full Fence and Open112918.2%-12.3

0 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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15133.8%29.4%+4.4
No walls6923.2%29.9%-6.7

Walls against open: +11.1 points (95% range -3.3 to +25.4), p 0.131 — 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

富美 (Rank 21)2026/08/2631233.3%
トローリロートル (Rank 21)2026/08/2653260.0%
nekota (Rank 23)2026/08/224040.0%
☆瞳氷☆ (Rank 24)2026/08/2251420.0%
けつ毛バーガー相場 (Rank 22)2026/08/224040.0%
snjpeeee (Rank 21)2026/08/173030.0%
ゅろぽ (Rank 23)2026/07/055050.0%
造り酒屋の御曹司 (Rank 24)2026/06/2642250.0%
TigerMask (Rank 21)2026/06/26330100.0%
kinoppy0126 (Rank 23)2026/06/2541325.0%
ttfour@サラしかできないw (Rank 21)2026/06/2061516.7%
ら族 (Rank 24)2026/06/2031233.3%
しろ☆おび。 (Rank 24)2026/06/194040.0%
格雷希欧 (Rank 23)2026/06/1941325.0%
markfive (Rank 22)2026/06/14220100.0%
風吹けば名無し (Rank 20)2026/06/1442250.0%
bombomhuang (Rank 20)2026/06/091211191.7%
KAISER (Rank 24)2026/06/0931233.3%
莫丝 (Rank 19)2026/05/3132166.7%
ねこ吉 (Rank 16)2026/05/3063350.0%
ツーツ (Rank 21)2026/05/2873442.9%
*ふゆもえ (Rank 21)2026/05/1554180.0%
shinkita (Rank 21)2026/05/1221150.0%
你Know鼠一,but鼠二 (Rank 21)2026/05/1032166.7%
サーちゃん (Rank 21)2026/05/0931233.3%

Round openings

Akira

Career
660–1,298 · 33.7%
This season
242 matches · 29.8%
Peak rank
22

First hit in 47.2% of 934 rounds. Won 42.2% of the rounds they struck first, 36.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 61.2% of rounds, against 19.3% in their other rounds.
  • Against Aoi: waits first in 52.8% of rounds, against 27.7% against everyone else.
  • After opening the round before by waiting: waits first in 30.8% of rounds, against 12.8% after anything else.
  • After winning a round: backs off first in 56.8% of rounds, against 8.8% after losing one.
  • When ahead: backs off first in 52.8% of rounds, against 18.1% when level or behind.
  • In round 1: opens with “G guard into 1P Chouyoushu” in 16.9% of rounds, against 2.6% in their other rounds.
  • Against El Blaze: opens with “G guard into 1P Chouyoushu” in 21.7% of rounds, against 5.5% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 14.6% of rounds, against 5.8% after anything else.
  • After winning a round: opens with “backdash into 41K back, down-back kick” in 19.6% of rounds, against 3.2% after losing one.
  • When ahead: opens with “backdash into 41K back, down-back kick” in 17.3% of rounds, against 7.9% when level or behind.

How is this tested?

guardG9410.0%
backdash into back, down-back kick41K808.5%
Senzankou66P+K into forward punch+kick6P+K677.1%
guardG into Chouyoushu1P596.3%
guardG into Youzentai2K373.9%
backdash into Chouyoushu1P333.5%
backdash303.2%
down-back punch+kick1P+K272.9%
back punch+kick4P+K232.4%
down-back punch+kick1P+K into crouch181.9%
Chouyoushu1P161.7%
backdash into crouch161.7%
backdash into backward movement151.6%
guardG into kickK151.6%
back punch+kick4P+K into back, down-back, down punch+kick412P+K131.4%

126 further openings account for the other 398 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–14 · 52%1–0 · 100%too few to test
Jacky3–13 · 19%3–2 · 60%too few to test
Aoi4–8 · 33%1–10 · 9%too few to test
Wolf3–7 · 30%3–5 · 38%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.

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: 10 of 15 tests hold up