VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

SOLA

Career matches4,568
Career win rate31.9%
Round win rate44.8%
Peak rank25
Distinct opponents243
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1295 #3,137 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

Akira254,5681,4573,11131.9%

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

2,519 of 3,061 rounds counted

6.3 inputs a second (379 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.33792,519

By opponent's character

Akira6.5388292
Aoi6.3376214
Jacky6.6393256
Kage6.3376222
Pai6.5390180
Wolf6.4382153
Jeffry6.0363156
Sarah6.0359138
Shun6.0357165
Goh6.5388129
Lion6.3380139
Lei Fei6.236997
Jean6.338085
Lau6.438666
Eileen6.036238
Brad6.539060
Vanessa6.840944
Taka6.338052
El Blaze6.639433

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

Akira96455146.9%+0.6
Aoi77344344.2%+4.4
Jacky70313944.3%+7.0
Kage68224632.4%-12.3
Pai52193336.5%-2.2
Wolf50143628.0%-11.4
Jeffry4393420.9%-13.1
Sarah43212248.8%+0.3
Shun43301369.8%+18.1
Goh39172243.6%+9.3
Lion39172243.6%+2.5
Lei Fei31121938.7%-4.2
Jean23101343.5%+5.2
Lau2391439.1%-1.3
Eileen2281436.4%+0.1
Brad21101147.6%-11.7
Vanessa168850.0%+13.0
Taka1221016.7%-21.4
El Blaze117463.6%+17.6
Dural110100.0%+75.7

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Rectangle86285832.6%-7.7
Full Fence83374644.6%+4.6
Half Fence81404149.4%+9.4
Single Wall80374346.2%+2.4
Breakable Half Fence79394049.4%+7.0
Octagon79275234.2%-8.6
Breakable Full Fence73324143.8%-1.6
Low Fence72294340.3%-2.0
Open68234533.8%-6.2
Full Fence and Open33171651.5%+9.8

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
Walls48142.2%41.8%+0.5
No walls22040.5%42.0%-1.6

Walls against open: +2.0 points (95% range -5.8 to +9.9), p 0.612 — 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

chimichama (Rank 21)2026/10/181210283.3%
ttfour@サラしかできないw (Rank 21)2026/10/1775271.4%
みらめたる (Rank 21)2026/10/1797277.8%
yasai (Rank 23)2026/10/1775271.4%
しろ☆おび。@のびしろF (Rank 26)2026/10/1694544.4%
なっちゃんねる (Rank 27)2026/10/16115645.5%
委員ちょ@レバーレス練 (Rank 21)2026/10/161714382.3%
osAnKIRA (Rank 21)2026/10/16103730.0%
ASSERT(m_pThink); (Rank 22)2026/10/161611568.8%
下P撃ち過ぎですか!? (Rank 26)2026/10/15124833.3%
G.S (Rank 21)2026/10/14117463.6%
nekoneko (Rank 22)2026/10/1184450.0%
AiokometeZ (Rank 24)2026/10/1194544.4%
mr.bag (Rank 26)2026/10/107070.0%
omuretukun (Rank 25)2026/10/08103730.0%
トローリロートル (Rank 21)2026/10/0574357.1%
a39611619 (Rank 21)2026/10/05116554.5%
O.J.A (Rank 21)2026/10/04106460.0%
ガンジャッキー(bunbun) (Rank 26)2026/10/0273442.9%
zxyzguy (Rank 26)2026/09/30146842.9%
neco (Rank 23)2026/09/242215768.2%
CHASER (Rank 24)2026/08/302071335.0%
cjnholife (Rank 25)2026/08/301331023.1%
HoAssYoAss (Rank 24)2026/08/2471614.3%
wh-ida2 (Rank 24)2026/07/0572528.6%

Round openings

Akira

Career
1,457–3,111 · 31.9%
This season
780 matches · 41.8%
Peak rank
25

First hit in 47.4% of 2,559 rounds. Won 47.3% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 8.5% of rounds, against 3.9% in their other rounds.
  • Against Lau: evades first in 32.2% of rounds, against 13.5% against everyone else.
  • After opening the round before by backing off: backs off first in 28.5% of rounds, against 15.7% after anything else.
  • After the opponent opened the round before by attacking: evades first in 17.6% of rounds, against 13.8% after anything else.
  • After winning a round: evades first in 18.6% of rounds, against 12.6% after losing one.
  • In round 1: opens with “P punch” in 7.6% of rounds, against 4.1% in their other rounds.
  • Against Akira: opens with “66P Rimon Chouchu” in 8.4% of rounds, against 4.0% against everyone else.
  • After opening the round before with “P punch into K kick”: opens with “P punch into K kick” in 16.7% of rounds, against 4.9% after anything else.
  • After winning a round: opens with “3P+K Souka Housui” in 8.2% of rounds, against 4.6% after losing one.

How is this tested?

Souka Housui3P+K1716.6%
punchP into kickK1435.5%
backdash into Chouyoushu1P1395.4%
punchP1305.0%
Rimon Chouchu66P1174.5%
backdash873.4%
evade up into Jouho Senshou46P783.0%
Chouyoushu1P672.6%
punchP into KansuitaiPK662.5%
Youteitou6K into Kenhou6KP582.2%
guardG into throw escape572.2%
evade up into backward movement532.0%
forward dash into Rimon Chouchu66P532.0%
Kaikyusei4P into Sayu Kaikyu4PP501.9%
ZanshuK+G into Youshi SaikenK+GP481.9%

216 further openings account for the other 1,273 rounds.

Counted from 657 of the 780 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
Akira18–27 · 40%12–11 · 52%too few to test
Aoi21–25 · 46%10–9 · 53%too few to test
Jacky18–20 · 47%9–9 · 50%too few to test
Kage11–30 · 27%4–8 · 33%too few to test
Pai9–20 · 31%5–5 · 50%too few to test
Wolf11–20 · 35%2–6 · 25%too few to test
Goh8–10 · 44%8–9 · 47%too few to test
Shun19–7 · 73%6–4 · 60%too few to test
Jeffry3–18 · 14%2–8 · 20%too few to test
Sarah10–6 · 62%2–8 · 20%too few to test
Lei Fei6–13 · 32%5–3 · 62%too few to test
Lion8–11 · 42%2–5 · 29%too few to test
Lau5–6 · 45%2–4 · 33%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.

123 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: 9 of 17 tests hold up