VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

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Career matches4,005
Career win rate48.6%
Round win rate49.8%
Peak rank27
Distinct opponents218
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1336 #2,987 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

Akira274,0051,9472,05848.6%

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

2,797 of 2,800 rounds counted

7.7 inputs a second (462 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.74622,797

By opponent's character

Akira7.8467420
Aoi8.0479314
Wolf7.7461245
Jeffry7.6456242
Sarah7.6458202
Jacky7.6457186
Goh7.6458172
El Blaze7.4442167
Shun7.6456118
Brad7.8466104
Lau7.745999
Jean7.846898
Pai8.148493
Eileen7.645471
Kage7.344172
Taka7.544854
Lion7.545240
Lei Fei7.846737
Vanessa7.645836
Dural7.846927

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

Akira103604358.2%+7.3
Aoi83562767.5%+14.7
Wolf64253939.1%-9.2
Jeffry63283544.4%-2.4
Sarah52272551.9%+4.1
Jacky46271958.7%+9.6
Goh41192246.3%+0.2
El Blaze40192147.5%-5.4
Shun29141548.3%-2.9
Brad27121544.4%-3.0
Lau26121446.1%-3.2
Jean24121250.0%+3.5
Pai24121250.0%-0.3
Eileen1881044.4%-5.1
Kage1861233.3%-22.3
Taka1531220.0%-31.5
Lion105550.0%+0.1
Lei Fei94544.4%-2.9
Vanessa93633.3%-14.5
Dural71614.3%-28.4

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

Breakable Full Fence84434151.2%-1.3
Low Fence83384545.8%-2.0
Half Fence75453060.0%+11.7
Octagon73334045.2%-5.8
Single Wall73383552.0%+0.4
Breakable Half Fence68333548.5%-2.0
Rectangle65353053.9%+7.3
Full Fence63303347.6%-4.6
Open54233142.6%-5.3
Full Fence and Open36191752.8%+4.9

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
Walls42851.2%50.4%+0.8
No walls21047.1%49.0%-1.8

Walls against open: +2.6 points (95% range -7.1 to +12.4), p 0.599 — 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

무파ZeroBlue (Rank 29)2026/10/1584450.0%
無槪念野獸/무개념야수 (Rank 27)2026/10/121810855.6%
manekinecogames (Rank 25)2026/10/121512380.0%
juste (Rank 30)2026/10/1295455.6%
cokeshi (Rank 29)2026/10/1272528.6%
☆瞳氷☆ (Rank 23)2026/09/1894544.4%
こて (Rank 27)2026/09/15157846.7%
ぽん (Rank 30)2026/09/14102820.0%
dalmax72 (Rank 26)2026/09/14104640.0%
twinsshine (Rank 28)2026/09/1474357.1%
Sinabro (Rank 29)2026/09/1162433.3%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 29)2026/09/1195455.6%
yabo (Rank 24)2026/09/1183537.5%
三輪ですが@SRGM (Rank 24)2026/09/1064266.7%
Jyuryoku_Eileen (Rank 26)2026/08/1885362.5%
hahaha (Rank 27)2026/08/1872528.6%
TaKaArAsHi573 (Rank 28)2026/08/18113827.3%
Wonda15426 (Rank 27)2026/08/1782625.0%
6132da (Rank 21)2026/08/17137653.9%
김코난 (Rank 25)2026/08/172724388.9%
THE_SnASH (Rank 25)2026/08/1763350.0%
meine (Rank 24)2026/08/0373442.9%
トマト牛乳♪ (Rank 26)2026/07/0594544.4%
銀 (Rank 26)2026/06/25106460.0%
oziraf (Rank 11)2026/06/0387187.5%

Round openings

Akira

Career
1,947–2,058 · 48.6%
This season
708 matches · 49.9%
Peak rank
27

First hit in 59.8% of 2,607 rounds. Won 52.2% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 13.3% of rounds, against 8.4% in their other rounds.
  • Against Jeffry: backs off first in 21.9% of rounds, against 11.2% against everyone else.
  • On Half Fence stages: backs off first in 19.0% of rounds, against 11.1% on the other stages.
  • After opening the round before by backing off: backs off first in 22.9% of rounds, against 10.2% after anything else.
  • After losing a round: attacks straight away in 77.2% of rounds, against 55.5% after winning one.
  • When behind: attacks straight away in 76.1% of rounds, against 60.3% when ahead or level.
  • In round 2: opens with “66P Rimon Chouchu into evade down” in 16.5% of rounds, against 10.3% in their other rounds.
  • Against Wolf: opens with “evade up into 2P Housui” in 8.9% of rounds, against 4.1% against everyone else.
  • After opening the round before with “4P Kaikyusei into 4PP Sayu Kaikyu”: opens with “4P Kaikyusei into 4PP Sayu Kaikyu” in 19.0% of rounds, against 4.5% after anything else.
  • After losing a round: opens with “P punch into PP Hachimon Kaida” in 7.5% of rounds, against 2.6% after winning one.
  • When behind: opens with “P punch into PP Hachimon Kaida” in 7.9% of rounds, against 3.7% when ahead or level.

How is this tested?

Rimon Chouchu66P into evade down31411.8%
Rimon Chouchu66P2619.8%
punchP into Hachimon KaidaPP1375.2%
evade up into Housui2P1204.5%
Kaikyusei4P into Sayu Kaikyu4PP1154.3%
punchP into Souka Housui3P+K953.6%
backdash into Chouyoushu1P712.7%
backdash into backward movement682.6%
Jouho Touken6P622.3%
Senzankou66P+K into throwP+G582.2%
punchP572.1%
crouch into Housui2P532.0%
guardG501.9%
Rimon Chouchu66P into Jouho Touken6P451.7%
guardG into evade up451.7%

182 further openings account for the other 1,100 rounds.

Counted from 667 of the 708 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
Akira32–19 · 63%21–17 · 55%+7.8
Aoi31–18 · 63%18–6 · 75%too few to test
Wolf18–26 · 41%4–9 · 31%too few to test
Jeffry19–22 · 46%7–11 · 39%too few to test
Sarah18–13 · 58%4–5 · 44%too few to test
Goh11–13 · 46%7–7 · 50%too few to test
Jacky13–4 · 76%10–7 · 59%too few to test
El Blaze12–9 · 57%4–5 · 44%too few to test
Shun6–5 · 55%5–8 · 38%too few to test
Brad8–5 · 62%2–6 · 25%too few to test
Pai5–4 · 56%3–7 · 30%too few to test
Lau8–10 · 44%0–2 · 0%too few to test
Jean10–7 · 59%2–2 · 50%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.

41 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 (18 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: 11 of 18 tests hold up