VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Akira

취중건담

Career matches304
Career win rate52.3%
Round win rate41.4%
Peak rank24
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1304 #3,103 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

Akira2430415914552.3%

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

191 of 191 rounds counted

6.7 inputs a second (404 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.7404191

By opponent's character

Jacky6.740143
Akira6.740242
Lion7.142418
Aoi6.337813
Wolf7.042114
Shun6.840613
Goh7.14269
Jean6.94137
Pai7.14257
Sarah6.53929
Vanessa6.03606
El Blaze7.04195
Lau6.53895

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

Jacky121118.3%-36.7
Akira107370.0%+37.3
Lion53260.0%+21.1
Aoi4040.0%-45.3
Wolf41325.0%+2.9
Shun3030.0%-28.7
Goh220100.0%+39.6
Jean2020.0%-25.4
Pai21150.0%+13.4
Sarah2020.0%-31.2
Vanessa220100.0%+73.0
El Blaze1010.0%-24.9
Lau110100.0%+71.5

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Single Wall1441028.6%+2.6
Rectangle7070.0%-44.1
Full Fence and Open62433.3%-3.6
Breakable Full Fence54180.0%+43.6
Half Fence42250.0%+8.3
Octagon42250.0%-8.7
Breakable Half Fence2020.0%-31.2
Low Fence21150.0%+17.8
Open220100.0%+73.0

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls2236.4%42.3%-5.9
No walls1838.9%27.7%+11.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

zxyzguy (Rank 25)2026/09/0761516.7%
kota_mofumofu (Rank 23)2026/09/0631233.3%
FLAT (Rank 25)2026/09/062020.0%
アオゾラ。aozora (Rank 26)2026/09/061010.0%
hide2480gt (Rank 22)2026/09/061010.0%
委員ちょ (Rank 21)2026/09/061010.0%
dotekabochaDX (Rank 24)2026/09/062020.0%
KAORUman1102 (Rank 21)2026/09/06440100.0%
スナドリネコ (Rank 23)2026/09/062020.0%
Missileman_13 (Rank 24)2026/09/06110100.0%
haohwhite (Rank 24)2026/09/0632166.7%
108 (Rank 24)2026/09/062020.0%
K.K.カブキモノ (Rank 24)2026/08/26220100.0%
old_wheelwind_barbarian (Rank 22)2026/08/264040.0%
ミクzzzw (Rank 21)2026/08/262020.0%
crazy7infinty (Rank 27)2026/08/241010.0%
algernon-jpn (Rank 26)2026/08/242020.0%
SICHIROUJI (Rank 26)2026/08/241010.0%
NEKO-PUNCH318 (Rank 24)2026/08/23110100.0%
The-beetle10 (Rank 27)2026/08/232020.0%
HayanieMozu (Rank 21)2026/08/21220100.0%
ぱぱ (Rank 21)2026/08/18110100.0%
Eguchin-5632 (Rank 24)2026/07/04110100.0%
osaka_mouko4649 (Rank 24)2026/07/041010.0%
0Y-Y0 (Rank 21)2026/06/22220100.0%

Round openings

Akira

Career
159–145 · 52.3%
This season
50 matches · 36.0%
Peak rank
24

First hit in 54.2% of 190 rounds. Won 41.8% of the rounds they struck first, 40.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Housui3P+K3920.4%
backdash into Koboku214P168.4%
crouch into Souka Housui3P+K126.3%
backdash into Souka Housui3P+K115.8%
backdash into Jouho Touken6P94.7%
backdash73.7%
backdash into backward movement73.7%
backdash into guardG73.7%
forward dash into Jouho Touken6P73.7%
backdash into Jouho Senshou46P63.1%
backdash into evade down63.1%
backdash into Hekishou43P52.6%
evade up into Rimon Chouchu66P52.6%
forward dash into throwP+G52.6%
Koboku214P42.1%

32 further openings account for the other 45 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)