VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

yasai

Career matches15,948
Career win rate34.9%
Round win rate45.7%
Peak rank25
Distinct opponents730
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1234 #3,351 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

Akira2515,9485,56910,37934.9%

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

9,747 of 11,731 rounds counted

7.5 inputs a second (451 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.54519,747

By opponent's character

Akira7.54491,082
Aoi7.7461884
Jacky7.4445882
Shun7.3437851
Wolf7.8469695
Pai7.5450641
Sarah7.2433566
Jeffry7.8466476
Lion7.4445468
Goh7.9477432
Kage7.4442423
El Blaze7.6456429
Lau7.6457329
Brad7.6454318
Lei Fei7.3439336
Jean7.3440276
Vanessa7.8471232
Taka7.6457195
Eileen7.5450169
Dural7.444463

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

Akira32912820138.9%-2.1
Aoi25811114743.0%+0.4
Jacky2549715738.2%-2.1
Shun22710212544.9%+1.6
Wolf2147414034.6%-4.4
Pai1947711739.7%-0.3
Sarah1837410940.4%+1.3
Jeffry1696410537.9%-6.6
Lion151698245.7%+3.5
Goh135577842.2%+1.5
Kage117566147.9%+1.6
El Blaze113486542.5%-0.9
Lau105535250.5%+7.6
Brad98504851.0%+8.1
Lei Fei96395740.6%-0.6
Jean84265830.9%-5.1
Vanessa67264138.8%-0.3
Taka63293446.0%-3.4
Eileen62332953.2%+11.7
Dural23111247.8%+6.5

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Half Fence32312120237.5%-4.3
Low Fence31812719139.9%-1.1
Breakable Full Fence31512718840.3%-1.8
Rectangle31413418042.7%+0.7
Single Wall29613616046.0%+2.9
Octagon29511817740.0%-2.3
Breakable Half Fence27111116041.0%+0.1
Full Fence27010916140.4%-0.8
Open26411015441.7%+0.4
Full Fence and Open142667646.5%+6.3

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
Walls1,78840.3%41.6%-1.3
No walls87842.5%41.8%+0.6

Walls against open: -1.9 points (95% range -6.4 to +2.5), p 0.391 — 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

Lucifer-1971 (Rank 25)2026/10/172542116.0%
GM_team-nijikira (Rank 26)2026/10/171621412.5%
nihikibito (Rank 24)2026/10/1729151451.7%
t4a (Rank 23)2026/10/141741323.5%
SakuRa (Rank 25)2026/10/142416866.7%
あなたのかみさま (Rank 24)2026/10/132112957.1%
zxyzguy (Rank 27)2026/10/122161528.6%
kota_mofumofu (Rank 24)2026/10/12179852.9%
toothy-limb74 (Rank 25)2026/10/122161528.6%
smogh (Rank 22)2026/10/121511473.3%
yonchi41 (Rank 24)2026/10/072081240.0%
makoto.qo.op (Rank 22)2026/10/071911857.9%
tsuna-sand274 (Rank 27)2026/09/301751229.4%
kinoppy0126 (Rank 23)2026/09/291710758.8%
dalmax72 (Rank 22)2026/09/291651131.2%
つのさん (Rank 23)2026/09/261816288.9%
osaka_mouko4649 (Rank 24)2026/09/26157846.7%
makmak_80 (Rank 21)2026/09/261913668.4%
ASSERT(m_pThink); (Rank 22)2026/09/262191242.9%
O.J.A (Rank 21)2026/09/26158753.3%
K.K.カブキモノ (Rank 23)2026/09/221971236.8%
委員ちょ (Rank 21)2026/09/141815383.3%
けつ毛バーガーking (Rank 20)2026/09/111912763.2%
chimichama (Rank 21)2026/09/081712570.6%
アウフタクト (Rank 24)2026/06/1823101343.5%

Round openings

Akira

Career
5,569–10,379 · 34.9%
This season
2,942 matches · 41.6%
Peak rank
25

First hit in 51.0% of 10,528 rounds. Won 47.6% of the rounds they struck first, 43.2% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 43.3% of rounds, against 24.1% in their other rounds.
  • Against Wolf: waits first in 14.9% of rounds, against 8.0% against everyone else.
  • On Octagon stages: evades first in 19.5% of rounds, against 15.6% on the other stages.
  • After opening the round before by attacking: attacks straight away in 44.0% of rounds, against 32.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 27.2% of rounds, against 23.3% after anything else.
  • After winning a round: backs off first in 19.2% of rounds, against 12.4% after losing one.
  • When ahead: backs off first in 19.6% of rounds, against 13.0% when level or behind.
  • Against a Shun on 1–4 drinks: evades first in 34.9% of rounds, against 16.5% against a Shun on other counts.
  • In round 1: opens with “crouch dash forward into G guard” in 9.4% of rounds, against 3.4% in their other rounds.
  • Against Jacky: opens with “crouch dash forward into G guard” in 7.4% of rounds, against 4.7% against everyone else.
  • On Full Fence and Open stages: opens with “crouch dash forward into 3P+K Souka Housui” in 7.2% of rounds, against 4.5% on the other stages.
  • After opening the round before with “66P Rimon Chouchu”: opens with “66P Rimon Chouchu” in 23.1% of rounds, against 9.7% after anything else.
  • After losing a round: opens with “66P Rimon Chouchu” in 12.8% of rounds, against 8.6% after winning one.
  • When behind: opens with “crouch dash forward into G guard” in 4.7% of rounds, against 2.7% when ahead or level.

How is this tested?

Rimon Chouchu66P9959.4%
crouch dash forward into guardG5214.9%
crouch dash forward into Souka Housui3P+K4884.6%
evade up into Rimon Chouchu66P4304.0%
Rimon Chouchu66P into Jouho Touken6P4194.0%
crouch into Youzentai2K3543.3%
Souka Housui3P+K2882.7%
crouch dash forward into forward dash2542.4%
Satei3K+G into Goko Shutsudou3K+GP2402.3%
Senzankou66P+K into throwP+G2142.0%
forward dash into Rimon Chouchu66P2061.9%
backdash into Chouzan Housui46P+K1931.8%
Kaikyusei4P into Sayu Kaikyu4PP1751.6%
crouch dash back into Jouho Senshou46P1661.6%
crouch into Sokutai3K1511.4%

437 further openings account for the other 5,513 rounds.

Counted from 2,660 of the 2,942 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
Akira61–105 · 37%34–63 · 35%-2.3
Aoi44–89 · 33%35–38 · 48%-10.9
Jacky45–101 · 31%27–32 · 46%-14.0
Shun49–63 · 44%35–36 · 49%-9.2
Wolf43–86 · 33%13–31 · 30%+2.8
Pai40–59 · 40%27–40 · 40%+1.7
Sarah44–72 · 38%14–25 · 36%+0.8
Jeffry34–58 · 37%17–33 · 34%-2.2
Lion33–44 · 43%21–25 · 46%+0.1
Goh25–44 · 36%20–20 · 50%-17.3
El Blaze28–32 · 47%15–13 · 54%too few to test
Kage32–32 · 50%13–13 · 50%too few to test
Lau39–29 · 57%11–15 · 42%too few to test
Brad25–27 · 48%20–12 · 62%-4.6
Lei Fei29–42 · 41%4–7 · 36%too few to test
Jean15–25 · 38%7–19 · 27%too few to test
Vanessa15–20 · 43%6–15 · 29%too few to test
Taka19–22 · 46%3–10 · 23%too few to test
Eileen14–14 · 50%14–12 · 54%too few to test
Dural6–8 · 43%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.

282 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: 14 of 18 tests hold up