VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

dream6752

Career matches3,148
Career win rate41.5%
Round win rate46.7%
Peak rank24
Distinct opponents73
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1365 #2,847 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

Akira243,1481,3061,84241.5%

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

157 of 606 rounds counted

8.8 inputs a second (531 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.8531157

By opponent's character

Akira8.852639
Jacky8.349812
Aoi8.953640
Jeffry8.85287
Lau9.053922
Pai9.456310
Vanessa9.355714
Shun8.14899
Lion9.25514

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

Akira27141351.9%+11.3
Jacky23101343.5%+1.8
Aoi147750.0%-4.7
Jeffry1441028.6%+0.8
Lau138561.5%+2.1
Kage126650.0%+0.6
Pai102820.0%-12.1
Vanessa82625.0%-18.1
Wolf72528.6%-7.3
Brad41325.0%-7.5
Goh42250.0%+4.5
Sarah42250.0%+12.3
Shun32166.7%+0.9
Eileen2020.0%-36.5
Lion21150.0%-12.2
Lei Fei110100.0%+58.0
Taka110100.0%+32.9

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

Octagon20101050.0%+0.7
Open1881044.4%+8.2
Single Wall1871138.9%+0.4
Breakable Half Fence1710758.8%+7.7
Breakable Full Fence1661037.5%-3.4
Half Fence1541126.7%-21.5
Full Fence113827.3%-15.3
Low Fence105550.0%+17.8
Full Fence and Open74357.1%+10.5
Rectangle63350.0%+3.8

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
Walls8542.4%46.4%-4.0
No walls4643.5%36.9%+6.6

Walls against open: -10.6 points (95% range -28.6 to +7.4), p 0.247 — 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

三輪ですが@SRGM (Rank 24)2026/09/05220100.0%
ryu2811 (Rank 25)2026/08/2142250.0%
SpaceKnight (Rank 25)2026/08/2091811.1%
neco (Rank 21)2026/08/0232166.7%
potimaru1059 (Rank 23)2026/07/29220100.0%
Sinabro (Rank 27)2026/07/2921150.0%
☆瞳氷☆ (Rank 23)2026/07/2542250.0%
6132da (Rank 21)2026/07/232020.0%
kkd8281 (Rank 21)2026/07/23108280.0%
委員ちょ (Rank 21)2026/07/2343175.0%
headup11 (Rank 26)2026/05/153030.0%
こて (Rank 24)2026/05/093030.0%
osAnKIRA (Rank 23)2026/05/09220100.0%
manekinecogames (Rank 21)2026/05/0743175.0%
THE_SnASH (Rank 21)2026/05/05220100.0%
norespect (Rank 26)2026/04/1652340.0%
ShieldHolder (Rank 27)2026/04/152020.0%
鳶飛戾天,魚躍於淵 (Rank 22)2026/04/152020.0%
偷桃 (Rank 24)2026/04/132020.0%
kuni_sato (Rank 27)2026/04/112020.0%
pallmtree (Rank 27)2026/04/103030.0%
阿佐谷南外科 (Rank 21)2026/03/2941325.0%
雷電 (Rank 27)2026/03/283030.0%
GreenJacky (Rank 29)2026/03/282020.0%
しろおび[Afroria] (Rank 25)2026/03/2741325.0%

Round openings

Akira

Career
1,306–1,842 · 41.5%
This season
149 matches · 43.6%
Peak rank
24

First hit in 55.8% of 600 rounds. Won 53.1% of the rounds they struck first, 38.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

ZanshuK+G into Youshi SaikenK+GP15024.8%
backdash538.8%
Souka Housui3P+K487.9%
Chouyoushu1P447.3%
ZanshuK+G into throwP+G254.1%
backdash into throwP+G254.1%
Souka Housui3P+K into guardG244.0%
Souka Housui3P+K into forward dash223.6%
Chouyoushu1P into guardG213.5%
forward dash into Jouho Touken6P203.3%
Rimon Chouchu66P into Jouho Touken6P162.6%
backdash into Jouho Senshou46P162.6%
backdash into Jouho Touken6P152.5%
backdash into Tetsuzankou466P+K152.5%
backdash into guardG152.5%

35 further openings account for the other 97 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–8 · 43%5–3 · 62%too few to test
Jacky6–7 · 46%4–3 · 57%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: 0 of 15 tests hold up