VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ヘニオ

Career matches45,868
Career win rate48.8%
Round win rate49.6%
Peak rank36
Distinct opponents997
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1685 #870 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

Akira3645,86822,36923,49948.8%

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

26,846 of 33,435 rounds counted

8.3 inputs a second (501 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.350126,846

By opponent's character

Jacky8.65143,309
Akira8.55102,377
Jean8.24952,346
Wolf8.45051,957
Jeffry8.34981,501
Lau8.45071,455
Kage8.24911,359
Lei Fei8.34971,459
Lion8.45031,477
Sarah8.34981,447
Goh8.14841,467
Brad8.45051,201
Aoi8.2491906
Vanessa8.2494904
Shun8.34961,079
Pai8.4506954
El Blaze8.2492681
Eileen8.2489351
Taka8.1484345
Dural8.5510271

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

Jacky92449642853.7%+2.2
Akira74744630159.7%+9.0
Jean71229841441.9%-5.8
Wolf55529026552.2%-1.4
Jeffry47922525447.0%-1.6
Lau45820725145.2%-4.1
Kage45223821452.6%+5.1
Lei Fei44821823048.7%-1.0
Lion44821223647.3%+0.3
Sarah43820323546.4%-4.1
Goh43521821750.1%+1.0
Brad36616719945.6%-0.1
Aoi36216919346.7%-0.3
Vanessa34916718247.9%-0.1
Shun33614818844.0%-5.0
Pai27413114347.8%-1.5
El Blaze23311711650.2%-0.8
Eileen113664758.4%+10.7
Taka99425742.4%-12.1
Dural82523063.4%+9.8

1 of 20 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 20 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

Full Fence91345845550.2%+0.6
Open87742944848.9%-0.1
Single Wall86243942350.9%+0.5
Octagon85244141151.8%+2.3
Breakable Full Fence83942241750.3%+1.1
Half Fence79741837952.5%+3.3
Breakable Half Fence79436642846.1%-3.3
Rectangle78838240648.5%-1.0
Low Fence74835639247.6%-1.8
Full Fence and Open38918820148.3%-0.6

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
Walls4,98349.9%49.4%+0.5
No walls2,48749.2%49.6%-0.4

Walls against open: +0.8 points (95% range -1.9 to +3.6), p 0.548 — 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

AOEアオイ (Rank 35)2026/10/1777374048.0%
reiya---0602 (Rank 36)2026/10/1658223637.9%
てーらい (Rank 34)2026/10/1666323448.5%
Gz-KYO (Rank 32)2026/10/1545271860.0%
ごちももも (Rank 34)2026/10/1588533560.2%
マンジャロ打ちたい (Rank 35)2026/10/1343232053.5%
kaisoumi77 (Rank 25)2026/10/1339192048.7%
gin-chaman (Rank 30)2026/10/1339291074.4%
おむすび山かずkaz_kcjj (Rank 36)2026/10/1143172639.5%
Reezent_Sousui (Rank 37)2026/10/0977304739.0%
らうらう (Rank 37)2026/10/0743241955.8%
くろね@のびしろF (Rank 35)2026/10/0651183335.3%
akimaru7 (Rank 32)2026/10/0664263840.6%
Uecchi-Ver53 (Rank 33)2026/09/2995603563.2%
lapislazuli (Rank 35)2026/09/2950222844.0%
west-muta (Rank 33)2026/09/2862332953.2%
タイヨウ (Rank 33)2026/09/2746242252.2%
TKS_5150 (Rank 34)2026/09/2447212644.7%
marchan-87 (Rank 35)2026/09/1241172441.5%
どろパイ (Rank 30)2026/09/1242162638.1%
PuzzG/ぱず爺 (Rank 36)2026/09/1039152438.5%
fuuchanakira (Rank 32)2026/08/3044271761.4%
けいすけ新宿 (Rank 34)2026/07/0556352162.5%
マーレさん (Rank 32)2026/05/3151232845.1%
たか (Rank 35)2026/05/2942132930.9%

Round openings

Akira

Career
22,369–23,499 · 48.8%
This season
8,310 matches · 49.5%
Peak rank
36

First hit in 50.5% of 30,328 rounds. Won 53.3% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 19.0% of rounds, against 14.3% in their other rounds.
  • Against Wolf: backs off first in 21.3% of rounds, against 15.1% against everyone else.
  • On Rectangle stages: attacks straight away in 20.3% of rounds, against 17.3% on the other stages.
  • After opening the round before by backing off: attacks straight away in 20.8% of rounds, against 15.9% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 62.5% of rounds, against 60.3% after anything else.
  • After losing a round: moves in first in 71.8% of rounds, against 50.0% after winning one.
  • When behind: moves in first in 70.0% of rounds, against 55.7% when ahead or level.
  • In round 2: opens with “crouch dash forward into forward dash” in 13.7% of rounds, against 10.9% in their other rounds.
  • Against Lei Fei: opens with “66P+K Senzankou into P+G throw” in 8.7% of rounds, against 4.2% against everyone else.
  • On Breakable Full Fence stages: opens with “crouch dash forward into G guard” in 8.8% of rounds, against 7.2% on the other stages.
  • After opening the round before with “crouch dash forward into forward dash”: opens with “crouch dash forward into forward dash” in 17.3% of rounds, against 12.9% after anything else.
  • After losing a round: opens with “crouch dash forward into G guard” in 11.3% of rounds, against 4.2% after winning one.
  • When behind: opens with “crouch dash forward into forward dash” in 17.0% of rounds, against 10.9% when ahead or level.
  • Against a Shun on 5–9 drinks: opens with “crouch dash forward into forward dash” in 23.5% of rounds, against 14.4% against a Shun on other counts.

How is this tested?

crouch dash forward into forward dash3,55311.6%
crouch dash forward into Jouho Touken6P2,3997.8%
crouch dash forward into guardG2,2757.4%
crouch dash forward into Kenhou6KP1,7095.6%
Senzankou66P+K into throwP+G1,3514.4%
Rimon Chouchu66P into Jouho Touken6P1,3114.3%
backdash into Chouzan Housui46P+K1,2634.1%
backdash into Chouyoushu1P1,0353.4%
crouch dash forward into Youhou33P9933.2%
crouch dash forward into Jouho Senshou46P9763.2%
crouch dash forward into evade down8222.7%
backdash into evade down7482.4%
backdash into Jouho Senshou46P6952.3%
forward dash into Jouho Senshou46P6462.1%
Rimon Chouchu66P into forward dash5931.9%

352 further openings account for the other 10,239 rounds.

Counted from 7,588 of the 8,310 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
Jacky295–229 · 56%104–105 · 50%+4.9
Akira255–172 · 60%122–76 · 62%-1.1
Jean161–224 · 42%94–125 · 43%-1.7
Wolf166–143 · 54%82–78 · 51%+5.5
Jeffry135–151 · 47%53–71 · 43%+3.4
Kage137–104 · 57%75–75 · 50%+6.5
Sarah124–152 · 45%52–50 · 51%-8.7
Goh119–116 · 51%59–64 · 48%+1.1
Lau113–140 · 45%49–65 · 43%+5.7
Lion107–114 · 48%62–66 · 48%-2.8
Lei Fei103–107 · 49%61–67 · 48%+1.5
Brad100–111 · 47%47–68 · 41%+6.9
Aoi110–98 · 53%36–54 · 40%+11.5
Shun73–106 · 41%56–43 · 57%-12.5
Vanessa67–96 · 41%61–42 · 59%-16.1
Pai80–75 · 52%33–44 · 43%+10.5
El Blaze62–61 · 50%30–32 · 48%+7.7
Eileen30–28 · 52%26–10 · 72%-23.4
Taka29–34 · 46%7–10 · 41%too few to test
Dural32–20 · 62%7–4 · 64%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.

722 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