VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Cooljerk

Career matches6,910
Career win rate36.3%
Round win rate46.3%
Peak rank25
Distinct opponents204
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1278 #3,210 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

Akira256,9102,5114,39936.3%

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

2,742 of 3,107 rounds counted

6.8 inputs a second (411 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.84112,742

By opponent's character

Sarah6.6398310
Jacky6.6397219
Akira7.1428240
Pai6.9412194
Lei Fei6.7404195
Brad7.0418128
Aoi6.5389166
Jeffry6.8406176
Jean7.0419153
Eileen7.1425119
Kage7.1424130
Lion7.2435103
Vanessa6.7403110
El Blaze6.6395108
Goh7.042383
Shun6.941279
Wolf7.142664
Taka7.041992
Lau7.243456
Dural6.538717

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

Sarah80285235.0%-5.8
Jacky71432860.6%+15.7
Akira66392759.1%+8.4
Pai55272849.1%+4.2
Lei Fei51331864.7%+5.7
Brad47232448.9%-4.9
Aoi46153132.6%-7.5
Jeffry46202643.5%+4.6
Jean40142635.0%-13.4
Eileen37102727.0%-10.6
Kage3672919.4%-24.0
Lion35142140.0%+4.5
Vanessa32122037.5%-3.8
El Blaze29101934.5%+2.7
Goh24131154.2%+7.9
Shun2415962.5%+16.0
Wolf24111345.8%+16.2
Taka2271531.8%-7.1
Lau1641225.0%-20.6
Dural4040.0%-28.7

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Open110605054.5%+10.2
Half Fence90315934.4%-9.0
Low Fence87394844.8%-1.9
Breakable Full Fence79364345.6%-1.2
Rectangle77383949.4%+2.5
Breakable Half Fence75373849.3%+7.8
Full Fence74324243.2%+0.7
Single Wall62293346.8%-3.5
Octagon55173830.9%-9.9
Full Fence and Open39132633.3%+1.1

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
Walls45042.4%43.7%-1.2
No walls25949.4%47.0%+2.4

Walls against open: -3.6 points (95% range -11.2 to +4.0), p 0.348 — 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

TAIDADA (Rank 27)2026/10/109090.0%
CraftierNut (Rank 23)2026/09/2686275.0%
johncha (Rank 21)2026/09/262117481.0%
GrandoBrando (Rank 21)2026/09/2575271.4%
Sankofa (Rank 24)2026/09/2523101343.5%
无双殿堂 (Rank 25)2026/09/1481712.5%
CoffeeCrusher (Rank 21)2026/09/11108280.0%
robots (Rank 21)2026/09/1195455.6%
parking-orange (Rank 22)2026/09/0582625.0%
ZEROXP7 (Rank 24)2026/09/021441028.6%
Teinted_GENE (Rank 21)2026/08/31135838.5%
chaingrabs (Rank 24)2026/08/3071614.3%
Ilyricio (Rank 25)2026/08/30114736.4%
bootywarrior (Rank 21)2026/08/30147750.0%
skywalkeR78081 (Rank 23)2026/08/301861233.3%
PeerC001 (Rank 23)2026/08/2995455.6%
a39611619 (Rank 21)2026/08/292011955.0%
PhiL_Left88 (Rank 22)2026/08/2272528.6%
OpportunestTv_YT (Rank 26)2026/08/211741323.5%
FOF (Rank 24)2026/07/29120120.0%
lionmusashi (Rank 25)2026/07/26103730.0%
Shin_Zephyr (Rank 26)2026/07/2073442.9%
skoydman187 (Rank 21)2026/07/1876185.7%
Zehtrix (Rank 21)2026/06/0375271.4%
Abraxas (Rank 21)2026/05/0673442.9%

Round openings

Akira

Career
2,511–4,399 · 36.3%
This season
785 matches · 44.0%
Peak rank
25

First hit in 57.9% of 2,986 rounds. Won 48.4% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.3% of rounds, against 9.5% in their other rounds.
  • Against El Blaze: moves in first in 18.0% of rounds, against 8.4% against everyone else.
  • After the opponent opened the round before by backing off: moves in first in 11.5% of rounds, against 8.1% after anything else.
  • After winning a round: backs off first in 49.6% of rounds, against 36.6% after losing one.
  • When ahead: backs off first in 48.9% of rounds, against 38.9% when level or behind.
  • In round 1: opens with “crouch into 2K Youzentai” in 9.4% of rounds, against 5.2% in their other rounds.
  • Against Jacky: opens with “throw escape” in 8.9% of rounds, against 3.7% against everyone else.
  • After opening the round before with “throw escape”: opens with “throw escape” in 11.0% of rounds, against 3.9% after anything else.
  • After winning a round: opens with “backdash into 1P Chouyoushu” in 8.3% of rounds, against 3.8% after losing one.
  • When ahead: opens with “backdash into 1P Chouyoushu” in 8.2% of rounds, against 4.7% when level or behind.

How is this tested?

crouch into Youzentai2K1886.3%
backdash1796.0%
backdash into Chouyoushu1P1645.5%
backdash into backward movement1414.7%
throw escape1244.1%
forward dash into throwP+G913.0%
kickK903.0%
punchP into Hachimon KaidaPP742.5%
Rimon Chouchu66P into Jouho Touken6P732.4%
backdash into Kenhou6KP712.4%
no input712.4%
backdash into Youzentai2K642.1%
backdash into Housui2P622.1%
Utankyaku66K into Renkantai66KK511.7%
backdash into throw escape511.7%

263 further openings account for the other 1,509 rounds.

Counted from 759 of the 785 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
Sarah17–27 · 39%11–21 · 34%too few to test
Jacky26–17 · 60%15–9 · 62%too few to test
Akira17–12 · 59%20–15 · 57%too few to test
Pai11–14 · 44%14–6 · 70%too few to test
Brad22–22 · 50%0–2 · 0%too few to test
Jeffry10–13 · 43%8–7 · 53%too few to test
Lei Fei16–5 · 76%10–9 · 53%too few to test
Aoi9–20 · 31%6–8 · 43%too few to test
Jean7–15 · 32%5–8 · 38%too few to test
Eileen5–17 · 23%5–5 · 50%too few to test
Kage5–19 · 21%1–6 · 14%too few to test
Vanessa5–8 · 38%2–5 · 29%too few to test
Lion6–6 · 50%4–8 · 33%too few to test
El Blaze6–12 · 33%3–6 · 33%too few to test
Goh4–7 · 36%9–4 · 69%too few to test
Shun7–6 · 54%8–1 · 89%too few to test
Wolf6–8 · 43%2–3 · 40%too few to test
Taka4–13 · 24%3–1 · 75%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.

26 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 (16 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: 10 of 16 tests hold up