VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

tanechin

Career matches6,908
Career win rate46.5%
Round win rate48.5%
Peak rank29
Distinct opponents368
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1455 #2,304 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

Akira296,9083,2133,69546.5%

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

2,135 of 2,898 rounds counted

6.2 inputs a second (372 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.23722,135

By opponent's character

Akira6.3379361
Wolf6.2374246
Jacky6.3376181
Pai6.1368186
Aoi6.1367136
Goh6.2370131
Sarah6.5388117
Lau6.136695
Kage6.036099
Jeffry5.935499
Brad6.639863
Jean6.1366112
Lion6.237478
Vanessa6.237445
Shun5.935257
Lei Fei6.237437
Eileen6.036233
El Blaze6.740129
Taka5.935723
Dural5.63347

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

Akira115536246.1%-1.9
Wolf76294738.2%-3.5
Jacky64362856.2%+9.8
Pai62253740.3%-4.6
Aoi54351964.8%+16.8
Goh42271564.3%+11.9
Sarah39162341.0%-4.0
Lau35152042.9%-2.6
Kage33171651.5%+6.9
Jeffry3292328.1%-16.2
Brad31151648.4%+5.1
Jean31141745.2%-0.9
Lion2491537.5%-7.2
Vanessa2161528.6%-18.0
Shun1871138.9%-10.8
Lei Fei1771041.2%-0.6
Eileen105550.0%+6.8
El Blaze104640.0%-9.9
Taka73442.9%-2.8
Dural21150.0%-13.3

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 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

Low Fence86384844.2%-3.1
Open83404348.2%+3.2
Breakable Full Fence81344742.0%-4.9
Half Fence77294837.7%-10.8
Rectangle74334144.6%-0.8
Single Wall70353550.0%+4.0
Full Fence69383155.1%+10.8
Octagon62233937.1%-10.4
Breakable Half Fence61303149.2%+4.6
Full Fence and Open34191555.9%+10.8

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
Walls42444.1%46.0%-1.9
No walls23947.3%46.2%+1.1

Walls against open: -3.0 points (95% range -11.1 to +5.1), p 0.473 — 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

makoto_666_x (Rank 27)2026/10/1762433.3%
midori6127 (Rank 29)2026/10/14128466.7%
NewRaulyokoyoko (Rank 30)2026/10/0761516.7%
弾丸(だんまる) (Rank 28)2026/09/235050.0%
misoazy (Rank 27)2026/09/14440100.0%
naru___boy (Rank 28)2026/09/0853260.0%
tubaki_ok (Rank 27)2026/09/0843175.0%
Siva-Duke (Rank 24)2026/09/0610100100.0%
くーる (Rank 28)2026/09/0451420.0%
Hijima-J (Rank 27)2026/09/0354180.0%
rikiyan-999 (Rank 28)2026/08/3175271.4%
gimoring (Rank 28)2026/08/2652340.0%
HIGE (Rank 30)2026/08/2042250.0%
Grimaster (Rank 28)2026/08/1953260.0%
a032682 (Rank 26)2026/07/2842250.0%
CELIS (Rank 27)2026/07/14146842.9%
EVOyan (Rank 30)2026/07/06104640.0%
XXX (Rank 29)2026/06/1262433.3%
ER_higante (Rank 28)2026/06/0941325.0%
netbeer-5aru (Rank 24)2026/06/0941325.0%
鳩男 (Rank 30)2026/06/0542250.0%
Q-jack-r (Rank 28)2026/06/0241325.0%
tamaneen (Rank 29)2026/05/3172528.6%
モルト (Rank 30)2026/05/2262433.3%
kojop-oyabin (Rank 29)2026/05/1151420.0%

Round openings

Akira

Career
3,213–3,695 · 46.5%
This season
723 matches · 46.1%
Peak rank
29

First hit in 57.0% of 2,670 rounds. Won 52.7% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

  • In round 3: waits first in 11.1% of rounds, against 7.3% in their other rounds.
  • After opening the round before by attacking: backs off first in 24.1% of rounds, against 17.6% after anything else.
  • After the opponent opened the round before by waiting: waits first in 14.6% of rounds, against 7.9% after anything else.
  • After winning a round: attacks straight away in 54.9% of rounds, against 39.3% after losing one.
  • When behind: waits first in 12.1% of rounds, against 6.3% when ahead or level.
  • In round 1: opens with “2K+G Fujinkyaku into 2K+GP Chutenshou” in 12.3% of rounds, against 4.8% in their other rounds.
  • Against Aoi: opens with “2K+G Fujinkyaku into 2K+GP Chutenshou” in 14.7% of rounds, against 6.0% against everyone else.

How is this tested?

Youzentai2K34712.9%
Fujinkyaku2K+G into Chutenshou2K+GP1796.7%
forward dash into Jouho Touken6P1676.2%
punchP1545.7%
SoutoP+K1425.3%
backdash into Koboku214P1395.2%
backdash into Souka Housui3P+K1184.4%
evade up into Rimon Chouchu66P813.0%
Housui2P742.8%
forward movement into punchP662.5%
evade up into Jouho Touken6P612.3%
backdash into Hekishou43P572.1%
SoutoP+K into throwP+G542.0%
Rimon Chouchu66P511.9%
punchP into throwP+G481.8%

170 further openings account for the other 945 rounds.

Counted from 668 of the 723 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
Akira24–27 · 47%21–19 · 52%-6.0
Wolf12–23 · 34%13–18 · 42%-6.0
Jacky20–17 · 54%12–11 · 52%too few to test
Pai14–23 · 38%10–11 · 48%too few to test
Aoi25–10 · 71%9–7 · 56%too few to test
Goh17–8 · 68%5–4 · 56%too few to test
Sarah6–10 · 38%6–9 · 40%too few to test
Lau7–12 · 37%4–8 · 33%too few to test
Kage8–9 · 47%9–3 · 75%too few to test
Brad8–9 · 47%4–4 · 50%too few to test
Jeffry4–15 · 21%0–5 · 0%too few to test
Jean5–7 · 42%6–6 · 50%too few to test
Lion6–6 · 50%0–6 · 0%too few to test
Vanessa4–12 · 25%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.

55 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: 7 of 16 tests hold up