VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

MatStar

Career matches6,765
Career win rate41.1%
Round win rate44.6%
Peak rank25
Distinct opponents597
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1213 #3,404 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

Akira256,7652,7783,98741.1%

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

6,334 of 8,508 rounds counted

8.8 inputs a second (526 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.85266,334

By opponent's character

Akira8.9534941
Jacky8.6518594
Aoi9.1544532
Sarah8.7520404
Shun8.3497423
Wolf9.1545361
Lau8.6518387
Jeffry8.7521312
Pai9.0538328
Kage8.6514284
Lion8.3500225
Goh9.0542263
Jean8.8530232
Vanessa9.0539219
Brad8.5511224
Lei Fei8.6516192
Taka8.7523136
Eileen9.2549139
El Blaze8.551299
Dural8.148739

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

Akira30312717641.9%+0.1
Jacky2117813337.0%-2.7
Aoi179869348.0%+3.4
Sarah131617046.6%+3.8
Shun122447836.1%-1.4
Wolf122626050.8%+13.6
Lau110456540.9%-7.1
Jeffry107377034.6%-5.5
Pai97346335.0%-6.3
Kage94454947.9%+7.8
Lion92345837.0%-4.0
Goh88424647.7%+8.6
Jean83354842.2%+4.1
Vanessa71274438.0%-5.0
Brad69284140.6%-2.9
Lei Fei60213935.0%-6.3
Taka52232944.2%+0.4
Eileen50183236.0%-0.1
El Blaze3892923.7%-14.8
Dural1871138.9%-1.1

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

Breakable Full Fence2589716137.6%-3.9
Single Wall22811011848.2%+7.8
Half Fence2217514633.9%-8.4
Full Fence2099211744.0%+3.0
Breakable Half Fence2087413435.6%-7.5
Rectangle2078012738.6%-2.3
Low Fence2038511841.9%+2.5
Open1968611043.9%+1.8
Octagon1898810146.6%+6.9
Full Fence and Open90414945.6%+3.6

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
Walls1,29239.2%41.2%-2.0
No walls62744.8%41.0%+3.8

Walls against open: -5.8 points (95% range -10.6 to -1.0), p 0.017 — a difference this size is unlikely to be chance.

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

yasai (Rank 23)2026/10/18126650.0%
jytgfr46nkdeqadc (Rank 23)2026/10/181331023.1%
kota_mofumofu (Rank 23)2026/10/1821111052.4%
cjnholife (Rank 24)2026/10/13115645.5%
seisyun3times (Rank 24)2026/10/13129375.0%
dalmax72 (Rank 26)2026/10/122012860.0%
osaka_mouko4649 (Rank 26)2026/10/11134930.8%
zxyzguy (Rank 25)2026/10/1130141646.7%
スナドリネコ (Rank 23)2026/10/11137653.9%
jqy911 (Rank 22)2026/10/102011955.0%
108 (Rank 25)2026/09/28127558.3%
NEKO-PUNCH318 (Rank 24)2026/09/2724111345.8%
Jyuryoku_Eileen (Rank 26)2026/09/26124833.3%
Lucifer-1971 (Rank 25)2026/09/251541126.7%
UNIQ (Rank 26)2026/09/24135838.5%
yonchi41 (Rank 24)2026/09/121913668.4%
なっちゃんねる (Rank 24)2026/09/092271531.8%
あなたのかみさま (Rank 24)2026/09/05146842.9%
ryu2811 (Rank 26)2026/09/021961331.6%
yabo (Rank 22)2026/08/29139469.2%
omuretukun (Rank 23)2026/08/29178947.1%
miso_kobe24 (Rank 24)2026/08/271810855.6%
ぽん (Rank 25)2026/08/251331023.1%
CHASER (Rank 20)2026/07/151710758.8%
ORENGE_12$ (Rank 22)2026/07/02147750.0%

Round openings

Akira

Career
2,778–3,987 · 41.1%
This season
2,097 matches · 41.1%
Peak rank
25

First hit in 49.1% of 7,602 rounds. Won 46.7% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 10.6% of rounds, against 5.0% in their other rounds.
  • Against Aoi: evades first in 26.5% of rounds, against 16.9% against everyone else.
  • After opening the round before by waiting: waits first in 12.9% of rounds, against 4.4% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 16.3% of rounds, against 13.2% after anything else.
  • After losing a round: moves in first in 16.1% of rounds, against 11.3% after winning one.
  • When behind: moves in first in 16.6% of rounds, against 11.0% when ahead or level.
  • After being hit first in the round before: evades first in 18.5% of rounds, against 15.4% after landing the first hit.
  • In round 4 or later: opens with “backdash into 214P Koboku” in 4.4% of rounds, against 2.8% in their other rounds.
  • Against Kage: opens with “evade down into backdash” in 9.7% of rounds, against 3.7% against everyone else.
  • After opening the round before with “forward movement into P punch”: opens with “forward movement into P punch” in 10.5% of rounds, against 3.6% after anything else.
  • After winning a round: opens with “backdash into evade down” in 7.0% of rounds, against 4.8% after losing one.
  • When ahead: opens with “backdash into evade down” in 7.1% of rounds, against 5.1% when level or behind.

How is this tested?

Jouho Senshou46P6909.0%
backdash into evade down4485.8%
evade down into backdash3013.9%
forward movement into punchP2933.8%
backdash into Koboku214P2503.3%
crouch dash forward into throwP+G2313.0%
throwP+G2202.9%
backdash into evade up1982.6%
backdash1862.4%
backdash into Jouho Senshou46P1642.1%
guardG1461.9%
backdash into guardG1251.6%
forward dash into throwP+G1251.6%
backdash into Chouzan Housui46P+K1241.6%
backdash into throwP+G1141.5%

406 further openings account for the other 4,059 rounds.

Counted from 1,886 of the 2,097 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
Akira68–107 · 39%38–44 · 46%-5.1
Jacky33–72 · 31%27–42 · 39%-12.9
Aoi43–53 · 45%25–23 · 52%-3.4
Wolf40–40 · 50%14–14 · 50%too few to test
Sarah31–43 · 42%20–19 · 51%-9.7
Shun19–43 · 31%18–20 · 47%-15.7
Lau27–31 · 47%12–18 · 40%+4.3
Jeffry14–39 · 26%15–13 · 54%too few to test
Goh28–29 · 49%12–10 · 55%too few to test
Lion15–35 · 30%15–14 · 52%too few to test
Pai17–33 · 34%7–13 · 35%too few to test
Kage29–23 · 56%11–14 · 44%too few to test
Jean16–26 · 38%11–14 · 44%too few to test
Brad17–28 · 38%6–5 · 55%too few to test
Vanessa15–27 · 36%7–9 · 44%too few to test
Lei Fei11–20 · 35%7–7 · 50%too few to test
Eileen9–18 · 33%7–11 · 39%too few to test
Taka12–10 · 55%7–10 · 41%too few to test
El Blaze6–16 · 27%2–5 · 29%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.

211 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: 12 of 18 tests hold up