VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

stagew

Career matches789
Career win rate66.4%
Round win rate56.2%
Peak rank40
Distinct opponents63
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1674 #926 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

Akira4078952426566.4%

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

825 of 825 rounds counted

9.8 inputs a second (585 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.8585825

By opponent's character

Jean9.8585104
Pai9.8590112
Kage9.657586
Sarah10.160883
Akira9.858961
Shun9.456661
Brad10.060254
Goh9.456643
Jacky10.059744
El Blaze9.456634
Jeffry9.758436
Lau9.356127
Lei Fei9.557024
Aoi10.060022
Taka9.657821
Wolf9.75828
Vanessa9.95925

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

Jean27171063.0%+4.8
Pai25151060.0%-9.4
Kage2112957.1%+7.6
Sarah2115671.4%+10.1
Akira158753.3%-5.7
Shun158753.3%-2.2
Brad139469.2%+2.8
Goh126650.0%-9.2
Jacky129375.0%+15.7
El Blaze95455.6%+1.6
Jeffry97277.8%+17.7
Lau63350.0%-7.8
Lei Fei63350.0%-3.8
Aoi51420.0%-36.8
Taka53260.0%+4.4
Wolf2020.0%-64.2
Vanessa1010.0%-49.9

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

Low Fence31201164.5%-1.9
Open24131154.2%-5.2
Single Wall2416866.7%+10.0
Breakable Half Fence23131056.5%-2.7
Octagon2214863.6%+3.4
Full Fence21111052.4%-6.9
Breakable Full Fence1810855.6%+3.2
Half Fence148657.1%-4.9
Rectangle116554.5%-4.8
Full Fence and Open43175.0%+9.2

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10956.9%58.5%-1.6
No walls7962.0%61.4%+0.6

Walls against open: -2.3 points (95% range -16.1 to +11.6), p 0.749 — 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

アナパイ1973 (Rank 39)2026/10/1264266.7%
PuzzG/ぱず爺 (Rank 39)2026/10/1242250.0%
대통령꼬라지가... (Rank 39)2026/10/1275271.4%
ひらがなであおき (Rank 42)2026/10/1231233.3%
風閃刃 (Rank 42)2026/10/1263350.0%
ひかる (Rank 40)2026/10/1242250.0%
アルチャチャ (Rank 38)2026/10/1274357.1%
ぷこ (Rank 37)2026/10/12115645.5%
rikkojjeang (Rank 38)2026/10/0643175.0%
Aki (Rank 41)2026/10/064040.0%
養老 (Rank 40)2026/10/0631233.3%
13=53=7829 (Rank 42)2026/10/0552340.0%
JoonJoon (Rank 36)2026/09/27440100.0%
藪からBOY (Rank 41)2026/09/2752340.0%
Hi:D (Rank 33)2026/09/271412285.7%
iiv272 (Rank 41)2026/09/2774357.1%
LOBO (Rank 39)2026/09/2775271.4%
かえる (Rank 38)2026/09/2553260.0%
タイヨウ (Rank 33)2026/09/2532166.7%
guigui8393 (Rank 36)2026/09/2595455.6%
ヘニオ (Rank 33)2026/09/2532166.7%
PacNeemius (Rank 32)2026/09/2454180.0%
jiwoonpk (Rank 31)2026/09/2443175.0%
maicoo (Rank 15)2026/09/11330100.0%
swhy2008 (Rank 6)2026/09/11440100.0%

Round openings

Akira

Career
524–265 · 66.4%
This season
204 matches · 59.3%
Peak rank
40

First hit in 54.1% of 427 rounds. Won 66.7% of the rounds they struck first, 60.7% of the rounds they were struck first.

Significant Tells

  • Against Jean: attacks straight away in 28.8% of rounds, against 7.0% against everyone else.
  • Against Kage: opens with “backdash into G guard” in 14.3% of rounds, against 3.4% against everyone else.

How is this tested?

backdash into Souka Housui3P+K5212.1%
forward movement into punchP337.7%
crouch dash back into evade down317.2%
backdash into guardG204.7%
crouch dash back into Jouho Touken6P194.4%
crouch dash back into forward dash184.2%
backdash into evade up163.7%
punchP into forward dash163.7%
backdash into forward dash153.5%
crouch dash forward into Jouho Touken6P153.5%
crouch dash forward into evade down153.5%
backdash into Jouho Touken6P102.3%
Senzankou66P+K into throwP+G92.1%
crouch dash forward into forward dash92.1%
backdash into Jouho Senshou46P81.9%

72 further openings account for the other 144 rounds.

Counted from 109 of the 204 matches played. The rest were not pulled for openings.

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: 2 of 15 tests hold up