VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

さとし

Career matches2,169
Career win rate16.8%
Round win rate31.5%
Peak rank21
Distinct opponents144
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

955 #3,675 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

Akira212,1693641,80516.8%

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

1,445 of 1,500 rounds counted

6.2 inputs a second (374 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.23741,445

By opponent's character

Akira6.0358227
Shun5.8349141
El Blaze6.8408140
Aoi6.3376109
Sarah6.1363122
Jean6.136583
Wolf6.639794
Jacky6.538780
Lau6.036172
Goh6.840672
Pai6.337970
Jeffry6.639455
Vanessa6.237036
Brad5.533228
Kage5.935225
Lei Fei5.734024
Lion5.834522
Taka6.740224
Eileen6.036214
Dural6.43837

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

Akira64135120.3%-0.3
Shun41182343.9%+23.5
El Blaze35201557.1%+22.4
Aoi3292328.1%-5.3
Sarah3142712.9%-10.6
Jean2642215.4%-4.4
Wolf2442016.7%-5.7
Jacky2391439.1%+15.4
Lau222209.1%-2.1
Goh200200.0%-14.8
Pai1831516.7%-2.8
Jeffry150150.0%-19.6
Vanessa120120.0%-12.8
Brad71614.3%-7.6
Kage7070.0%-21.1
Lei Fei71614.3%-10.6
Lion7070.0%-9.7
Taka62433.3%+10.9
Eileen5050.0%-13.0
Dural2020.0%-30.0

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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 Fence50104020.0%-1.6
Breakable Full Fence46103621.7%-0.9
Octagon44123227.3%+7.8
Breakable Half Fence4273516.7%-8.7
Full Fence39122730.8%+6.1
Open3943510.3%-10.5
Single Wall3983120.5%-3.8
Half Fence34112332.4%+13.5
Rectangle3172422.6%+0.1
Full Fence and Open1861233.3%+12.0

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23625.0%22.5%+2.5
No walls12817.2%21.7%-4.5

Walls against open: +6.9 points (95% range -3.7 to +17.6), p 0.200 — 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

Machi_189 (Rank 11)3023776.7%
ヘビ吉 (Rank 15)1610662.5%
dalmax72 (Rank 23)1531220.0%
ttfour@サラしかできないw (Rank 24)151146.7%
TaKaArAsHi573 (Rank 25)141137.1%
edmond3288 (Rank 16)126650.0%
interceptor (Rank 40)110110.0%
技術応用部/初心者 (Rank 22)108280.0%
6132da (Rank 23)82625.0%
CHASER (Rank 24)8080.0%
ぽん (Rank 23)8080.0%
ゅろぽ (Rank 24)8080.0%
昇龍拳 (Rank 23)81712.5%
MikuMartineau (Rank 32)6060.0%
me3393 (Rank 11)660100.0%
nr636 (Rank 17)6060.0%
t_k_o_7 (Rank 14)64266.7%
Konjikinoame (Rank 24)5050.0%
kimxxxtt (Rank 22)52340.0%
코난 (Rank 24)5050.0%
omuretukun (Rank 23)4040.0%
かっち (Rank 13)41325.0%
サーちゃん (Rank 21)4040.0%
委員ちょ (Rank 22)4040.0%
도룡밖에난몰라/RSA (Rank 24)4040.0%

Most played opponents, most recent first

omuretukun (Rank 23)2026/08/024040.0%
kimxxxtt (Rank 22)2026/07/3152340.0%
도룡밖에난몰라/RSA (Rank 24)2026/07/284040.0%
ぽん (Rank 23)2026/07/288080.0%
ゅろぽ (Rank 24)2026/07/278080.0%
6132da (Rank 23)2026/07/2582625.0%
昇龍拳 (Rank 23)2026/07/2581712.5%
ttfour@サラしかできないw (Rank 24)2026/07/24151146.7%
Konjikinoame (Rank 24)2026/07/225050.0%
interceptor (Rank 40)2026/07/22110110.0%
技術応用部/初心者 (Rank 22)2026/07/20108280.0%
CHASER (Rank 24)2026/07/208080.0%
TaKaArAsHi573 (Rank 25)2026/07/19141137.1%
dalmax72 (Rank 23)2026/07/161531220.0%
委員ちょ (Rank 22)2026/07/064040.0%
코난 (Rank 24)2026/06/295050.0%
サーちゃん (Rank 21)2026/06/184040.0%
edmond3288 (Rank 16)2026/06/17126650.0%
t_k_o_7 (Rank 14)2026/06/1064266.7%
ヘビ吉 (Rank 15)2026/06/101610662.5%
me3393 (Rank 11)2026/06/08660100.0%
MikuMartineau (Rank 32)2026/06/066060.0%
nr636 (Rank 17)2026/05/316060.0%
かっち (Rank 13)2026/05/2341325.0%
Machi_189 (Rank 11)2026/05/193023776.7%

Round openings

Akira

Career
364–1,805 · 16.8%
This season
404 matches · 22.3%
Peak rank
21

First hit in 49.9% of 1,493 rounds. Won 36.8% of the rounds they struck first, 26.2% of the rounds they were struck first.

Significant Tells

  • Against Wolf: opens with “66P Rimon Chouchu” in 11.7% of rounds, against 4.4% against everyone else.

How is this tested?

crouch dash forward into Souka Housui3P+K875.8%
Jouho Touken6P into Sayu Kaikyu4PP795.3%
Rimon Chouchu66P734.9%
punchP614.1%
Jouho Touken6P593.9%
evade down into Koboku214P442.9%
crouch into Souka Housui3P+K402.7%
down-back punch+kick1P+K392.6%
evade up into Rimon Chouchu66P382.5%
Senzankou66P+K into throwP+G362.4%
backdash into Koboku214P342.3%
crouch into Housui2P291.9%
Tsutenhou (Deflect)4P+K+G251.7%
Chouzan Housui46P+K241.6%
offensive move221.5%

226 further openings account for the other 812 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–25 · 26%4–21 · 16%too few to test
Shun11–10 · 52%5–12 · 29%too few to test
El Blaze12–10 · 55%4–3 · 57%too few to test
Aoi6–14 · 30%3–7 · 30%too few to test
Sarah3–15 · 17%1–7 · 12%too few to test
Jean4–11 · 27%0–9 · 0%too few to test
Wolf2–12 · 14%2–7 · 22%too few to test
Jacky6–8 · 43%2–4 · 33%too few to test
Lau2–13 · 13%0–4 · 0%too few to test
Goh0–10 · 0%0–9 · 0%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.

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 (17 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: 1 of 17 tests hold up