VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Sekine71

Career matches4,147
Career win rate48.8%
Round win rate50.0%
Peak rank32
Distinct opponents117
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1596 #1,378 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

Akira324,1472,0222,12548.8%

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

870 of 1,152 rounds counted

7.9 inputs a second (474 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.9474870

By opponent's character

Jacky7.7462117
Wolf8.4506123
Goh8.249278
Akira8.047849
Aoi7.444367
Kage8.048287
Jean7.846652
Jeffry7.545316
Pai7.746447
Shun7.847139
Lion7.846624
Sarah7.444240
El Blaze8.349730
Lau7.545130
Lei Fei8.249435
Brad8.148618
Eileen7.746213
Vanessa7.54485

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

Jacky38201852.6%+4.4
Wolf33201360.6%+1.3
Goh27111640.7%-9.6
Akira24121250.0%-7.8
Aoi2317673.9%+21.5
Kage22111150.0%-1.3
Jean168850.0%+4.0
Jeffry167943.8%-6.1
Pai148657.1%-0.9
Shun124833.3%-15.9
Lion103730.0%-18.0
Sarah103730.0%-21.6
El Blaze84450.0%-0.5
Lau86275.0%+25.9
Lei Fei85362.5%+14.6
Brad74357.1%+9.7
Eileen54180.0%+24.0
Dural1010.0%-38.2
Vanessa1010.0%-55.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Half Fence41212051.2%-0.3
Low Fence41202148.8%-6.9
Full Fence37181948.6%-4.7
Breakable Full Fence35211460.0%+6.8
Single Wall32191359.4%+12.7
Rectangle24101441.7%-14.2
Open2013765.0%+16.4
Breakable Half Fence1811761.1%+13.2
Octagon1751229.4%-21.8
Full Fence and Open157846.7%-4.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17250.0%52.3%-2.3
No walls9355.9%51.4%+4.5

Walls against open: -6.8 points (95% range -20.0 to +6.3), p 0.308 — 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

BigBoin (Rank 31)2026/07/1673442.9%
maripon (Rank 30)2026/07/1443175.0%
フルメタル (Rank 29)2026/07/1475271.4%
うめおに。 (Rank 31)2026/07/1341325.0%
黒シャツ (Rank 32)2026/07/1364266.7%
KillBill (Rank 28)2026/06/2962433.3%
jackgnhang (Rank 29)2026/06/2941325.0%
SHUSHUSHU (Rank 29)2026/06/2976185.7%
LEO (Rank 30)2026/06/2687187.5%
さいたま梅澤/T.Umezawa (Rank 29)2026/06/26660100.0%
南部の釣れないルアー (Rank 31)2026/06/2651420.0%
龍仙人【鬼手仏心】 (Rank 26)2026/06/2043175.0%
orz (Rank 27)2026/06/20129375.0%
寝起きにビール (Rank 27)2026/06/1842250.0%
テクノモデル (Rank 36)2026/06/1664266.7%
漂泊の民回線ジプシー (Rank 33)2026/06/144040.0%
タマゴン(GTR) (Rank 28)2026/06/08440100.0%
イチゲン (Rank 28)2026/06/0565183.3%
hahaha (Rank 27)2026/05/2763350.0%
syounai (Rank 26)2026/05/2442250.0%
りゅうのすけ (Rank 30)2026/05/2131233.3%
ガリバー (Rank 30)2026/05/0632166.7%
ワクワク (Rank 32)2026/05/054040.0%
waakuman (Rank 32)2026/04/203030.0%
カカリア (Rank 34)2026/04/2031233.3%

Round openings

Akira

Career
2,022–2,125 · 48.8%
This season
283 matches · 51.9%
Peak rank
32

First hit in 52.7% of 1,150 rounds. Won 51.8% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.6% of rounds, against 9.3% in their other rounds.
  • Against Akira: backs off first in 25.8% of rounds, against 5.7% against everyone else.
  • In round 2: opens with “46P Jouho Senshou” in 30.9% of rounds, against 20.1% in their other rounds.
  • Against Jacky: opens with “forward dash into 6P Jouho Touken” in 21.4% of rounds, against 12.5% against everyone else.

How is this tested?

Jouho Senshou46P26222.7%
Souka Housui3P+K21218.4%
forward dash into Jouho Touken6P15713.6%
guardG into Souka Housui3P+K887.6%
Rimon Chouchu66P into evade down383.3%
Rimon Chouchu66P302.6%
Rimon Chouchu66P into forward dash292.5%
backdash into guardG141.2%
Housui2P110.9%
Housui2P into forward dash110.9%
backdash into Jouho Senshou46P110.9%
backdash into ZanshuK+G100.9%
backdash90.8%
backdash into evade down90.8%
forward dash into Souka Housui3P+K90.8%

94 further openings account for the other 252 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky14–11 · 56%1–5 · 17%too few to test
Wolf11–8 · 58%8–5 · 62%too few to test
Goh6–12 · 33%5–4 · 56%too few to test
Akira6–7 · 46%5–4 · 56%too few to test
Aoi11–2 · 85%4–3 · 57%too few to test
Kage8–11 · 42%3–0 · 100%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 (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: 4 of 15 tests hold up