VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

bababaviva2

Career matches548
Career win rate40.7%
Round win rate44.9%
Peak rank24
Distinct opponents91
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1256 #3,279 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

Akira2454822332540.7%

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

883 of 883 rounds counted

9.7 inputs a second (580 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.7580883

By opponent's character

Brad9.657387
Aoi9.657580
Kage9.959379
Wolf10.060277
Jacky9.959377
Pai9.758266
Lion9.657859
Akira9.255456
Shun9.757947
El Blaze9.356136
Lei Fei9.255242
Vanessa9.254935
Jeffry9.657828
Sarah10.059829
Goh10.059826
Jean9.858626
Lau10.261516
Taka10.261017

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

Brad2115671.4%+22.6
Aoi2011955.0%+9.6
Kage1911857.9%+14.2
Wolf1991047.4%+4.8
Jacky1881044.4%+11.6
Pai179852.9%+5.5
Lion1441028.6%-16.0
Akira134930.8%-16.6
Shun1321115.4%-23.1
El Blaze95455.6%-4.9
Lei Fei93633.3%-3.8
Vanessa94544.4%+7.9
Jeffry82625.0%-21.9
Sarah8080.0%-38.7
Goh71614.3%-36.7
Jean65183.3%+58.1
Lau52340.0%-6.8
Taka41325.0%-24.4

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

Octagon32131940.6%-0.2
Breakable Half Fence31121938.7%-5.3
Open28111739.3%-11.4
Low Fence2491537.5%-4.5
Single Wall23131056.5%+9.0
Half Fence1912763.2%+8.8
Rectangle1711664.7%+18.5
Full Fence1641225.0%-14.8
Breakable Full Fence1521313.3%-18.1
Full Fence and Open105550.0%+15.7

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13041.5%42.9%-1.4
No walls7544.0%46.5%-2.5

Walls against open: +1.2 points (95% range -15.0 to +17.3), p 0.887 — 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

dalmax72 (Rank 23)2026/10/17157846.7%
DohmeiM (Rank 22)2026/10/11440100.0%
smogh (Rank 22)2026/10/1154180.0%
pome-_-zzZ (Rank 25)2026/10/1132166.7%
nekodiver2 (Rank 21)2026/10/1063350.0%
monky-d-taku (Rank 29)2026/10/1032166.7%
あかげら (Rank 25)2026/10/1032166.7%
ぱぱ (Rank 23)2026/10/1031233.3%
AiokometeZ (Rank 24)2026/10/1032166.7%
mist-333777 (Rank 27)2026/10/1021150.0%
なっちゃんねる (Rank 24)2026/10/083030.0%
上海雑技団 (Rank 23)2026/10/0731233.3%
ゆた (Rank 21)2026/10/0232166.7%
UNIQ (Rank 24)2026/10/02440100.0%
umintyu-99 (Rank 23)2026/09/2863350.0%
snaggy-miner78 (Rank 18)2026/09/2884450.0%
うーさん (Rank 18)2026/09/2232166.7%
yamayuki (Rank 18)2026/09/225050.0%
akd-saka1067 (Rank 20)2026/09/2254180.0%
strat-1202 (Rank 21)2026/09/224040.0%
bladez (Rank 16)2026/09/2254180.0%
1 (Rank 15)2026/09/22129375.0%
Fibonacci (Rank 42)2026/09/134040.0%
yokker21 (Rank 12)2026/09/113030.0%
Little_tonnura (Rank 11)2026/09/103030.0%

Round openings

Akira

Career
223–325 · 40.7%
This season
219 matches · 43.8%
Peak rank
24

First hit in 63.1% of 528 rounds. Won 46.5% of the rounds they struck first, 38.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into crouch489.1%
backdash into backward movement428.0%
Rimon Chouchu66P295.5%
backdash into Rimon Chouchu66P264.9%
backward movement into evade down234.4%
backdash into evade down224.2%
backdash into Koboku214P203.8%
backdash into Jouho Touken6P183.4%
backdash173.2%
evade down into Rimon Chouchu66P142.6%
backward movement into Rimon Chouchu66P132.5%
backdash into Jouho Senshou46P112.1%
backward movement into backdash112.1%
backdash into Yakuho Chouchu666P101.9%
Jouho Senshou46P81.5%

106 further openings account for the other 216 rounds.

Counted from 130 of the 219 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: 0 of 15 tests hold up