VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

EnjoyGoodjob

Career matches1,053
Career win rate49.2%
Round win rate50.8%
Peak rank25
Distinct opponents66
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1392 #2,693 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

Akira251,05351853549.2%

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

403 of 496 rounds counted

10.1 inputs a second (607 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.1607403

By opponent's character

Akira10.261186
Aoi10.261286
Jeffry10.160358
Jean10.060328
Sarah10.160421
El Blaze9.959414
Shun9.355816
Kage10.260916
Lau10.260916
Vanessa10.56299
Wolf11.97137
Dural9.85903
Jacky9.758110
Lei Fei9.557210
Goh9.05403
Taka11.77009
Brad9.55683
Eileen9.75823
Pai10.46235

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

Akira28171160.7%+4.6
Aoi2315865.2%+16.7
Jeffry137653.9%+2.0
Jean93633.3%-9.2
Sarah75271.4%+16.4
El Blaze61516.7%-38.2
Shun63350.0%-7.0
Kage52340.0%-3.3
Lau54180.0%+37.4
Vanessa42250.0%+4.6
Wolf4040.0%-33.6
Dural32166.7%+21.3
Jacky32166.7%+5.9
Lei Fei3030.0%-42.9
Goh21150.0%-2.0
Taka2020.0%-41.0
Brad1010.0%-36.1
Eileen1010.0%-59.2
Pai1010.0%-39.1

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

Octagon2015575.0%+28.5
Full Fence159660.0%+13.6
Single Wall1541126.7%-31.1
Low Fence149564.3%+23.6
Half Fence139469.2%+16.2
Rectangle136746.1%-9.2
Breakable Full Fence82625.0%-25.5
Breakable Half Fence85362.5%+10.7
Full Fence and Open83537.5%-21.3
Open6060.0%-43.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls7759.7%51.6%+8.2
No walls3537.1%47.6%-10.4

Walls against open: +18.6 points (95% range -3.9 to +41.1), p 0.106 — 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

r1s1d8 (Rank 27)2026/10/1132166.7%
dalmax72 (Rank 21)2026/08/2465183.3%
GWO (Rank 25)2026/08/232020.0%
wcc6181 (Rank 25)2026/08/2351420.0%
NoMark/ノーマーク (Rank 27)2026/08/232020.0%
김치 (Rank 23)2026/08/22440100.0%
ねこ吉 (Rank 26)2026/08/19220100.0%
你是来拉屎的吗 (Rank 23)2026/08/0554180.0%
I'mabeginner (Rank 27)2026/07/052020.0%
mori&pp (Rank 27)2026/07/0421150.0%
式神 (Rank 26)2026/07/042020.0%
委員ちょ (Rank 22)2026/07/0243175.0%
xXsoul-childXx (Rank 24)2026/06/142020.0%
osAnKIRA (Rank 23)2026/06/11220100.0%
drnneb75 (Rank 26)2026/06/1173442.9%
6132da (Rank 22)2026/06/10220100.0%
threedaysgrace (Rank 21)2026/06/04220100.0%
fazz00r (Rank 27)2026/06/02220100.0%
nekota (Rank 25)2026/05/2842250.0%
katane3415 (Rank 21)2026/05/09220100.0%
montanmo (Rank 27)2026/05/092020.0%
T-J-J (Rank 21)2026/05/0632166.7%
mmmsm (Rank 27)2026/05/062020.0%
hatoman[otoware] (Rank 25)2026/04/193030.0%
XiaoMing.SH (Rank 26)2026/04/192020.0%

Round openings

Akira

Career
518–535 · 49.2%
This season
126 matches · 50.8%
Peak rank
25

First hit in 43.9% of 476 rounds. Won 55.0% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade up5110.7%
backdash into Jouho Senshou46P367.5%
backdash into Chouzan Housui46P+K275.7%
crouch dash back into Chouyoushu1P173.6%
crouch dash forward into Souka Housui3P+K153.1%
forward dash into evade up142.9%
Chouyoushu1P112.3%
backdash into Chouyoushu1P112.3%
Chouyoushu1P into guardG102.1%
forward movement into punchP102.1%
backdash into Souka Housui3P+K91.9%
crouch into Youhou33P91.9%
backdash into Jouho Touken6P81.7%
crouch dash forward into Koboku214P81.7%
Tsutenhou (Deflect)4P+K+G71.5%

113 further openings account for the other 235 rounds.

Counted from 122 of the 126 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
Akira12–4 · 75%2–5 · 29%too few to test
Aoi11–3 · 79%4–2 · 67%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.

4 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 (14 here; about 0.7 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 14 tests hold up