VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Saibo_season2

Career matches8,043
Career win rate51.4%
Round win rate48.9%
Peak rank41
Distinct opponents255
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1850 #245 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

Akira418,0434,1363,90751.4%

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

3,263 of 3,963 rounds counted

10.0 inputs a second (602 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.06023,263

By opponent's character

Akira10.2613331
Vanessa9.7580329
Lion10.2609255
Jacky10.2613227
Aoi10.2609149
Shun9.8590198
El Blaze10.3617194
Lau9.8590162
Wolf10.0599174
Kage9.8589193
Goh10.0602169
Lei Fei9.8586182
Sarah10.2615113
Jeffry10.2612105
Pai10.0598150
Brad10.3618143
Jean10.160589
Taka10.261157
Eileen10.059843

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

Akira108476143.5%-1.3
Vanessa97425543.3%-0.8
Lion67363153.7%+1.9
Jacky66264039.4%-6.9
Aoi56272948.2%-1.6
Shun55332260.0%+13.5
El Blaze54153927.8%-16.1
Lau53252847.2%+0.2
Wolf52173532.7%-12.7
Kage51282354.9%+8.6
Goh50183236.0%-12.6
Lei Fei46232350.0%+7.3
Sarah46291763.0%+11.5
Jeffry41162539.0%-13.1
Pai38261268.4%+17.6
Brad36251169.4%+17.0
Jean33181554.5%+2.7
Taka1771041.2%-9.1
Eileen126650.0%+3.9

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Full Fence123556844.7%-3.1
Breakable Half Fence104505448.1%+0.9
Half Fence99425742.4%-5.8
Octagon98435543.9%-5.6
Rectangle98564257.1%+10.7
Low Fence94425244.7%-2.6
Single Wall93494452.7%+5.3
Open92454748.9%+2.7
Breakable Full Fence86374943.0%-4.5
Full Fence and Open38201852.6%+6.1

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls60846.5%47.6%-1.1
No walls27948.7%47.1%+1.6

Walls against open: -2.7 points (95% range -10.0 to +4.6), p 0.467 — 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

空き缶。 (Rank 41)2026/10/17127558.3%
寿司眼鉄 (Rank 40)2026/10/1731141745.2%
愛蒔らぶり (Rank 41)2026/10/163282425.0%
俺様バーンズ (Rank 37)2026/10/161914573.7%
オキチちゃん (Rank 41)2026/10/1694544.4%
KENTZ.jp (Rank 37)2026/10/16117463.6%
のーむ (Rank 39)2026/10/15167943.8%
漂泊の民回線ジプシー (Rank 37)2026/10/1520101050.0%
かべごん (Rank 38)2026/10/14137653.9%
『Nεnji』.β (Rank 41)2026/10/1424101441.7%
ひかる (Rank 42)2026/10/14138561.5%
おむすび山かずkaz_kcjj (Rank 39)2026/10/1326151157.7%
究極無敵 (Rank 38)2026/10/131611568.8%
RedCap (Rank 40)2026/10/13103730.0%
ぷこ (Rank 37)2026/10/11115645.5%
うるヲ参拾 (Rank 38)2026/10/1094544.4%
サンドイッチ (Rank 42)2026/10/0491811.1%
ミスプロ狼@tenrishoko (Rank 41)2026/10/03102820.0%
おそろしく早いビート (Rank 41)2026/09/27104640.0%
いくお (Rank 42)2026/09/24151146.7%
ごうくんまん (Rank 41)2026/09/081331023.1%
Aki (Rank 41)2026/08/2993633.3%
expensive-sand (Rank 40)2026/08/25134930.8%
シエロJ (Rank 42)2026/08/051431121.4%
★闘将拉麵男★ (Rank 41)2026/05/17138561.5%

Round openings

Akira

Career
4,136–3,907 · 51.4%
This season
978 matches · 47.4%
Peak rank
41

First hit in 51.7% of 3,302 rounds. Won 50.8% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 17.2% of rounds, against 6.4% in their other rounds.
  • Against Shun: backs off first in 39.3% of rounds, against 17.6% against everyone else.
  • After winning a round: attacks straight away in 31.2% of rounds, against 14.3% after losing one.
  • When ahead: attacks straight away in 27.0% of rounds, against 18.2% when level or behind.
  • In round 4 or later: opens with “forward dash into 6P Jouho Touken” in 7.7% of rounds, against 4.2% in their other rounds.
  • Against Shun: opens with “backdash into evade down” in 12.6% of rounds, against 4.6% against everyone else.
  • After opening the round before with “forward dash into evade up”: opens with “forward dash into evade up” in 15.2% of rounds, against 4.7% after anything else.
  • After winning a round: opens with “66P Rimon Chouchu” in 11.3% of rounds, against 4.7% after losing one.
  • When ahead: opens with “666P Yakuho Chouchu” in 5.5% of rounds, against 3.2% when level or behind.

How is this tested?

Rimon Chouchu66P2246.7%
forward dash into Jouho Touken6P1705.1%
backdash into evade down1695.1%
forward dash into evade up1404.2%
Yakuho Chouchu666P1153.5%
forward dash into evade down782.4%
crouch into Housui2P611.8%
forward dash into Yakuho Chouchu666P611.8%
crouch into Youzentai2K571.7%
forward dash into Senzankou66P+K501.5%
forward dash into throw escape491.5%
crouch dash forward into Youhou33P481.4%
forward dash into Souka Housui3P+K481.4%
crouch dash forward into Souka Housui3P+K471.4%
Geimon Tessen46P+K+G451.4%

327 further openings account for the other 1,962 rounds.

Counted from 818 of the 978 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
Vanessa20–31 · 39%12–15 · 44%too few to test
Akira17–28 · 38%10–14 · 42%too few to test
Jacky13–19 · 41%6–15 · 29%too few to test
Lion21–17 · 55%7–9 · 44%too few to test
Shun19–14 · 58%7–4 · 64%too few to test
Wolf8–21 · 28%8–9 · 47%too few to test
El Blaze9–21 · 30%3–12 · 20%too few to test
Kage15–12 · 56%9–9 · 50%too few to test
Lau16–15 · 52%4–6 · 40%too few to test
Aoi17–14 · 55%3–5 · 38%too few to test
Goh9–17 · 35%4–6 · 40%too few to test
Sarah16–12 · 57%8–2 · 80%too few to test
Jeffry9–15 · 38%5–5 · 50%too few to test
Brad14–8 · 64%5–1 · 83%too few to test
Jean8–11 · 42%7–3 · 70%too few to test
Pai8–4 · 67%8–2 · 80%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.

160 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 (18 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: 9 of 18 tests hold up