VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Akira

omuretukun

Career matches14,888
Career win rate36.2%
Round win rate45.2%
Peak rank26
Distinct opponents758
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1380 #2,755 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

Akira2614,8885,3979,49136.2%

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

12,073 of 14,961 rounds counted

8.7 inputs a second (524 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.752412,073

By opponent's character

Akira9.05421,533
Aoi8.6516833
Jacky8.9537988
Pai8.7520765
Sarah8.7520908
Wolf9.1543732
Shun8.4506701
Jeffry8.8526560
Goh8.9534642
Lau8.6517686
Lion8.7522527
El Blaze8.6515495
Kage8.6517518
Lei Fei8.4503531
Vanessa8.5511327
Brad8.6515427
Eileen8.5509296
Jean8.7520328
Taka9.0542232
Dural9.355944

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

Akira45123122051.2%+8.0
Aoi33315917447.8%+5.2
Jacky2979420331.6%-8.2
Pai27910017935.8%+0.3
Sarah27511416141.5%-2.1
Wolf2259812743.6%+5.4
Shun2107813237.1%-5.7
Jeffry1977512238.1%-6.7
Goh1958910645.6%+3.8
Lau1847710741.9%-0.9
Lion1635211131.9%-7.0
El Blaze157619638.9%-0.5
Kage1434310030.1%-8.0
Lei Fei141786355.3%+8.9
Vanessa129577244.2%+2.6
Brad123517241.5%+0.6
Eileen92385441.3%+1.4
Jean87355240.2%-1.9
Taka64224234.4%-6.1
Dural121118.3%-25.2

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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 Fence41817324541.4%+0.7
Breakable Half Fence40316024339.7%-1.3
Open39215523739.5%-2.7
Octagon39014124936.1%-5.1
Breakable Full Fence38115422740.4%-0.6
Rectangle36216919346.7%+4.6
Full Fence34714020740.4%+0.6
Single Wall34214519742.4%+0.5
Low Fence34115218944.6%+3.0
Full Fence and Open2038711642.9%-0.4

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
Walls2,30140.7%40.9%-0.2
No walls1,07542.0%41.9%+0.1

Walls against open: -0.4 points (95% range -4.0 to +3.3), p 0.849 — 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

あかげら (Rank 24)2026/10/182181338.1%
zxyzguy (Rank 26)2026/10/163282425.0%
HanshinHyouronka (Rank 23)2026/10/1637251267.6%
たかティン (Rank 24)2026/10/152117481.0%
委員ちょ@肝臓レス練習 (Rank 21)2026/10/142320387.0%
Might小麥豆漿 (Rank 23)2026/10/1425111444.0%
ちぇびーまるやま (Rank 24)2026/10/142720774.1%
RX-7FD3S-Type-RS (Rank 26)2026/10/132371630.4%
dalmax72 (Rank 21)2026/10/12114615353.5%
Jyuryoku_Eileen (Rank 25)2026/10/1229111837.9%
廿撚二 (Rank 21)2026/10/1225101540.0%
GWO (Rank 24)2026/10/1033151845.5%
なっちゃんねる (Rank 27)2026/09/283192229.0%
48歳技覚えられないよ (Rank 26)2026/09/222481633.3%
トローリロートル (Rank 21)2026/09/1729161355.2%
kupipi_ff11 (Rank 27)2026/09/172381534.8%
UNIQ (Rank 25)2026/09/1731161551.6%
statham7352 (Rank 26)2026/09/092662023.1%
Akagera_forest-K (Rank 24)2026/09/072882028.6%
鳶飛戾天,魚躍於淵 (Rank 27)2026/09/053462817.6%
nanoka-222 (Rank 25)2026/09/034473715.9%
umintyu-99 (Rank 21)2026/08/3151312060.8%
你是来拉屎的吗 (Rank 22)2026/08/2733151845.5%
pokkurl_7 (Rank 25)2026/08/0224111345.8%
ぽん (Rank 25)2026/07/282442016.7%

Round openings

Akira

Career
5,397–9,491 · 36.2%
This season
3,757 matches · 41.3%
Peak rank
26

First hit in 56.5% of 13,935 rounds. Won 47.6% of the rounds they struck first, 41.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 54.8% of rounds, against 48.0% in their other rounds.
  • Against Akira: evades first in 21.6% of rounds, against 12.4% against everyone else.
  • On Full Fence stages: waits first in 5.8% of rounds, against 3.7% on the other stages.
  • After opening the round before by moving in: moves in first in 13.5% of rounds, against 3.4% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 6.3% of rounds, against 3.0% after anything else.
  • After winning a round: backs off first in 35.7% of rounds, against 28.1% after losing one.
  • When ahead: backs off first in 34.5% of rounds, against 30.4% when level or behind.
  • In round 2: opens with “crouch dash back into 214P Koboku” in 10.8% of rounds, against 8.2% in their other rounds.
  • Against Akira: opens with “evade down into 66P Rimon Chouchu” in 10.6% of rounds, against 5.9% against everyone else.
  • After opening the round before with “crouch dash back into 214P Koboku”: opens with “crouch dash back into 214P Koboku” in 20.4% of rounds, against 8.9% after anything else.
  • After winning a round: opens with “crouch dash back into 214P Koboku” in 11.6% of rounds, against 8.5% after losing one.
  • When ahead: opens with “crouch dash back into 214P Koboku” in 11.4% of rounds, against 9.4% when level or behind.

How is this tested?

crouch dash back into Koboku214P1,2488.9%
backdash into Souka Housui3P+K1,2208.7%
Housui2P into Jouho Senshou46P1,1338.0%
evade down into Rimon Chouchu66P9196.5%
Souka Housui3P+K7755.5%
backdash into Chouzan Housui46P+K7035.0%
punchP into evade down5874.2%
Fujinkyaku2K+G into Chutenshou2K+GP4463.2%
punchP into Jouho Senshou46P4393.1%
ZanshuK+G into Youshi SaikenK+GP3572.5%
punchP into throwP+G3502.5%
Housui2P into backward movement3472.5%
Rimon Chouchu66P2832.0%
evade down into Jouho Touken6P2331.6%
forward dash into Jouho Touken6P2181.6%

327 further openings account for the other 4,835 rounds.

Counted from 3,521 of the 3,757 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
Akira136–140 · 49%62–50 · 55%-2.4
Aoi96–113 · 46%32–44 · 42%-1.4
Jacky53–117 · 31%19–59 · 24%+2.8
Pai51–105 · 33%31–37 · 46%-9.1
Sarah67–94 · 42%22–45 · 33%+7.2
Wolf44–69 · 39%34–30 · 53%-10.2
Shun38–76 · 33%27–41 · 40%-5.3
Goh56–62 · 47%22–29 · 43%+4.5
Jeffry45–58 · 44%24–43 · 36%+11.8
Lau30–71 · 30%24–20 · 55%-20.9
Lion29–60 · 33%16–33 · 33%+5.1
Lei Fei46–34 · 58%24–18 · 57%-6.3
Kage31–61 · 34%10–26 · 28%+12.5
El Blaze25–42 · 37%15–33 · 31%+5.1
Vanessa43–46 · 48%14–24 · 37%+14.1
Brad33–40 · 45%11–21 · 34%+12.5
Eileen26–34 · 43%7–14 · 33%too few to test
Jean18–22 · 45%15–20 · 43%-2.9
Taka16–31 · 34%5–5 · 50%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

236 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: 12 of 18 tests hold up