VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

b.bananacnn2

Career matches1,062
Career win rate43.5%
Round win rate45.8%
Peak rank24
Distinct opponents103
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1275 #3,220 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

Akira241,06246260043.5%

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

1,326 of 1,326 rounds counted

7.4 inputs a second (445 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.44451,326

By opponent's character

Akira7.3437297
Jacky7.2430154
Aoi7.6458139
Jeffry7.544886
Sarah7.545080
Pai7.746082
Shun7.544961
Vanessa7.444362
Brad7.142551
El Blaze7.947340
Goh7.645446
Wolf7.343646
Kage7.545334
Lau7.645736
Taka7.444325
Dural7.344121
Jean7.243026
Lion7.545223
Lei Fei8.048117

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

Akira74274736.5%-1.7
Jacky38152339.5%-2.7
Aoi32191359.4%+16.4
Jeffry21111052.4%+2.1
Sarah2112957.1%+8.3
Pai189950.0%+10.7
Shun145935.7%-3.7
Vanessa147750.0%-3.5
Brad137653.9%+6.9
El Blaze113827.3%-19.2
Goh113827.3%-30.4
Wolf114736.4%-8.3
Kage85362.5%+18.7
Lau83537.5%-13.0
Taka73442.9%+0.4
Dural6060.0%-41.7
Jean64266.7%+29.2
Lion61516.7%-20.4
Lei Fei42250.0%+24.7

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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%+5.5
Low Fence36181850.0%+2.9
Open36191752.8%+8.8
Rectangle36112530.6%-11.8
Breakable Full Fence33141942.4%+0.8
Octagon31161551.6%+12.4
Breakable Half Fence30121840.0%-0.3
Full Fence2972224.1%-21.6
Single Wall2181338.1%+1.6
Full Fence and Open179852.9%+4.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20040.5%42.4%-1.9
No walls9348.4%44.0%+4.4

Walls against open: -6.3 points (95% range -18.4 to +5.8), p 0.310 — 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 21)2026/10/152314960.9%
AiokometeZ (Rank 23)2026/10/1571614.3%
Sun-sin (Rank 19)2026/10/1343175.0%
Jyuryoku_Eileen (Rank 22)2026/10/1163350.0%
omuretukun (Rank 24)2026/10/11146842.9%
GamingMogura (Rank 23)2026/10/0243175.0%
ゆた (Rank 21)2026/10/02115645.5%
TaKaArAsHi573 (Rank 24)2026/10/0292722.2%
きつね (Rank 21)2026/10/0231233.3%
JKS0701 (Rank 20)2026/10/024040.0%
Might小麥豆漿 (Rank 23)2026/09/2993633.3%
マッスルトマト (Rank 23)2026/09/2842250.0%
BangJae (Rank 21)2026/09/2832166.7%
スタンプジャンパー (Rank 22)2026/09/2863350.0%
OIC-TKG (Rank 24)2026/09/1642250.0%
cs2skoda (Rank 24)2026/09/1572528.6%
要你命3000 (Rank 25)2026/09/1393633.3%
hs72kim (Rank 24)2026/09/0693633.3%
インドラー (Rank 24)2026/09/066060.0%
K.K.カブキモノ (Rank 22)2026/09/0543175.0%
ターム (Rank 23)2026/09/052011955.0%
ちぇびーまるやま (Rank 23)2026/09/0595455.6%
jackgnhang (Rank 22)2026/08/3052340.0%
ばくちーラウ (Rank 21)2026/08/2931233.3%
破軍恩 (Rank 21)2026/08/2543175.0%

Round openings

Akira

Career
462–600 · 43.5%
This season
323 matches · 43.3%
Peak rank
24

First hit in 52.5% of 1,131 rounds. Won 47.6% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 62.5% of rounds, against 41.5% against everyone else.
  • After opening the round before by waiting: waits first in 26.2% of rounds, against 3.7% after anything else.
  • After the opponent opened the round before by waiting: attacks straight away in 29.3% of rounds, against 12.4% after anything else.
  • When behind: attacks straight away in 19.6% of rounds, against 11.1% when ahead or level.
  • Against Akira: opens with “backdash into 214P Koboku” in 13.8% of rounds, against 3.4% against everyone else.
  • After opening the round before with “backdash into 214P Koboku”: opens with “backdash into 214P Koboku” in 15.6% of rounds, against 4.9% after anything else.
  • After losing a round: opens with “66P Rimon Chouchu” in 13.8% of rounds, against 6.1% after winning one.
  • When behind: opens with “66P Rimon Chouchu” in 15.3% of rounds, against 5.5% when ahead or level.

How is this tested?

Rimon Chouchu66P11310.0%
evade up into Souka Housui3P+K1008.8%
backdash into Jouho Senshou46P978.6%
backdash into Koboku214P665.8%
backdash into Rimon Chouchu66P655.8%
backdash595.2%
evade up524.6%
backdash into Jouho Touken6P443.9%
guardG393.5%
Jouho Senshou46P322.8%
backdash into guardG322.8%
evade up into crouch dash forward272.4%
backdash into evade up252.2%
backdash into backward movement171.5%
evade up into Senzankou66P+K161.4%

125 further openings account for the other 347 rounds.

Counted from 277 of the 323 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
Akira16–27 · 37%6–13 · 32%too few to test
Jacky5–14 · 26%5–6 · 45%too few to test
Aoi7–9 · 44%6–0 · 100%too few to test
Jeffry5–7 · 42%2–0 · 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.

46 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 (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: 8 of 15 tests hold up