VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

beer_suki83

Career matches3,110
Career win rate49.2%
Round win rate47.2%
Peak rank30
Distinct opponents104
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1526 #1,831 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

Akira303,1101,5291,58149.2%

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

1,053 of 1,155 rounds counted

6.3 inputs a second (379 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.33791,053

By opponent's character

Akira6.4386217
Jean6.5388141
Jacky6.4383114
Wolf6.1367110
Goh6.337853
Jeffry5.935552
Sarah6.136750
Kage6.338140
Aoi6.338044
El Blaze6.036138
Pai5.935536
Lion6.538842
Shun6.438225
Vanessa6.740027
Lau6.639425
Eileen6.438519
Lei Fei6.53928
Taka6.03608
Dural6.23734

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

Akira57243342.1%-0.3
Jean38191950.0%+5.3
Jacky29151451.7%+10.5
Wolf28161257.1%+6.2
Goh1991047.4%-1.8
Jeffry167943.8%+0.1
Sarah168850.0%+3.4
Kage1221016.7%-32.7
Aoi112918.2%-38.7
El Blaze114736.4%-6.3
Pai116554.5%+8.2
Lion105550.0%-3.0
Shun84450.0%+9.0
Vanessa85362.5%+18.8
Lau71614.3%-17.4
Eileen54180.0%+19.3
Lei Fei2020.0%-33.8
Taka220100.0%+42.6
Dural1010.0%-35.8

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Breakable Full Fence41192246.3%+2.0
Full Fence40192147.5%+3.8
Open36142238.9%-9.7
Low Fence35161945.7%+0.3
Half Fence27141351.9%+8.2
Octagon26141253.9%+8.1
Breakable Half Fence2391439.1%-4.5
Rectangle23121152.2%+6.1
Single Wall22111150.0%-1.1
Full Fence and Open62433.3%-3.1

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18048.3%44.9%+3.5
No walls9344.1%47.5%-3.4

Walls against open: +6.9 points (95% range -5.8 to +19.6), p 0.286 — 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

Sinabro (Rank 30)2026/10/0574357.1%
μ (Rank 26)2026/10/05440100.0%
HIROCHILL (Rank 29)2026/10/0586275.0%
48歳技覚えられないよ (Rank 26)2026/09/3052340.0%
방가방가 (Rank 30)2026/09/2242250.0%
be-shedded (Rank 27)2026/09/0384450.0%
XsT (Rank 29)2026/08/3131233.3%
Wonda15426 (Rank 27)2026/08/2342250.0%
CELIS (Rank 27)2026/08/23115645.5%
こて (Rank 27)2026/08/2332166.7%
☆プなれ☆ (Rank 27)2026/08/2343175.0%
獣王(設定2) (Rank 29)2026/08/2343175.0%
AlicerLandeel (Rank 30)2026/08/184040.0%
ooosugi1202 (Rank 29)2026/08/1841325.0%
nanami.madogiwa (Rank 32)2026/08/0462433.3%
ルドルフ (Rank 32)2026/07/3172528.6%
maripon (Rank 32)2026/07/30126650.0%
ガリバー (Rank 30)2026/07/2973442.9%
aona (Rank 27)2026/07/1732166.7%
フルメタル (Rank 28)2026/06/1831233.3%
鳩男 (Rank 28)2026/06/1131233.3%
nasumiso (Rank 28)2026/06/1152340.0%
BANANA (Rank 30)2026/06/1051420.0%
majide (Rank 30)2026/05/2562433.3%
fwnd1396 (Rank 31)2026/05/1731233.3%

Round openings

Akira

Career
1,529–1,581 · 49.2%
This season
291 matches · 45.7%
Peak rank
30

First hit in 52.5% of 1,091 rounds. Won 51.1% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.7% of rounds, against 8.7% in their other rounds.
  • Against Jacky: evades first in 39.6% of rounds, against 25.1% against everyone else.
  • On Low Fence stages: evades first in 41.2% of rounds, against 23.7% on the other stages.
  • After losing a round: waits first in 12.1% of rounds, against 5.1% after winning one.
  • In round 2: opens with “66P Rimon Chouchu into backward movement” in 9.9% of rounds, against 4.6% in their other rounds.
  • After winning a round: opens with “66P Rimon Chouchu into evade down” in 13.8% of rounds, against 5.1% after losing one.
  • When ahead: opens with “66P Rimon Chouchu into evade down” in 13.0% of rounds, against 6.4% when level or behind.

How is this tested?

Rimon Chouchu66P13912.7%
evade down into crouch dash forward12711.6%
Rimon Chouchu66P into evade down1019.2%
Rimon Chouchu66P into backward movement655.9%
Rimon Chouchu66P into forward dash484.4%
Senzankou66P+K into throwP+G444.0%
Rimon Chouchu66P into backdash433.9%
forward dash into Jouho Touken6P383.5%
guardG363.3%
Senzankou66P+K312.8%
evade up into Rimon Chouchu66P302.7%
Housui2P262.4%
evade down into forward dash211.9%
guardG into forward dash211.9%
Souka Housui3P+K201.8%

96 further openings account for the other 309 rounds.

Counted from 276 of the 291 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
Akira16–14 · 53%5–17 · 23%too few to test
Jean9–9 · 50%8–8 · 50%too few to test
Jacky11–6 · 65%4–4 · 50%too few to test
Wolf9–7 · 56%5–3 · 62%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.

15 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: 7 of 15 tests hold up