VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

hihoyoho

Career matches7,148
Career win rate49.8%
Round win rate46.5%
Peak rank34
Distinct opponents262
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1578 #1,496 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

Akira347,1483,5623,58649.8%

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

2,777 of 3,438 rounds counted

10.7 inputs a second (643 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.76432,777

By opponent's character

Akira10.9654381
Jacky10.8651326
Wolf10.9656215
Jean11.0661166
Sarah10.6636200
Jeffry10.7639161
Aoi10.5630173
Lau10.9656140
Shun10.6636128
Lei Fei10.5628121
Brad10.663690
Lion10.6633101
Pai10.6636103
El Blaze10.563094
Goh10.563098
Kage10.562895
Dural10.864964
Vanessa10.663864
Eileen10.361946
Taka10.864811

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

Akira118536544.9%+0.1
Jacky100396139.0%-8.3
Wolf72363650.0%+2.9
Jean62332953.2%+11.7
Sarah58233539.7%-7.3
Jeffry54233142.6%-2.3
Aoi46242252.2%+9.7
Lau40182245.0%+3.0
Shun35181751.4%+7.0
Lei Fei34171750.0%+7.6
Brad32151746.9%+4.0
Lion31112035.5%-7.7
Pai30111936.7%-4.4
El Blaze2882028.6%-15.7
Goh27141351.9%+9.1
Kage26101638.5%-6.6
Dural1710758.8%+9.4
Vanessa1661037.5%-10.8
Eileen135838.5%-10.6
Taka63350.0%+14.2

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Single Wall99356435.4%-10.8
Full Fence94445046.8%+3.8
Breakable Half Fence89375241.6%-3.7
Open88454351.1%+7.2
Breakable Full Fence86414547.7%+2.9
Half Fence82364643.9%-1.6
Low Fence80324840.0%-5.6
Rectangle78364246.1%+4.2
Octagon64333151.6%+7.2
Full Fence and Open42152735.7%-7.3

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
Walls49346.0%44.3%+1.7
No walls26741.9%44.9%-2.9

Walls against open: +4.7 points (95% range -2.7 to +12.0), p 0.218 — 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

れもん@のびしろF (Rank 32)2026/10/1782625.0%
都筑まもる君 (Rank 31)2026/10/15114736.4%
tamaneen (Rank 34)2026/10/1386275.0%
アドリブ使い (Rank 35)2026/10/02102820.0%
ふぇに (Rank 35)2026/09/271761135.3%
えびもち (Rank 32)2026/09/2774357.1%
ぷこ (Rank 31)2026/09/2792722.2%
ヘニオ (Rank 32)2026/09/2782625.0%
お~ちゃん (Rank 33)2026/09/2771614.3%
aona (Rank 36)2026/09/24113827.3%
究極無敵 (Rank 32)2026/09/18134930.8%
candygaly11 (Rank 34)2026/09/1894544.4%
ワクワク (Rank 35)2026/09/137070.0%
Light (Rank 34)2026/09/052481633.3%
きよ丸 (Rank 35)2026/09/0573442.9%
Melt (Rank 32)2026/09/03135838.5%
orz (Rank 29)2026/09/032114766.7%
SUCK (Rank 33)2026/09/0375271.4%
ぶーん (Rank 32)2026/09/0393633.3%
∈挙動不審∋ (Rank 32)2026/09/0276185.7%
たあぼさん (Rank 36)2026/08/31169756.2%
OgreAunt (Rank 30)2026/08/27104640.0%
え~る (Rank 33)2026/08/2483537.5%
クレウル (Rank 34)2026/06/1981712.5%
nanami.madogiwa (Rank 35)2026/06/0271614.3%

Round openings

Akira

Career
3,562–3,586 · 49.8%
This season
845 matches · 44.6%
Peak rank
34

First hit in 50.0% of 3,158 rounds. Won 48.6% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 28.3% of rounds, against 18.3% in their other rounds.
  • Against Jean: evades first in 33.8% of rounds, against 19.6% against everyone else.
  • On Rectangle stages: attacks straight away in 37.5% of rounds, against 26.0% on the other stages.
  • After winning a round: backs off first in 48.6% of rounds, against 40.9% after losing one.
  • When ahead: backs off first in 50.9% of rounds, against 41.5% when level or behind.
  • In round 4 or later: opens with “66P+K Senzankou into P+G throw” in 5.5% of rounds, against 2.3% in their other rounds.
  • Against Jeffry: opens with “crouch dash back into 214P Koboku” in 12.1% of rounds, against 4.9% against everyone else.

How is this tested?

backdash into Jouho Senshou46P37611.8%
Rimon Chouchu66P into Jouho Touken6P2277.1%
crouch dash back into Koboku214P1725.4%
Senzankou66P+K into throwP+G1003.1%
crouch dash back into Jouho Touken6P892.8%
evade down into Senzankou66P+K832.6%
backdash into back kick+guard4K+G632.0%
evade up into Senzankou66P+K601.9%
backdash into Chouzan Housui46P+K561.8%
evade down into Rimon Chouchu66P501.6%
crouch into Housui2P461.4%
backdash into Souka Housui3P+K451.4%
backdash into Jouho Touken6P411.3%
crouch dash back into Jouho Senshou46P411.3%
forward dash into Jouho Touken6P401.3%

277 further openings account for the other 1,695 rounds.

Counted from 782 of the 845 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
Akira31–40 · 44%19–18 · 51%-5.0
Jacky17–32 · 35%11–18 · 38%too few to test
Wolf21–19 · 52%9–7 · 56%too few to test
Jean19–13 · 59%13–15 · 46%too few to test
Sarah7–14 · 33%10–17 · 37%too few to test
Jeffry16–23 · 41%4–6 · 40%too few to test
Aoi13–9 · 59%10–8 · 56%too few to test
Lau9–10 · 47%5–7 · 42%too few to test
Shun7–9 · 44%7–7 · 50%too few to test
Brad11–15 · 42%3–2 · 60%too few to test
Lei Fei12–11 · 52%2–4 · 33%too few to test
El Blaze7–13 · 35%1–6 · 14%too few to test
Pai6–10 · 38%2–5 · 29%too few to test
Goh9–9 · 50%2–4 · 33%too few to test
Kage6–9 · 40%3–6 · 33%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.

63 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 (16 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 16 tests hold up