VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

riskbreaker92

Career matches584
Career win rate56.7%
Round win rate46.4%
Peak rank30
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1502 #2,006 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

Akira3058433125356.7%

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

608 of 608 rounds counted

10.2 inputs a second (610 a minute) this season. Faster than 96% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.2610608

By opponent's character

Akira10.4624135
Jeffry10.1606138
Aoi10.261455
Shun9.959755
Sarah9.757938
Eileen10.060226
Brad10.261224
Goh10.160524
Lau9.858823
Jean10.160614
Lion10.965417
Vanessa10.764317
Dural10.76437
Kage10.56289
Lei Fei9.75798
Pai10.05976
Wolf9.95978
Jacky9.75844

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

Akira37122532.4%-9.2
Jeffry34151944.1%-0.1
Aoi1421214.3%+0.5
Shun135838.5%-1.6
Sarah96366.7%+19.2
Eileen84450.0%-21.6
Brad63350.0%-8.2
Goh63350.0%+2.6
Lau64266.7%+23.1
Jean440100.0%+7.8
Lion43175.0%+27.7
Vanessa440100.0%+46.3
Dural2020.0%-72.9
Kage220100.0%+17.3
Lei Fei2020.0%-14.5
Pai2020.0%-50.8
Wolf220100.0%+33.0
Jacky110100.0%+29.7

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Rectangle29111837.9%-4.6
Octagon2591636.0%-10.1
Breakable Half Fence1871138.9%-7.8
Breakable Full Fence178947.1%-7.2
Low Fence1651131.2%-2.5
Single Wall1311284.6%+33.6
Half Fence104640.0%-15.2
Full Fence and Open83537.5%-2.2
Open72528.6%-4.3
Full Fence65183.3%+33.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls10541.9%46.7%-4.8
No walls3650.0%40.7%+9.3

Walls against open: -14.1 points (95% range -33.3 to +5.0), p 0.149 — 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

brogasaurusrex (Rank 29)2026/10/131991047.4%
Apselon (Rank 24)2026/10/13220100.0%
Smashquatch (Rank 32)2026/10/1323101343.5%
rhinoferoce (Rank 15)2026/10/13220100.0%
KhanRhan (Rank 25)2026/10/084040.0%
b4i4radoslav|xliiv (Rank 33)2026/10/0841325.0%
eisenbuegelhammer (Rank 37)2026/10/082020.0%
kila_kam (Rank 40)2026/10/082020.0%
SDrakeo (Rank 30)2026/09/30660100.0%
PsiLo (Rank 23)2026/09/281610662.5%
Kamille★修正パンチ (Rank 45)2026/09/184040.0%
Dreamcast (Rank 28)2026/09/1764266.7%
luckystrike (Rank 29)2026/09/142020.0%
quakehollow (Rank 28)2026/09/1432166.7%
Lorcan (Rank 33)2026/09/1281712.5%
StilleMonnik (Rank 16)2026/09/08660100.0%
Kephirat (Rank 24)2026/09/08440100.0%
Rodryu (Rank 33)2026/09/08101910.0%
BOTWaldo (Rank 6)2026/09/08220100.0%
Lasdow (Rank 28)2026/09/07220100.0%
Dogfingers (Rank 22)2026/09/0743175.0%
[MegaPint]AkiruDiCapriu (Rank 40)2026/09/051421214.3%
F0XN3RO (Rank 18)2026/08/3153260.0%
Kingheim (Rank 43)2026/08/314040.0%
CoolerTails (Rank 36)2026/08/302020.0%

Round openings

Akira

Career
331–253 · 56.7%
This season
156 matches · 44.9%
Peak rank
30

First hit in 55.7% of 467 rounds. Won 47.3% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Souka Housui3P+K8417.9%
backdash into evade up6714.3%
backdash into Koboku214P4910.4%
forward dash into Jouho Touken6P306.4%
backdash into Chouzan Housui46P+K286.0%
Rimon Chouchu66P into evade down245.1%
backdash into backward movement173.6%
Rimon Chouchu66P into forward dash163.4%
backdash into Jouho Senshou46P163.4%
Rimon Chouchu66P132.8%
backdash into guardG132.8%
Rimon Chouchu66P into backward movement102.1%
Chouyoushu1P into forward dash81.7%
backdash71.5%
Rimon Chouchu66P into backdash61.3%

41 further openings account for the other 81 rounds.

Counted from 119 of the 156 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
Akira6–16 · 27%0–0 · —too few to test
Jeffry6–11 · 35%2–2 · 50%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.

37 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 (13 here; about 0.7 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: 0 of 13 tests hold up