VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

catching-rakeo_0

Career matches357
Career win rate73.7%
Round win rate59.2%
Peak rank33
Distinct opponents38
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1683 #881 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

Akira333572639473.7%

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

540 of 551 rounds counted

7.8 inputs a second (467 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.8467540

By opponent's character

Pai8.0482114
Brad7.7463105
Jeffry8.148592
Akira7.746452
Jean7.544841
Goh7.243522
Vanessa7.142325
Jacky7.344021
Wolf8.148717
Lion8.048112
Shun7.746212
Taka6.639611
Lau8.45078
Kage7.64563
Sarah8.85255

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

Pai28161257.1%-17.4
Brad25131252.0%-11.4
Jeffry2521484.0%+8.9
Akira1310376.9%+7.2
Jean105550.0%-8.4
Goh64266.7%-3.4
Vanessa65183.3%+13.7
Jacky550100.0%+26.4
Wolf43175.0%+6.2
Lion31233.3%-0.2
Shun330100.0%+41.4
Taka31233.3%-24.3
Lau220100.0%+29.8
Kage110100.0%+52.7
Lei Fei110100.0%+35.0
Sarah110100.0%+27.0

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

Breakable Half Fence2315865.2%-3.6
Low Fence2115671.4%+1.7
Open1712570.6%+0.0
Single Wall1712570.6%+0.4
Full Fence128466.7%-2.5
Octagon127558.3%-13.1
Breakable Full Fence115645.5%-18.1
Rectangle97277.8%+16.1
Half Fence63350.0%-0.9
Full Fence and Open550100.0%+31.6

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
Walls7361.6%65.7%-4.0
No walls5570.9%70.3%+0.7

Walls against open: -4.7 points (95% range -22.2 to +12.9), p 0.602 — 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

Phrazes_For_The_Young (Rank 34)2026/09/24330100.0%
unknown (Rank 27)2026/09/05220100.0%
uomofastidioso (Rank 39)2026/08/18110100.0%
KillBill (Rank 30)2026/08/0343175.0%
μ (Rank 27)2026/07/30110100.0%
蕭告 (Rank 33)2026/07/292020.0%
kazu (Rank 30)2026/06/21220100.0%
jiwoonpk (Rank 31)2026/06/21104640.0%
NoOneSpecific (Rank 29)2026/06/16220100.0%
nanami.madogiwa (Rank 33)2026/06/05103730.0%
JeanKujo (Rank 32)2026/06/054040.0%
Raymond·.· (Rank 29)2026/06/0565183.3%
Sinabro (Rank 28)2026/06/05110100.0%
OgreAunt (Rank 28)2026/06/041911857.9%
滝太郎(Takitarou) (Rank 33)2026/06/0431233.3%
jinjin (Rank 29)2026/06/041913668.4%
EDIFIRE (Rank 41)2026/05/302020.0%
タイヨウ (Rank 30)2026/05/30220100.0%
無槪念野獸/무개념야수 (Rank 24)2026/05/302018290.0%
r1s1d8 (Rank 26)2026/05/3021150.0%
Konjikinoame (Rank 26)2026/05/29220100.0%
*ふゆもえ (Rank 21)2026/05/28220100.0%
potimaru1059 (Rank 22)2026/05/20110100.0%
THE_SnASH (Rank 21)2026/05/20110100.0%
I'mabeginner (Rank 24)2026/04/19220100.0%

Round openings

Akira

Career
263–94 · 73.7%
This season
136 matches · 67.7%
Peak rank
33

First hit in 47.7% of 547 rounds. Won 59.0% of the rounds they struck first, 59.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.4% of rounds, against 2.9% in their other rounds.
  • After losing a round: attacks straight away in 39.2% of rounds, against 21.5% after winning one.
  • When behind: attacks straight away in 43.1% of rounds, against 23.4% when ahead or level.
  • In round 4 or later: opens with “66P Rimon Chouchu” in 9.6% of rounds, against 3.2% in their other rounds.
  • Against Akira: opens with “backdash into 214P Koboku” in 15.4% of rounds, against 3.4% against everyone else.

How is this tested?

Jouho Touken6P5610.1%
backdash into guardG325.8%
forward dash into Jouho Touken6P315.6%
Rimon Chouchu66P274.9%
backdash into Koboku214P254.5%
backdash into Jouho Senshou46P244.3%
backdash into evade up193.4%
Chouyoushu1P183.2%
forward movement into KansuitaiPK152.7%
forward movement into punchP142.5%
Souka Housui3P+K122.2%
backdash into Chouzan Housui46P+K101.8%
backdash into Chouyoushu1P91.6%
crouch dash back into Koboku214P81.4%
crouch into Chouyoushu1P81.4%

102 further openings account for the other 246 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai7–6 · 54%6–6 · 50%too few to test
Brad8–9 · 47%4–3 · 57%too few to test
Jeffry13–2 · 87%8–2 · 80%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.

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: 5 of 15 tests hold up