VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

mokoha_jean

Career matches10,057
Career win rate24.5%
Round win rate44.5%
Peak rank24
Distinct opponents349
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1216 #3,391 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

Akira2410,0572,4687,58924.5%

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

2,954 of 3,890 rounds counted

11.9 inputs a second (715 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira11.97152,954

By opponent's character

Jacky11.9715289
Aoi11.6694261
Akira11.9717351
Wolf12.0720223
Goh11.6696237
Jeffry12.1727149
Shun11.6698175
Lion12.0719163
Sarah11.6694167
Pai11.9713118
Kage11.7699116
Brad12.0718140
Lau12.072084
Lei Fei12.5749102
Taka12.7762109
Vanessa12.474280
Jean12.273374
El Blaze12.374072
Eileen12.172744

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

Jacky115437237.4%+0.6
Aoi98435543.9%+6.3
Akira95464948.4%+8.4
Wolf79245530.4%-6.3
Goh67264138.8%-1.7
Jeffry61223936.1%-3.6
Shun57273047.4%+5.2
Lion53203337.7%-5.1
Sarah51183335.3%-7.9
Pai48192939.6%+3.7
Kage41103124.4%-13.4
Brad39152438.5%-0.2
Lau32151746.9%+10.1
Lei Fei29141548.3%+11.2
Taka2882028.6%-11.0
Vanessa24101441.7%-1.6
Jean2261627.3%-9.4
El Blaze2013765.0%+20.8
Eileen1531220.0%-23.4

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

Breakable Full Fence117506742.7%+4.5
Octagon105416439.0%+0.3
Half Fence102396338.2%-0.8
Rectangle101396238.6%+3.8
Single Wall101396238.6%-0.7
Full Fence90405044.4%+2.5
Low Fence90325835.6%-5.3
Open86345239.5%-0.8
Breakable Half Fence74294539.2%-1.8
Full Fence and Open55183732.7%-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
Walls58940.4%39.0%+1.4
No walls27737.9%39.9%-2.0

Walls against open: +3.4 points (95% range -3.7 to +10.6), p 0.348 — 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

neco (Rank 23)2026/10/13117463.6%
K.K.カブキモノ (Rank 23)2026/10/121551033.3%
zxyzguy (Rank 25)2026/10/0573442.9%
yasai (Rank 21)2026/09/1472528.6%
ちぇびーまるやま (Rank 21)2026/09/0674357.1%
RX-7FD3S-Type-RS (Rank 25)2026/09/061621412.5%
belated-scrub2 (Rank 21)2026/08/3171614.3%
yamabuki_lily (Rank 21)2026/08/2475271.4%
おとうさん (Rank 22)2026/08/24114736.4%
hide2480gt (Rank 21)2026/08/24116554.5%
makmak_80 (Rank 23)2026/07/2693633.3%
kinoppy0126 (Rank 22)2026/07/19105550.0%
qzmix (Rank 22)2026/07/13117463.6%
wgamama_jodi3 (Rank 21)2026/06/28107370.0%
golden_r634 (Rank 21)2026/06/2873442.9%
HOSOGl_KAZUKO (Rank 22)2026/06/2273442.9%
toothy-limb74 (Rank 24)2026/06/21157846.7%
我的名字叫顺溜 (Rank 22)2026/06/2164266.7%
Martin1833 (Rank 22)2026/06/21115645.5%
E.J (Rank 24)2026/06/157070.0%
hayasano1226 (Rank 23)2026/06/0773442.9%
じょーかー (Rank 23)2026/06/0771614.3%
もっちぃ (Rank 23)2026/05/3174357.1%
yoshikun-440 (Rank 24)2026/05/1182625.0%
runestone9774 (Rank 22)2026/04/1976185.7%

Round openings

Akira

Career
2,468–7,589 · 24.5%
This season
974 matches · 39.2%
Peak rank
24

First hit in 57.4% of 3,591 rounds. Won 47.0% of the rounds they struck first, 40.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 8.8% of rounds, against 4.3% in their other rounds.
  • Against Aoi: waits first in 38.8% of rounds, against 28.3% against everyone else.
  • After opening the round before by waiting: waits first in 38.7% of rounds, against 26.8% after anything else.
  • After winning a round: backs off first in 9.7% of rounds, against 3.9% after losing one.
  • When ahead: backs off first in 10.1% of rounds, against 4.3% when level or behind.
  • Against a Shun on no drinks: attacks straight away in 46.1% of rounds, against 23.3% against a Shun on other counts.
  • In round 2: opens with “G guard into evade down” in 6.5% of rounds, against 4.1% in their other rounds.
  • On Low Fence stages: opens with “66P Rimon Chouchu into 6P Jouho Touken” in 19.1% of rounds, against 10.2% on the other stages.
  • After opening the round before with “66P Rimon Chouchu into 6P Jouho Touken”: opens with “66P Rimon Chouchu into 6P Jouho Touken” in 16.8% of rounds, against 9.9% after anything else.
  • After losing a round: opens with “66P Rimon Chouchu into 6P Jouho Touken” in 12.2% of rounds, against 8.9% after winning one.
  • When behind: opens with “66P Rimon Chouchu into 6P Jouho Touken” in 12.3% of rounds, against 8.9% when ahead or level.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P40011.1%
forward dash into Jouho Touken6P3289.1%
guardG into evade down1694.7%
Jouho Touken6P1434.0%
guardG into Souka Housui3P+K1434.0%
throw escape1253.5%
punchP into Jouho Touken6P1052.9%
crouch into Souka Housui3P+K1012.8%
guardG into throw escape962.7%
guardG862.4%
forward movement into punchP601.7%
evade down into Souka Housui3P+K591.6%
forward dash into Rimon Chouchu66P591.6%
forward dash into throwP+G501.4%
backdash into Chouzan Housui46P+K451.2%

341 further openings account for the other 1,644 rounds.

Counted from 904 of the 974 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
Jacky26–45 · 37%8–16 · 33%too few to test
Aoi21–37 · 36%15–13 · 54%too few to test
Akira25–32 · 44%11–4 · 73%too few to test
Wolf20–29 · 41%1–20 · 5%too few to test
Goh17–21 · 45%9–13 · 41%too few to test
Jeffry12–19 · 39%4–12 · 25%too few to test
Shun16–18 · 47%6–11 · 35%too few to test
Sarah9–15 · 38%6–12 · 33%too few to test
Lion13–18 · 42%1–7 · 12%too few to test
Pai11–16 · 41%5–7 · 42%too few to test
Brad8–10 · 44%6–10 · 38%too few to test
Kage7–18 · 28%2–7 · 22%too few to test
Lau11–14 · 44%2–0 · 100%too few to test
Lei Fei5–10 · 33%3–2 · 60%too few to test
Taka6–11 · 35%1–7 · 12%too few to test
Jean2–8 · 20%2–5 · 29%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.

70 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 (18 here; about 0.9 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: 11 of 18 tests hold up