VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

danimura

Career matches14,645
Career win rate49.2%
Round win rate48.8%
Peak rank36
Distinct opponents282
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1713 #739 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

Akira3614,6457,2017,44449.2%

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

4,710 of 5,918 rounds counted

8.6 inputs a second (516 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.65164,710

By opponent's character

Jacky8.6514631
Pai8.7522498
Akira9.0537533
Goh8.5510349
Wolf8.7523283
Kage8.4506347
Jeffry8.6518216
Jean8.6513269
Vanessa8.4506191
El Blaze8.5510138
Lion8.5512190
Brad8.5509200
Sarah8.2494198
Lau8.8525157
Aoi8.6516161
Shun8.7520148
Lei Fei8.349790
Taka8.350062
Dural8.751933
Eileen8.349616

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

Jacky1981069253.5%+5.3
Pai164966858.5%+9.1
Akira157787949.7%+0.7
Goh114447038.6%-9.3
Wolf111555649.5%+1.4
Kage88355339.8%-4.5
Jeffry78423653.9%+6.6
Jean77324541.6%-5.8
Vanessa62243838.7%-5.3
El Blaze56342260.7%+9.6
Lion56263046.4%-2.4
Brad55253045.5%-4.0
Sarah51203139.2%-8.2
Lau46252154.4%+5.3
Aoi44232152.3%+3.4
Shun40202050.0%+1.0
Lei Fei2652119.2%-25.7
Taka2171433.3%-17.6
Dural157846.7%-1.1
Eileen42250.0%-7.1

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Half Fence162907255.6%+8.2
Octagon159837652.2%+4.4
Open154738147.4%-2.2
Breakable Half Fence151698245.7%-1.0
Full Fence146717548.6%-0.2
Rectangle145648144.1%-3.1
Low Fence144707448.6%+0.2
Breakable Full Fence138637545.6%-4.0
Single Wall120546645.0%-5.8
Full Fence and Open81374445.7%-0.6

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
Walls90148.8%48.0%+0.8
No walls41847.1%49.3%-2.2

Walls against open: +3.0 points (95% range -3.5 to +9.4), p 0.364 — 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

jiwoonpk (Rank 32)2026/10/1735181751.4%
JoonJoon (Rank 36)2026/10/1556332358.9%
(˘д˘)ʃStranger (Rank 36)2026/10/1543133030.2%
gear8570 (Rank 39)2026/10/134483618.2%
jinjin (Rank 33)2026/10/132820871.4%
타우끼/taukee (Rank 36)2026/10/121551033.3%
OTSUSAN_MANVI (Rank 33)2026/10/1027141351.9%
Hi:D (Rank 33)2026/10/0634122235.3%
NORESPECT (Rank 36)2026/10/05135838.5%
タピる。 (Rank 32)2026/10/05158753.3%
ENGLID (Rank 37)2026/09/292291340.9%
MaBoy (Rank 35)2026/09/172114766.7%
寿司眼鉄 (Rank 37)2026/09/102011955.0%
chileung18 (Rank 32)2026/09/101412285.7%
ガリバー (Rank 32)2026/09/071312192.3%
vivid_dot4 (Rank 35)2026/08/312011955.0%
무파ZeroBlue (Rank 34)2026/08/301861233.3%
banpal/バンパル (Rank 37)2026/08/2921101147.6%
elf4sale (Rank 34)2026/07/282091145.0%
ncub5030 (Rank 32)2026/07/271941521.1%
apashun (Rank 36)2026/07/191331023.1%
fwnd1396 (Rank 31)2026/07/141513286.7%
ManEater (Rank 36)2026/07/111641225.0%
pizaman (Rank 32)2026/07/061771041.2%
BokmyeonDaro (Rank 31)2026/04/211812666.7%

Round openings

Akira

Career
7,201–7,444 · 49.2%
This season
1,463 matches · 48.3%
Peak rank
36

First hit in 55.0% of 5,248 rounds. Won 51.3% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 24.2% of rounds, against 16.3% in their other rounds.
  • Against Shun: backs off first in 47.7% of rounds, against 29.8% against everyone else.
  • After opening the round before by moving in: moves in first in 39.3% of rounds, against 32.2% after anything else.
  • After winning a round: attacks straight away in 20.1% of rounds, against 8.1% after losing one.
  • When ahead: attacks straight away in 18.2% of rounds, against 11.3% when level or behind.
  • Against a Shun on 1+ drinks: backs off first in 55.9% of rounds, against 31.8% against a Shun on other counts.
  • In round 4 or later: opens with “backdash into evade down” in 6.5% of rounds, against 2.9% in their other rounds.
  • Against Pai: opens with “forward movement into backdash” in 5.7% of rounds, against 2.7% against everyone else.
  • After opening the round before with “forward movement into backdash”: opens with “forward movement into backdash” in 9.2% of rounds, against 3.5% after anything else.
  • After winning a round: opens with “forward movement into P punch” in 9.5% of rounds, against 4.4% after losing one.
  • When behind: opens with “forward movement into backdash” in 5.0% of rounds, against 2.9% when ahead or level.

How is this tested?

forward movement into punchP4167.8%
backdash into evade down2063.9%
backdash into Jouho Touken6P1913.6%
forward movement into backdash1613.0%
backdash into Rimon Chouchu66P1532.9%
crouch dash forward into Jouho Touken6P1462.8%
evade up into Youhou33P1362.6%
backdash into Chouzan Housui46P+K1312.5%
backdash into Jouho Senshou46P1272.4%
backdash into Souka Housui3P+K1202.3%
crouch dash back into Koboku214P1202.3%
forward movement into Jouho Senshou46P1052.0%
crouch dash forward into Jouho Senshou46P1011.9%
evade up into Rimon Chouchu66P1011.9%
crouch dash forward into throwP+G921.7%

266 further openings account for the other 3,011 rounds.

Counted from 1,308 of the 1,463 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
Jacky49–53 · 48%30–28 · 52%-1.9
Pai60–40 · 60%18–17 · 51%too few to test
Akira50–54 · 48%15–14 · 52%too few to test
Wolf35–30 · 54%16–15 · 52%+3.3
Goh28–35 · 44%10–18 · 36%too few to test
Kage18–26 · 41%8–14 · 36%too few to test
Jeffry23–17 · 58%14–8 · 64%too few to test
Jean12–20 · 38%11–10 · 52%too few to test
Vanessa19–29 · 40%4–7 · 36%too few to test
Brad8–18 · 31%12–7 · 63%too few to test
Lion15–18 · 45%6–8 · 43%too few to test
Sarah15–18 · 45%4–9 · 31%too few to test
El Blaze13–8 · 62%10–6 · 62%too few to test
Lau13–9 · 59%3–8 · 27%too few to test
Shun11–12 · 48%7–6 · 54%too few to test
Aoi14–6 · 70%3–8 · 27%too few to test
Lei Fei5–12 · 29%0–1 · 0%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.

155 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 (17 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 17 tests hold up