VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Jet_Akira

Career matches1,573
Career win rate50.7%
Round win rate47.8%
Peak rank30
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1527 #1,827 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

Akira301,57379777650.7%

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

515 of 515 rounds counted

6.8 inputs a second (406 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.8406515

By opponent's character

Akira7.142875
Wolf6.639761
Jacky6.941160
Lion7.042048
Jeffry6.639542
Lau7.042141
Goh6.840532
Vanessa6.539028
Kage6.639325
Sarah6.840623
Brad6.539118
Jean7.243116
Shun5.834916
Aoi7.24329
Pai6.23748
Taka5.53318
El Blaze7.44415

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

Akira178947.1%+7.1
Wolf1661037.5%-14.8
Jacky1510566.7%+20.2
Lion118372.7%+26.3
Jeffry104640.0%+2.0
Lau93633.3%-6.4
Goh84450.0%+4.7
Vanessa73442.9%-13.4
Kage6060.0%-44.0
Sarah63350.0%-5.2
Brad43175.0%+31.4
Jean43175.0%+9.4
Shun4040.0%-49.6
Aoi220100.0%+48.8
Pai2020.0%-35.2
Taka2020.0%-50.7
El Blaze110100.0%+48.4

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

Full Fence20101050.0%-0.4
Low Fence1971236.8%-8.3
Breakable Full Fence169756.2%+11.2
Rectangle156940.0%-4.3
Breakable Half Fence125741.7%-0.9
Open115645.5%+0.4
Single Wall105550.0%-7.0
Octagon93633.3%-14.6
Half Fence53260.0%+14.9
Full Fence and Open440100.0%+55.1

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
Walls7746.8%46.3%+0.4
No walls4042.5%47.3%-4.8

Walls against open: +5.3 points (95% range -13.3 to +23.8), p 0.578 — 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

Gun-Interceptor (Rank 27)2026/10/1874357.1%
orz (Rank 30)2026/10/1895455.6%
ネイト・リバー (Rank 31)2026/09/2451420.0%
マクシミリアン15世 (Rank 30)2026/09/18115645.5%
tawava (Rank 31)2026/09/1853260.0%
クロサギ@はなちゃん (Rank 31)2026/09/122020.0%
ミスタートンカチ (Rank 30)2026/09/112020.0%
ノーマルビックアキラ (Rank 30)2026/09/1131233.3%
μ (Rank 28)2026/08/2394544.4%
☆プなれ☆ (Rank 27)2026/08/23330100.0%
ぺーくんだよ (Rank 32)2026/08/2331233.3%
フルメタル (Rank 28)2026/08/2332166.7%
No.28 (Rank 31)2026/08/2331233.3%
しゅが~nsr (Rank 26)2026/08/2163350.0%
gimoring (Rank 26)2026/08/212020.0%
なかもか (Rank 31)2026/08/034040.0%
リーウ (Rank 32)2026/07/282020.0%
胃弱 (Rank 28)2026/07/2854180.0%
フェイス (Rank 32)2026/07/262020.0%
うをん (Rank 32)2026/07/262020.0%
방가방가 (Rank 31)2026/07/2332166.7%
BigBoin (Rank 32)2026/07/23220100.0%
くろなぎ (Rank 30)2026/07/2353260.0%
A56-7W (Rank 28)2026/07/22220100.0%
jackgnhang (Rank 30)2026/06/28220100.0%

Round openings

Akira

Career
797–776 · 50.7%
This season
124 matches · 46.8%
Peak rank
30

First hit in 57.8% of 497 rounds. Won 49.1% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 56.0% of rounds, against 38.6% in their other rounds.
  • Against Akira: evades first in 13.3% of rounds, against 3.3% against everyone else.
  • After winning a round: backs off first in 34.1% of rounds, against 18.2% after losing one.
  • In round 4 or later: opens with “66P Rimon Chouchu into forward dash” in 17.7% of rounds, against 8.0% in their other rounds.
  • Against Jacky: opens with “66P Rimon Chouchu into forward dash” in 17.3% of rounds, against 10.0% against everyone else.

How is this tested?

Rimon Chouchu66P9218.2%
Rimon Chouchu66P into forward dash5410.7%
Senzankou66P+K into throwP+G204.0%
backdash into evade down204.0%
Rimon Chouchu66P into forward movement173.4%
backward movement into Jouho Touken6P173.4%
backdash into Youhou33P163.2%
backdash into evade up132.6%
guardG into Jouho Touken6P132.6%
backdash into Jouho Senshou46P112.2%
crouch dash forward into Jouho Touken6P112.2%
guardG112.2%
Senzankou66P+K102.0%
backdash into Jouho Touken6P102.0%
backdash into Rimon Chouchu66P71.4%

86 further openings account for the other 182 rounds.

Counted from 121 of the 124 matches played. The rest were not pulled for openings.

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