VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

NEKO-PUNCH318

Career matches10,281
Career win rate46.6%
Round win rate48.5%
Peak rank26
Distinct opponents229
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1326 #3,019 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

Akira2610,2814,7935,48846.6%

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

2,375 of 2,756 rounds counted

9.0 inputs a second (538 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.05382,375

By opponent's character

Akira9.3561384
Aoi8.8529328
Jacky8.9535237
Sarah8.7523199
Jeffry8.4505149
Pai9.1545136
Goh8.8527109
Wolf8.852698
El Blaze8.6516118
Shun9.255199
Lau8.953798
Jean9.355762
Lion9.356186
Brad9.355864
Kage8.953554
Lei Fei9.154666
Taka8.953537
Eileen8.953230
Vanessa9.255213
Dural9.15458

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

Akira119754463.0%+14.2
Aoi88454351.1%+6.0
Jacky65293644.6%+0.4
Sarah62263641.9%-7.0
Jeffry43232053.5%+1.2
Pai36162044.4%+2.8
Goh35122334.3%-10.6
Wolf31112035.5%-7.3
El Blaze3082226.7%-13.3
Shun2992031.0%-12.1
Lau2314960.9%+9.9
Jean2291340.9%-8.2
Lion2261627.3%-20.2
Brad178947.1%+3.6
Kage1651131.2%-15.6
Lei Fei168850.0%-0.6
Taka96366.7%+11.2
Eileen75271.4%+18.8
Vanessa32166.7%+22.6
Dural2020.0%-28.3

1 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Single Wall76314540.8%-5.8
Half Fence75314441.3%-3.9
Breakable Half Fence73254834.2%-12.0
Full Fence72314143.1%-4.6
Open69353450.7%+5.2
Rectangle69343549.3%-1.3
Low Fence66412562.1%+13.4
Octagon59362361.0%+16.6
Breakable Full Fence52232944.2%-4.6
Full Fence and Open42182442.9%-4.7

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
Walls40045.0%46.9%-1.9
No walls21150.7%47.2%+3.5

Walls against open: -5.3 points (95% range -13.7 to +3.0), p 0.212 — 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

サーちゃん (Rank 23)2026/10/18116554.5%
asteroid-belt777 (Rank 23)2026/10/1893633.3%
manekinecogames (Rank 23)2026/10/18118372.7%
fazz00r (Rank 28)2026/10/185050.0%
みらめたる (Rank 22)2026/10/1462433.3%
108 (Rank 25)2026/10/1164266.7%
Martin1833 (Rank 23)2026/10/05169756.2%
omuretukun (Rank 26)2026/10/02128466.7%
kkd8281 (Rank 21)2026/09/2775271.4%
osAnKIRA (Rank 23)2026/09/2724131154.2%
富美 (Rank 21)2026/09/24139469.2%
nekota (Rank 24)2026/09/2372528.6%
パニガーレ (Rank 24)2026/09/0274357.1%
gimoring (Rank 27)2026/08/307070.0%
dalmax72 (Rank 21)2026/08/23179852.9%
スタンプジャンパー (Rank 22)2026/08/1865183.3%
委員ちょ (Rank 21)2026/08/18128466.7%
6132da (Rank 23)2026/08/0461516.7%
ぽん (Rank 26)2026/08/04102820.0%
meine (Rank 23)2026/08/0361516.7%
實驗型-雜魚30cm (Rank 21)2026/08/0265183.3%
CHASER (Rank 23)2026/08/0262433.3%
qzmix (Rank 24)2026/07/2061516.7%
ねこ吉 (Rank 21)2026/07/1264266.7%
松 (Rank 24)2026/05/2472528.6%

Round openings

Akira

Career
4,793–5,488 · 46.6%
This season
675 matches · 47.0%
Peak rank
26

First hit in 56.4% of 2,454 rounds. Won 51.3% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 39.2% of rounds, against 22.2% in their other rounds.
  • Against Akira: backs off first in 57.3% of rounds, against 41.6% against everyone else.
  • After opening the round before by waiting: waits first in 30.8% of rounds, against 18.9% after anything else.
  • After the opponent opened the round before by attacking: waits first in 25.6% of rounds, against 20.2% after anything else.
  • After losing a round: attacks straight away in 29.2% of rounds, against 19.2% after winning one.
  • When behind: attacks straight away in 29.6% of rounds, against 20.9% when ahead or level.
  • In round 4 or later: opens with “backdash into G guard” in 8.9% of rounds, against 4.0% in their other rounds.
  • Against Pai: opens with “G guard into 1P Chouyoushu” in 10.4% of rounds, against 4.9% against everyone else.
  • After losing a round: opens with “1P Chouyoushu into G guard” in 7.7% of rounds, against 3.5% after winning one.

How is this tested?

crouch dash back into Jouho Touken6P1777.1%
backdash into guardG1325.3%
guardG into Chouyoushu1P1295.2%
Chouyoushu1P into guardG1285.2%
backdash into Chouyoushu1P923.7%
guardG823.3%
guardG into Kaikyusei4P732.9%
Rimon Chouchu66P712.9%
backdash into Souka Housui3P+K662.7%
crouch dash back into Jouho Senshou46P622.5%
crouch dash back into guardG562.3%
Kaikyusei4P481.9%
backdash into Jouho Touken6P451.8%
Souka Housui3P+K into guardG431.7%
backdash into Kaikyusei4P421.7%

227 further openings account for the other 1,235 rounds.

Counted from 605 of the 675 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
Akira39–25 · 61%26–8 · 76%-15.3
Aoi22–19 · 54%16–12 · 57%too few to test
Sarah18–19 · 49%4–7 · 36%too few to test
Jacky11–21 · 34%12–6 · 67%too few to test
Jeffry17–13 · 57%2–2 · 50%too few to test
Goh6–15 · 29%5–8 · 38%too few to test
Pai7–11 · 39%3–4 · 43%too few to test
El Blaze7–8 · 47%0–10 · 0%too few to test
Shun1–11 · 8%5–7 · 42%too few to test
Wolf6–12 · 33%2–6 · 25%too few to test
Lau6–6 · 50%7–1 · 88%too few to test
Jean2–6 · 25%4–6 · 40%too few to test
Lion4–10 · 29%1–4 · 20%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.

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 (16 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: 9 of 16 tests hold up