VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

김멋있다

Career matches1,224
Career win rate35.7%
Round win rate41.1%
Peak rank23
Distinct opponents227
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1036 #3,649 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

Akira231,22443778735.7%

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

3,155 of 3,157 rounds counted

5.2 inputs a second (312 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.23123,155

By opponent's character

Akira5.0299543
Shun5.3318303
Lion5.3321262
Pai5.3321256
Sarah5.1305239
Jacky5.2315226
Jeffry5.5330163
Brad5.1305151
Aoi5.5330147
Wolf5.2313153
Kage4.8289130
Lau5.1308120
Taka5.2310121
El Blaze5.4325111
Goh5.230992
Jean4.828943
Eileen5.130537
Vanessa5.532938
Lei Fei5.231420

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

Akira1393810127.3%-9.1
Shun75205526.7%-9.2
Lion65343152.3%+19.7
Pai63273642.9%+13.7
Sarah62243838.7%+5.7
Jacky59263344.1%+11.1
Jeffry41202148.8%+7.9
Brad39142535.9%+0.8
Aoi38211755.3%+19.4
Wolf3892923.7%-11.4
Kage3643211.1%-30.8
Lau34112332.4%-0.6
Taka3092130.0%-6.1
El Blaze2772025.9%-12.1
Goh2461825.0%-8.4
Jean123925.0%-2.9
Eileen106460.0%+30.9
Vanessa101910.0%-21.0
Lei Fei5050.0%-31.6

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Rectangle99277227.3%-8.1
Full Fence97296829.9%-3.1
Breakable Full Fence91375440.7%+5.5
Single Wall90256527.8%-3.6
Breakable Half Fence78245430.8%-4.9
Octagon76294738.2%+2.5
Low Fence72264636.1%+0.3
Open63214233.3%+0.2
Half Fence58263244.8%+6.6
Full Fence and Open32131940.6%+4.1

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
Walls49934.5%35.2%-0.7
No walls22532.0%33.1%-1.1

Walls against open: +0.5 points (95% range -9.9 to +10.9), p 0.931 — 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

ImpacKi99 (Rank 16)3653113.9%
ぱぱ (Rank 22)29161355.2%
hinatazaka987 (Rank 8)220220.0%
K.K.カブキモノ (Rank 24)1631318.8%
chuson.110 (Rank 21)1612475.0%
TaKaArAsHi573 (Rank 24)131127.7%
Turkey2326 (Rank 11)1312192.3%
dalmax72 (Rank 21)1321115.4%
chururira0302 (Rank 21)114736.4%
かっつん(52) (Rank 21)114736.4%
VF (Rank 21)107370.0%
上海雑技団 (Rank 24)103730.0%
G.S (Rank 21)93633.3%
Johnnybwai (Rank 23)91811.1%
smogh (Rank 21)93633.3%
CrazyRiko (Rank 21)8080.0%
isotopic_tundra5 (Rank 20)86275.0%
富美 (Rank 23)8080.0%
AEON_jp_com (Rank 20)770100.0%
O.J.A (Rank 22)71614.3%
SenEyes (Rank 17)71614.3%
kinoppy0126 (Rank 22)71614.3%
kota_mofumofu (Rank 23)72528.6%
无双殿堂 (Rank 25)71614.3%
委員ちょ (Rank 21)63350.0%

Most played opponents, most recent first

dalmax72 (Rank 21)2026/10/041321115.4%
富美 (Rank 23)2026/10/048080.0%
kinoppy0126 (Rank 22)2026/10/0471614.3%
AEON_jp_com (Rank 20)2026/10/04770100.0%
chuson.110 (Rank 21)2026/10/041612475.0%
G.S (Rank 21)2026/10/0393633.3%
ぱぱ (Rank 22)2026/10/0229161355.2%
かっつん(52) (Rank 21)2026/09/29114736.4%
TaKaArAsHi573 (Rank 24)2026/09/29131127.7%
smogh (Rank 21)2026/09/2993633.3%
K.K.カブキモノ (Rank 24)2026/09/281631318.8%
CrazyRiko (Rank 21)2026/09/258080.0%
VF (Rank 21)2026/09/24107370.0%
委員ちょ (Rank 21)2026/09/1463350.0%
chururira0302 (Rank 21)2026/09/14114736.4%
kota_mofumofu (Rank 23)2026/09/1372528.6%
上海雑技団 (Rank 24)2026/09/08103730.0%
O.J.A (Rank 22)2026/09/0671614.3%
Johnnybwai (Rank 23)2026/09/0691811.1%
无双殿堂 (Rank 25)2026/09/0571614.3%
SenEyes (Rank 17)2026/09/0371614.3%
isotopic_tundra5 (Rank 20)2026/08/2986275.0%
hinatazaka987 (Rank 8)2026/08/25220220.0%
Turkey2326 (Rank 11)2026/08/231312192.3%
ImpacKi99 (Rank 16)2026/08/233653113.9%

Round openings

Akira

Career
437–787 · 35.7%
This season
807 matches · 34.7%
Peak rank
23

First hit in 48.2% of 3,139 rounds. Won 41.3% of the rounds they struck first, 41.0% of the rounds they were struck first.

Significant Tells

  • Against El Blaze: backs off first in 36.9% of rounds, against 15.6% against everyone else.
  • After opening the round before by backing off: backs off first in 33.2% of rounds, against 14.2% after anything else.
  • Against Taka: opens with “P punch” in 24.0% of rounds, against 7.3% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 29.4% of rounds, against 15.5% after anything else.

How is this tested?

guardG57018.1%
punchP2507.9%
guardG into punchP1504.8%
Jouho Senshou46P1243.9%
evade up1183.7%
backdash into guardG1073.4%
guardG into Jouho Touken6P842.7%
evade down732.3%
Koboku214P571.8%
backdash into Jouho Senshou46P541.7%
guardG into Housui2P521.6%
guardG into throw escape461.5%
evade down into Jouho Senshou46P441.4%
guardG into Jouho Senshou46P421.3%
evade down into backdash371.2%

274 further openings account for the other 1,349 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira24–66 · 27%13–26 · 33%-7.4
Shun6–28 · 18%7–22 · 24%too few to test
Lion20–15 · 57%5–14 · 26%too few to test
Pai13–20 · 39%12–12 · 50%too few to test
Sarah13–25 · 34%3–9 · 25%too few to test
Jacky20–25 · 44%6–6 · 50%too few to test
Jeffry11–13 · 46%6–6 · 50%too few to test
Brad13–17 · 43%1–8 · 11%too few to test
Aoi17–11 · 61%4–4 · 50%too few to test
Wolf7–18 · 28%2–9 · 18%too few to test
Kage3–21 · 12%1–5 · 17%too few to test
Lau8–16 · 33%1–4 · 20%too few to test
Taka6–11 · 35%2–7 · 22%too few to test
El Blaze6–15 · 29%1–4 · 20%too few to test
Goh2–6 · 25%3–10 · 23%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.

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: 4 of 18 tests hold up