VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

sound_track-A

Career matches6,207
Career win rate53.0%
Round win rate51.3%
Peak rank43
Distinct opponents127
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1914 #115 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

Akira436,2073,2872,92053.0%

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

1,126 of 1,972 rounds counted

6.3 inputs a second (376 a minute) this season. Faster than 25% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.33761,126

By opponent's character

Akira6.4385136
Kage6.2373209
Pai6.338195
Brad6.4382127
Vanessa6.237248
Lei Fei6.338068
Lau6.337867
Jacky6.539076
Sarah6.035951
Shun6.035774
Wolf6.237129
Aoi6.438529
Jean6.438232
El Blaze6.136715
Jeffry6.13668
Eileen6.136530
Taka6.035816
Goh6.237216

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

Akira62342854.8%+0.2
Kage55292652.7%+0.5
Pai46281860.9%+8.6
Brad39182146.1%-5.2
Vanessa38162242.1%-11.0
Lei Fei37122532.4%-10.4
Lau32161650.0%+3.6
Jacky25141156.0%+5.8
Sarah2415962.5%+3.5
Shun2015575.0%+17.1
Wolf189950.0%-2.7
Aoi159660.0%+5.6
Jean146842.9%-13.0
El Blaze127558.3%+7.9
Lion123925.0%-27.4
Jeffry116554.5%-4.2
Eileen87187.5%+44.4
Taka84450.0%-3.5
Goh53260.0%+4.9
Dural1010.0%-53.9

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Octagon58302851.7%-0.9
Rectangle54262848.1%-5.2
Half Fence51331864.7%+13.4
Single Wall51312060.8%+9.2
Full Fence47252253.2%-0.2
Breakable Full Fence46301665.2%+13.4
Open43142932.6%-20.3
Breakable Half Fence41172441.5%-9.3
Low Fence39182146.1%-3.8
Full Fence and Open36171947.2%-2.7

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
Walls29754.2%52.5%+1.7
No walls13347.4%51.2%-3.8

Walls against open: +5.6 points (95% range -5.1 to +16.3), p 0.308 — 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

panda_kage0 (Rank 40)2026/10/18156940.0%
毎度♪ (Rank 43)2026/10/1863350.0%
ドナドナ7 (Rank 42)2026/10/1886275.0%
Mochi/かしわもち (Rank 39)2026/10/18108280.0%
自作マニア@むめい。 (Rank 41)2026/10/181810855.6%
elpopo_3378 (Rank 38)2026/10/1864266.7%
lesser-pram7 (Rank 42)2026/10/182112957.1%
k-wofs (Rank 42)2026/10/18106460.0%
ハマラウ (Rank 41)2026/10/1694544.4%
めがじぇね (Rank 43)2026/10/1683537.5%
ス~パ~オヤツマ~ン (Rank 42)2026/10/1691811.1%
ビルちゃん (Rank 39)2026/10/1664266.7%
ごうくんまん (Rank 41)2026/10/1664266.7%
Tokkovanessa_VF (Rank 42)2026/10/1672528.6%
Saibo_season2 (Rank 39)2026/10/1663350.0%
Nkun2026 (Rank 40)2026/10/1572528.6%
spacex_falcon_heavy (Rank 41)2026/10/15114736.4%
堂島様 (Rank 43)2026/10/14134930.8%
かめやま (Rank 42)2026/10/147070.0%
ミニマム (Rank 42)2026/10/1454180.0%
manatsu_7 (Rank 42)2026/10/1434132138.2%
たつや (Rank 40)2026/10/13104640.0%
jinmenusagi (Rank 43)2026/10/1374357.1%
SJdream55 (Rank 38)2026/05/0565183.3%
muumuu (Rank 39)2026/04/1295455.6%

Round openings

Akira

Career
3,287–2,920 · 53.0%
This season
482 matches · 52.1%
Peak rank
43

First hit in 48.8% of 844 rounds. Won 55.8% of the rounds they struck first, 48.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.8% of rounds, against 11.5% in their other rounds.
  • Against Wolf: waits first in 27.9% of rounds, against 13.3% against everyone else.
  • Against Akira: opens with “214P Koboku” in 11.4% of rounds, against 3.0% against everyone else.

How is this tested?

Senzankou66P+K into throwP+G677.9%
Rimon Chouchu66P495.8%
Koboku214P354.1%
Jouho Senshou46P344.0%
forward dash into throwP+G333.9%
Rimon Chouchu66P into crouch dash forward323.8%
guardG263.1%
evade up into crouch dash forward242.8%
forward dash into Jouho Touken6P222.6%
Geimon Tessen46P+K+G212.5%
evade down into forward dash212.5%
guardG into evade up172.0%
backdash into evade up161.9%
forward movement into punchP161.9%
guardG into Rimon Chouchu66P151.8%

135 further openings account for the other 422 rounds.

Counted from 206 of the 482 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
Akira8–7 · 53%8–5 · 62%too few to test
Vanessa8–10 · 44%2–3 · 40%too few to test
Pai10–6 · 62%3–1 · 75%too few to test
Lei Fei2–8 · 20%1–4 · 20%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.

276 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 (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: 3 of 15 tests hold up