VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

tomoky714

Career matches427
Career win rate64.4%
Round win rate52.1%
Peak rank33
Distinct opponents76
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1590 #1,412 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

Akira3342727515264.4%

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

572 of 572 rounds counted

8.4 inputs a second (504 a minute) this season. Faster than 78% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.4504572

By opponent's character

Akira8.651877
Jacky8.550955
Wolf8.651659
Lion8.450542
Pai8.450556
Sarah8.249446
Jeffry8.349942
Lei Fei8.349745
Shun8.651530
El Blaze8.249222
Goh8.551225
Kage8.148419
Aoi8.148410
Eileen7.846613
Brad8.65188
Jean8.249210
Vanessa8.24908
Taka7.64575

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

Akira1981142.1%-14.3
Jacky1410471.4%+21.0
Wolf1411378.6%+20.3
Lion123925.0%-21.9
Pai128466.7%+20.1
Sarah129375.0%+25.1
Jeffry101910.0%-47.1
Lei Fei105550.0%-11.0
Shun85362.5%+3.6
El Blaze63350.0%-1.1
Goh64266.7%+8.7
Kage42250.0%-9.9
Aoi32166.7%+3.6
Eileen3030.0%-65.7
Brad220100.0%+48.3
Jean21150.0%+6.5
Vanessa21150.0%+4.3
Taka110100.0%+33.1

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

Breakable Full Fence2011955.0%+2.5
Breakable Half Fence1916384.2%+34.8
Single Wall189950.0%-6.0
Full Fence169756.2%+1.0
Open157846.7%-11.1
Octagon147750.0%+1.7
Half Fence134930.8%-23.0
Low Fence106460.0%+0.8
Rectangle85362.5%+5.7
Full Fence and Open72528.6%-28.2

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
Walls9057.8%53.1%+4.7
No walls4351.2%56.6%-5.5

Walls against open: +10.2 points (95% range -8.8 to +29.1), p 0.293 — 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

ER_higante (Rank 30)2026/09/1464266.7%
HoAssYoAss (Rank 32)2026/09/142020.0%
motor_colt61 (Rank 35)2026/09/1421150.0%
躑躅 (Rank 36)2026/09/142020.0%
プリおじ (Rank 34)2026/09/1421150.0%
黒シャツ (Rank 33)2026/09/14330100.0%
akira__9633 (Rank 35)2026/09/1421150.0%
hayate (Rank 31)2026/09/1431233.3%
ATARi (Rank 30)2026/09/1442250.0%
KumadaP (Rank 36)2026/09/1371614.3%
polamu_neko (Rank 31)2026/09/132020.0%
marchan-87 (Rank 36)2026/09/1331233.3%
BANANA (Rank 32)2026/09/13108280.0%
haira_76 (Rank 30)2026/09/1332166.7%
jamestaniguchi (Rank 36)2026/09/132020.0%
44884 (Rank 30)2026/09/0532166.7%
ぷこ (Rank 35)2026/09/0421150.0%
LEO (Rank 35)2026/09/0432166.7%
hiro_pp0108 (Rank 32)2026/08/0421150.0%
dr5046_ryo (Rank 30)2026/08/0321150.0%
VanWinkle (Rank 31)2026/08/0363350.0%
わんまるくん (Rank 32)2026/07/2743175.0%
sergei_yamada (Rank 31)2026/07/252020.0%
失礼!スマッシュ☆彡 (Rank 25)2026/07/24220100.0%
dij_0826 (Rank 27)2026/07/212020.0%

Round openings

Akira

Career
275–152 · 64.4%
This season
140 matches · 54.3%
Peak rank
33

First hit in 56.6% of 571 rounds. Won 54.8% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 58.6% of rounds, against 35.7% in their other rounds.
  • Against Akira: backs off first in 33.8% of rounds, against 19.5% against everyone else.
  • In round 1: opens with “66P Rimon Chouchu into forward dash” in 39.3% of rounds, against 14.3% in their other rounds.
  • Against Pai: opens with “2P Housui into forward dash” in 12.5% of rounds, against 3.9% against everyone else.

How is this tested?

Rimon Chouchu66P into forward dash11720.4%
backdash into Chouzan Housui46P+K325.6%
forward dash into Jouho Touken6P295.0%
Housui2P into forward dash274.7%
crouch dash forward into Jouho Touken6P254.4%
crouch dash forward into forward dash234.0%
backdash into Jouho Senshou46P193.3%
backdash into evade up193.3%
Souka Housui3P+K183.1%
guardG into Housui2P142.4%
Rimon Chouchu66P132.3%
forward dash into Rimon Chouchu66P132.3%
Rimon Chouchu66P into crouch dash forward111.9%
backdash into Geimon Tessen46P+K+G91.6%
punchP into forward dash91.6%

88 further openings account for the other 196 rounds.

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: 4 of 15 tests hold up