VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ANIA

Career matches723
Career win rate60.0%
Round win rate50.2%
Peak rank34
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1705 #785 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

Akira3472343428960.0%

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

242 of 396 rounds counted

9.2 inputs a second (549 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.2549242

By opponent's character

Jacky8.852942
Pai8.853147
Sarah9.25507
Jeffry9.25549
Kage8.953414
El Blaze8.953520
Jean9.758221
Aoi9.65744
Lei Fei9.254915
Wolf9.355816
Lau9.05417
Akira9.557114
Brad10.56313
Goh8.95335
Lion10.261015
Dural10.06003

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

Jacky168850.0%-3.2
Pai126650.0%-9.9
Sarah94544.4%-15.6
Jeffry75271.4%+14.5
Kage71614.3%-36.4
El Blaze64266.7%+13.0
Jean64266.7%+27.4
Aoi53260.0%+16.6
Lei Fei51420.0%-31.5
Wolf51420.0%-26.6
Lau42250.0%+4.2
Akira330100.0%+55.9
Brad31233.3%-19.3
Goh330100.0%+52.0
Lion32166.7%+22.9
Dural21150.0%+4.0
Vanessa110100.0%+38.2

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 Fence147750.0%-7.2
Octagon138561.5%+12.6
Rectangle127558.3%+5.3
Half Fence116554.5%+4.8
Breakable Full Fence105550.0%-4.6
Full Fence and Open96366.7%+18.4
Low Fence84450.0%+0.2
Open63350.0%+3.6
Single Wall53260.0%+13.5
Breakable Half Fence3030.0%-52.0

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
Walls6352.4%52.9%-0.5
No walls1952.6%48.1%+4.5

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

都筑まもる君 (Rank 37)2026/06/3021150.0%
ねこむーと (Rank 36)2026/06/3053260.0%
raduakira (Rank 35)2026/06/30220100.0%
やまだ.com (Rank 32)2026/06/282020.0%
みんみんさん (Rank 34)2026/06/2832166.7%
E_E_Encarnacion (Rank 32)2026/06/2843175.0%
Who'sPai-Chan? (Rank 33)2026/06/1631233.3%
∈挙動不審∋ (Rank 33)2026/05/24330100.0%
うぬ (Rank 33)2026/05/2431233.3%
マーレさん (Rank 32)2026/05/1821150.0%
openpen (Rank 30)2026/05/1843175.0%
★闘将拉麵男★ (Rank 35)2026/05/182020.0%
Phrazes_For_The_Young (Rank 32)2026/05/1853260.0%
ふぇに (Rank 34)2026/05/182020.0%
LEO (Rank 32)2026/05/1842250.0%
オムレツハンター© (Rank 32)2026/05/182020.0%
HB (Rank 30)2026/05/1895455.6%
Koromo (Rank 33)2026/05/122020.0%
ククルコパー (Rank 32)2026/05/1221150.0%
ガンオンやりたひ (Rank 32)2026/05/12220100.0%
lemon@のびしろF (Rank 29)2026/04/2321150.0%
qぽてとp (Rank 31)2026/04/23220100.0%
xu.simon29 (Rank 32)2026/03/2921150.0%
BANANA (Rank 29)2026/03/2863350.0%
カセット坊主 (Rank 30)2026/03/282020.0%

Round openings

Akira

Career
434–289 · 60.0%
This season
97 matches · 51.5%
Peak rank
34

First hit in 52.8% of 392 rounds. Won 44.0% of the rounds they struck first, 56.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 14.2% of rounds, against 4.5% in their other rounds.
  • After winning a round: attacks straight away in 35.4% of rounds, against 11.4% after losing one.
  • When ahead: attacks straight away in 36.4% of rounds, against 16.5% when level or behind.
  • After losing a round: opens with “backdash into evade up” in 10.7% of rounds, against 3.4% after winning one.

How is this tested?

backdash into evade down4611.6%
backdash into evade up307.6%
backdash into guardG256.3%
Rimon Chouchu66P into forward dash246.0%
backdash into Jouho Senshou46P235.8%
Rimon Chouchu66P205.0%
backdash into Koboku214P174.3%
Senzankou66P+K into throwP+G133.3%
backdash into punchP123.0%
backdash into backward movement112.8%
evade down into Rimon Chouchu66P112.8%
forward dash into Jouho Touken6P112.8%
backdash102.5%
backdash into Rimon Chouchu66P102.5%
backdash into Jouho Touken6P82.0%

61 further openings account for the other 126 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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: 4 of 14 tests hold up