VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Akira

ryu2811

Career matches8,979
Career win rate44.0%
Round win rate48.2%
Peak rank27
Distinct opponents152
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1454 #2,306 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

Akira278,9793,9475,03244.0%

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

2,153 of 2,456 rounds counted

5.8 inputs a second (349 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.83492,153

By opponent's character

Akira5.9356431
Sarah5.8348189
Aoi5.8345225
Jacky5.7344179
Shun6.0358126
Goh5.8348134
Pai5.9356123
Wolf5.7344103
Jeffry5.7342108
Brad5.8348105
Jean5.734074
Lau6.036180
El Blaze5.935172
Lion5.633862
Kage5.734067
Eileen5.834625
Taka5.733918
Vanessa5.432317
Lei Fei6.036212
Dural4.72833

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

Akira117724561.5%+9.6
Sarah61253641.0%-4.1
Aoi58342458.6%+10.5
Jacky55282750.9%+0.1
Shun40132732.5%-15.2
Goh32131940.6%-3.2
Pai32171553.1%+8.0
Wolf29131644.8%+7.2
Jeffry2891932.1%-12.1
Brad2681830.8%-17.3
Jean24131154.2%+8.2
Lau22121054.5%-4.3
El Blaze2191242.9%-11.9
Lion1911857.9%+2.5
Kage1881044.4%-4.6
Eileen61516.7%-25.0
Taka65183.3%+33.6
Vanessa52340.0%+3.0
Lei Fei3030.0%-39.1
Dural1010.0%-29.8

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Full Fence99475247.5%-0.6
Rectangle77423554.5%+3.9
Low Fence64293545.3%-6.6
Breakable Half Fence58312753.5%+6.2
Single Wall52193336.5%-15.2
Half Fence51361570.6%+23.5
Breakable Full Fence49272255.1%+4.9
Octagon47222546.8%+2.4
Open46192741.3%-4.0
Full Fence and Open30121840.0%-8.3

1 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
Walls38153.8%48.7%+5.1
No walls16241.4%49.2%-7.8

Walls against open: +13.0 points (95% range +3.1 to +22.8), p 0.010 — a difference this size is unlikely to be chance.

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

seobin_papa (Rank 30)2026/10/18105550.0%
なっちゃんねる (Rank 26)2026/10/1496366.7%
vf_hornwolf@뿔늑대 (Rank 24)2026/10/141110190.9%
あなたのかみさま (Rank 26)2026/10/0993633.3%
VF5FSKAGE (Rank 27)2026/10/0982625.0%
gimoring (Rank 29)2026/10/041971236.8%
windowkhs (Rank 27)2026/10/02146842.9%
hellohair (Rank 23)2026/09/29126650.0%
가즈아!!! (Rank 27)2026/09/27135838.5%
cjnholife (Rank 24)2026/09/2486275.0%
yabo (Rank 24)2026/09/17129375.0%
pallmtree (Rank 29)2026/09/17104640.0%
김코난 (Rank 27)2026/09/132015575.0%
r1s1d8 (Rank 26)2026/09/1383537.5%
osAnKIRA (Rank 23)2026/09/021913668.4%
정신건강의학과 (Rank 28)2026/08/3183537.5%
[Garnet]agingcurvedAjeossi (Rank 22)2026/08/24139469.2%
hahaha (Rank 27)2026/08/181851327.8%
kkd8281 (Rank 22)2026/07/291410471.4%
pposic2 (Rank 24)2026/07/2685362.5%
infrablue (Rank 24)2026/07/2594544.4%
Sun-sin (Rank 21)2026/07/2274357.1%
headup11 (Rank 27)2026/06/2091811.1%
ShieldHolder (Rank 26)2026/06/13131127.7%
TigerMask (Rank 21)2026/06/04137653.9%

Round openings

Akira

Career
3,947–5,032 · 44.0%
This season
603 matches · 48.6%
Peak rank
27

First hit in 50.8% of 2,167 rounds. Won 50.2% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 46.8% of rounds, against 38.1% in their other rounds.
  • Against Akira: backs off first in 25.7% of rounds, against 11.3% against everyone else.
  • After opening the round before by evading: evades first in 21.5% of rounds, against 8.6% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 23.7% of rounds, against 12.3% after anything else.
  • After winning a round: evades first in 12.6% of rounds, against 6.9% after losing one.
  • When ahead: evades first in 12.3% of rounds, against 7.7% when level or behind.
  • Against Jacky: opens with “G guard into 3P+K Souka Housui” in 10.7% of rounds, against 3.2% against everyone else.
  • After losing a round: opens with “3P+K Souka Housui” in 5.7% of rounds, against 3.2% after winning one.
  • When behind: opens with “G guard into 3P+K Souka Housui” in 5.7% of rounds, against 2.9% when ahead or level.

How is this tested?

Rimon Chouchu66P33415.3%
forward dash into Jouho Touken6P994.5%
Souka Housui3P+K934.3%
guardG into Souka Housui3P+K853.9%
backdash into Geimon Tessen46P+K+G803.7%
crouch dash forward into Youhou33P783.6%
punchP602.8%
evade down462.1%
Jouho Senshou46P381.7%
Rimon Chouchu66P into forward dash371.7%
guardG into Youhou33P361.6%
guardG into Jouho Touken6P311.4%
kickK301.4%
evade down into Tetsuzankou466P+K281.3%
SoutoP+K251.1%

232 further openings account for the other 1,081 rounds.

Counted from 534 of the 603 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
Akira49–21 · 70%14–17 · 45%+26.5
Aoi22–14 · 61%7–4 · 64%too few to test
Sarah15–23 · 39%6–7 · 46%too few to test
Jacky18–18 · 50%7–5 · 58%too few to test
Goh8–13 · 38%3–3 · 50%too few to test
Shun4–11 · 27%4–7 · 36%too few to test
Brad4–7 · 36%3–10 · 23%too few to test
Jeffry6–12 · 33%2–2 · 50%too few to test
Wolf9–5 · 64%1–4 · 20%too few to test
Jean6–6 · 50%3–1 · 75%too few to test
El Blaze9–6 · 60%0–4 · 0%too few to test
Pai8–7 · 53%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.

69 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 (17 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: 9 of 17 tests hold up