VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

mof

Career matches3,823
Career win rate51.9%
Round win rate50.4%
Peak rank39
Distinct opponents75
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1798 #380 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

Akira393,8231,9851,83851.9%

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

303 of 776 rounds counted

8.2 inputs a second (494 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.2494303

By opponent's character

Lion8.550857
Jean8.752343
Jeffry9.55723
Vanessa8.148836
Akira8.853014
El Blaze7.545221
Pai8.85319
Sarah8.349912
Goh9.255530
Lei Fei7.344034
Brad8.24909
Kage7.84693
Lau9.15443
Aoi6.840520
Shun7.84719

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

Lion1991047.4%-10.0
Jean179852.9%+2.7
Jeffry1551033.3%-22.2
Vanessa148657.1%+7.0
Akira137653.9%+4.7
Wolf134930.8%-12.2
El Blaze129375.0%+20.7
Jacky127558.3%+8.8
Pai103730.0%-14.5
Sarah105550.0%-5.5
Goh95455.6%-8.3
Lei Fei95455.6%-4.2
Brad84450.0%-2.6
Kage74357.1%+6.8
Lau73442.9%-8.8
Aoi54180.0%+15.1
Eileen54180.0%+42.1
Shun54180.0%+21.9
Dural42250.0%-5.1
Taka220100.0%+35.7

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

Half Fence2418675.0%+25.7
Open2417770.8%+16.7
Rectangle22111150.0%-4.2
Breakable Half Fence2061430.0%-26.0
Breakable Full Fence1871138.9%-12.8
Low Fence1810855.6%+1.1
Full Fence168850.0%+1.3
Single Wall1610662.5%+7.3
Octagon1551033.3%-22.9
Full Fence and Open126650.0%-0.9

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
Walls11547.8%52.3%-4.5
No walls5863.8%55.6%+8.2

Walls against open: -12.7 points (95% range -29.1 to +3.7), p 0.129 — 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

ボブソン (Rank 36)2026/06/1562433.3%
id02812522 (Rank 36)2026/06/15330100.0%
れうくろった (Rank 35)2026/06/153030.0%
lapislazuli (Rank 35)2026/06/1532166.7%
愛蒔らぶりVT (Rank 40)2026/06/1562433.3%
kiyohara-j (Rank 35)2026/06/1553260.0%
寿司眼鉄 (Rank 36)2026/06/1542250.0%
onigiryy_14 (Rank 35)2026/06/1554180.0%
くりたろう (Rank 39)2026/06/1551420.0%
panda_kage0 (Rank 37)2026/06/1431233.3%
★闘将拉麵男★ (Rank 36)2026/06/1463350.0%
Gomzou (Rank 35)2026/06/14770100.0%
灼熱大根 (Rank 41)2026/06/1431233.3%
Source-chaude-Pa (Rank 39)2026/06/1451420.0%
いえす (Rank 40)2026/05/0783537.5%
カカリア (Rank 36)2026/05/0743175.0%
okinawa_39 (Rank 41)2026/05/0754180.0%
エル・シエロ (Rank 41)2026/05/0752340.0%
昆虫ちゃん (Rank 41)2026/05/0731233.3%
ビルちゃん (Rank 36)2026/05/0763350.0%
ダンプよっし~改 (Rank 37)2026/05/0553260.0%
kagesada (Rank 39)2026/05/0532166.7%
マカロニチャーハン (Rank 34)2026/03/3042250.0%
ゼータ(MSZ-006) (Rank 36)2026/03/2841325.0%
expensive-sand (Rank 37)2026/03/2832166.7%

Round openings

Akira

Career
1,985–1,838 · 51.9%
This season
196 matches · 52.5%
Peak rank
39

First hit in 51.2% of 770 rounds. Won 54.3% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 36.7% of rounds, against 13.3% in their other rounds.
  • In round 2: opens with “66P+K Senzankou into P+G throw” in 33.0% of rounds, against 10.7% in their other rounds.
  • After opening the round before with “66P Rimon Chouchu into forward dash”: opens with “evade down into 66P+K Senzankou” in 9.2% of rounds, against 3.8% after anything else.
  • After winning a round: opens with “66P Rimon Chouchu into forward dash” in 18.5% of rounds, against 11.6% after losing one.

How is this tested?

Senzankou66P+K into throwP+G12716.2%
Rimon Chouchu66P into forward dash10913.9%
evade down into forward dash324.1%
evade down into Senzankou66P+K293.7%
Jouho Senshou46P253.2%
Rimon Chouchu66P222.8%
backdash into evade down192.4%
backdash into evade up192.4%
evade down into Rimon Chouchu66P172.2%
evade up into Rimon Chouchu66P172.2%
punchP into forward dash151.9%
backdash into guardG141.8%
evade up into Youhou33P141.8%
evade up into forward dash141.8%
punchP into kickK141.8%

88 further openings account for the other 297 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