VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

moto1982

Career matches2,384
Career win rate30.6%
Round win rate37.3%
Peak rank22
Distinct opponents67
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1154 #3,534 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

Akira222,3847301,65430.6%

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

839 of 949 rounds counted

6.1 inputs a second (364 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.1364839

By opponent's character

Akira5.8348173
Sarah6.338178
Aoi6.136476
Jean6.539277
Lion5.935341
Kage5.835036
Taka5.734458
Lau6.237149
Lei Fei6.337648
Shun5.834839
Pai5.835021
Wolf6.337727
Brad6.639525
El Blaze6.036317
Vanessa6.237227
Jeffry5.835128
Eileen6.740112
Goh5.83497

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

Akira46143230.4%+0.5
Sarah2681830.8%+4.9
Aoi1961331.6%+1.2
Jean1951426.3%-1.5
Lion1731417.6%-3.8
Kage1641225.0%-1.8
Taka1441028.6%-0.8
Lau1331023.1%-1.5
Lei Fei131127.7%-21.8
Shun104640.0%+9.9
Pai83537.5%+14.3
Wolf82625.0%+5.8
Brad73442.9%+11.8
El Blaze71614.3%-7.8
Vanessa7070.0%-14.6
Jeffry63350.0%+15.6
Eileen32166.7%+31.4
Goh3030.0%-39.7
Jacky32166.7%+4.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Single Wall36142238.9%+13.7
Breakable Half Fence3562917.1%-9.6
Breakable Full Fence3272521.9%-3.6
Low Fence24111345.8%+12.5
Open2231913.6%-9.3
Full Fence2181338.1%+9.8
Rectangle2141719.1%-9.6
Octagon1971236.8%+8.6
Half Fence151146.7%-28.6
Full Fence and Open135838.5%+5.4

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14323.1%27.6%-4.5
No walls8234.1%28.0%+6.1

Walls against open: -10.6 points (95% range -24.2 to +3.0), p 0.127 — 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

katane3415 (Rank 23)2026/10/1071614.3%
Jyuryoku_Eileen (Rank 21)2026/09/2953260.0%
KAISER (Rank 23)2026/09/2652340.0%
anachan194 (Rank 23)2026/09/267070.0%
はち割れ・練習中 (Rank 31)2026/09/246060.0%
김멋있다 (Rank 22)2026/09/236060.0%
ら族 (Rank 23)2026/09/2371614.3%
kimxxxtt (Rank 22)2026/09/22125741.7%
omuretukun (Rank 23)2026/09/2251420.0%
スタンプジャンパー (Rank 21)2026/09/1365183.3%
kinoppy0126 (Rank 22)2026/08/2643175.0%
yasai (Rank 24)2026/08/2652340.0%
dalmax72 (Rank 22)2026/08/2672528.6%
ヘビ吉 (Rank 12)2026/08/21330100.0%
破軍恩 (Rank 21)2026/08/1942250.0%
サーちゃん (Rank 22)2026/08/19156940.0%
コンニャク娘 (Rank 21)2026/08/19141137.1%
HoAssYoAss (Rank 25)2026/08/054040.0%
Multipla (Rank 24)2026/08/056060.0%
aaaaa114270 (Rank 24)2026/07/084040.0%
Might小麥豆漿 (Rank 22)2026/07/0382625.0%
RecordingCheater (Rank 24)2026/07/0341325.0%
ぽん (Rank 25)2026/07/03113827.3%
Konjikinoame (Rank 26)2026/06/244040.0%
6132da (Rank 23)2026/05/1562433.3%

Round openings

Akira

Career
730–1,654 · 30.6%
This season
245 matches · 27.8%
Peak rank
22

First hit in 47.6% of 901 rounds. Won 42.9% of the rounds they struck first, 33.0% of the rounds they were struck first.

Significant Tells

  • Against Akira: attacks straight away in 60.1% of rounds, against 43.3% against everyone else.
  • Against Akira: opens with “4P Kaikyusei into 4PP Sayu Kaikyu” in 23.6% of rounds, against 12.0% against everyone else.

How is this tested?

Kaikyusei4P into Sayu Kaikyu4PP12914.2%
Rimon Chouchu66P829.1%
backdash into Chouzan Housui46P+K566.2%
evade up into Housui2P485.3%
evade up into Rimon Chouchu66P475.2%
forward dash into Jouho Touken6P414.5%
crouch into Housui2P384.2%
evade up into crouch242.6%
Kaikyusei4P into Jirou Tanzan4PP+K232.5%
evade up into Sayu Kaikyu4PP232.5%
offensive move222.4%
evade up171.9%
guardG151.7%
backdash into forward punch+kick6P+K141.6%
Youteitou6K131.4%

114 further openings account for the other 314 rounds.

Counted from 233 of the 245 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
Akira6–20 · 23%8–9 · 47%too few to test
Sarah5–14 · 26%1–3 · 25%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.

12 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 (16 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: 2 of 16 tests hold up