VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

babycrying045

Career matches686
Career win rate61.7%
Round win rate56.1%
Peak rank35
Distinct opponents170
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1620 #1,223 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

Akira3568642326361.7%

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

719 of 1,398 rounds counted

9.9 inputs a second (595 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.9595719

By opponent's character

Jacky10.160459
Akira10.059861
Wolf9.859062
Goh9.758461
Kage9.657672
Lion9.859077
Shun9.355916
Eileen9.657830
Brad9.557040
Jean10.160744
Pai10.160519
Vanessa10.261450
Jeffry10.563226
Lau10.562826
Sarah9.557212
Taka9.859023
Lei Fei10.764320
Aoi10.261312
Dural9.45649

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

Jacky38201852.6%-3.5
Akira3728975.7%+15.0
Wolf33201360.6%+0.9
Goh29191065.5%+5.4
Kage27151255.6%-5.1
Lion23121152.2%-9.3
Shun2112957.1%-6.6
Eileen2013765.0%+1.2
Brad179852.9%-5.4
Jean178947.1%-21.6
Pai1711664.7%-3.9
Vanessa1710758.8%-0.7
Jeffry136746.1%-10.7
Lau1312192.3%+32.6
Sarah107370.0%+4.6
Taka108280.0%+17.1
Lei Fei84450.0%-12.8
Aoi74357.1%-5.4
El Blaze43175.0%+17.3
Dural21150.0%-10.0

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.

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

Octagon53341964.2%+0.8
Breakable Full Fence46291763.0%+1.3
Breakable Half Fence38221657.9%-3.4
Rectangle38231560.5%+2.9
Full Fence37271073.0%+13.0
Open35231265.7%+9.6
Low Fence27171063.0%-0.4
Full Fence and Open24101441.7%-20.1
Half Fence23121152.2%-13.0
Single Wall1912763.2%+4.0

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23562.6%61.6%+1.0
No walls8164.2%59.7%+4.5

Walls against open: -3.5 points (95% range -17.1 to +10.0), p 0.609 — 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

CRY-xxBABYxx (Rank 36)2026/07/0642250.0%
fixed-star_61 (Rank 33)2026/07/0632166.7%
カミナリおやじ (Rank 31)2026/07/0632166.7%
吉良吉カゲ (Rank 37)2026/06/27103730.0%
カルティカ (Rank 37)2026/06/21330100.0%
Sore (Rank 33)2026/06/1142250.0%
∈挙動不審∋ (Rank 33)2026/06/10106460.0%
hsat0310 (Rank 33)2026/06/1043175.0%
ぶひでゲス (Rank 35)2026/06/0942250.0%
かんた (Rank 34)2026/06/0753260.0%
shogun-iwaki (Rank 33)2026/06/0741325.0%
ぼっさん (Rank 34)2026/06/0752340.0%
ワクワク (Rank 32)2026/05/2541325.0%
ダイゴロー/Daigoro (Rank 36)2026/05/2452340.0%
こば次狼/covajiro (Rank 33)2026/05/2451420.0%
クレウル (Rank 33)2026/05/2131233.3%
じゃんぬ兄(公認) (Rank 35)2026/05/1752340.0%
PIECE-Estate66 (Rank 31)2026/05/1774357.1%
FoooooL (Rank 35)2026/05/1632166.7%
究極無敵 (Rank 30)2026/05/1543175.0%
Player2501 (Rank 30)2026/05/1142250.0%
Leaping-Lizzy11 (Rank 29)2026/05/11106460.0%
Kanabun_BIG_SALE (Rank 27)2026/05/1132166.7%
なお (Rank 24)2026/05/10550100.0%
tubaki_ok (Rank 27)2026/05/1053260.0%

Round openings

Akira

Career
423–263 · 61.7%
This season
363 matches · 61.2%
Peak rank
35

First hit in 61.5% of 1,385 rounds. Won 57.8% of the rounds they struck first, 54.4% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 42.7% of rounds, against 30.8% in their other rounds.
  • After losing a round: moves in first in 52.1% of rounds, against 31.5% after winning one.
  • When behind: moves in first in 45.3% of rounds, against 37.0% when ahead or level.
  • In round 2: opens with “66P Rimon Chouchu into 6P Jouho Touken” in 14.9% of rounds, against 8.8% in their other rounds.
  • Against Pai: opens with “forward dash into 3P+K Souka Housui” in 19.4% of rounds, against 6.0% against everyone else.
  • After losing a round: opens with “forward movement into P punch” in 28.0% of rounds, against 15.1% after winning one.

How is this tested?

forward movement into punchP31522.4%
Rimon Chouchu66P into Jouho Touken6P14510.3%
forward dash into Souka Housui3P+K926.6%
Senzankou66P+K into throwP+G735.2%
forward movement into throwP+G543.9%
evade up into Rimon Chouchu66P302.1%
forward dash into Yakuho Chouchu666P261.9%
backdash into evade down231.6%
Senzankou66P+K into HoukenP+K+G221.6%
crouch into Souka Housui3P+K221.6%
forward dash into Jouho Touken6P221.6%
punchP into Souka Housui3P+K201.4%
punchP into forward dash201.4%
Souka Housui3P+K191.4%
punchP181.3%

168 further openings account for the other 502 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky11–15 · 42%7–2 · 78%too few to test
Akira21–6 · 78%7–2 · 78%too few to test
Wolf11–6 · 65%2–0 · 100%too few to test
Goh11–6 · 65%7–0 · 100%too few to test
Kage14–8 · 64%0–4 · 0%too few to test
Lion7–7 · 50%5–4 · 56%too few to test
Shun7–4 · 64%2–3 · 40%too few to test
Eileen10–2 · 83%3–5 · 38%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.

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 (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: 6 of 15 tests hold up