VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ukishiro

Career matches3,176
Career win rate48.0%
Round win rate51.4%
Peak rank26
Distinct opponents196
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1428 #2,481 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

Akira263,1761,5251,65148.0%

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

1,211 of 1,634 rounds counted

8.2 inputs a second (491 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.24911,211

By opponent's character

Akira8.3498220
Pai7.8470110
Aoi7.746265
Jacky8.450288
Sarah8.3500116
Wolf8.550990
Lau8.048385
Goh8.048365
Jeffry8.450368
Shun8.551253
Lion7.947240
Eileen7.947560
El Blaze7.947427
Vanessa8.550835
Kage8.551328
Jean7.746230
Brad8.751914
Lei Fei8.249317

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

Akira74462862.2%+7.7
Pai36191752.8%+2.4
Aoi31211067.7%+16.1
Jacky31171454.8%+12.2
Sarah30121840.0%-9.3
Wolf30151550.0%-5.2
Lau25141156.0%+0.1
Goh24131154.2%-0.0
Jeffry23121152.2%-9.0
Shun1761135.3%-17.2
Lion1661037.5%-9.0
Eileen156940.0%-3.5
El Blaze157846.7%-9.1
Vanessa146842.9%-2.6
Kage117463.6%+4.7
Jean103730.0%-1.8
Brad52340.0%-15.4
Lei Fei42250.0%-11.6
Dural1010.0%-29.9

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.

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 Fence47281959.6%+6.8
Low Fence46202643.5%-7.8
Breakable Full Fence45261957.8%+9.1
Open43241955.8%+2.4
Full Fence39201951.3%+1.0
Octagon39182146.1%-8.5
Single Wall37172046.0%-1.1
Breakable Half Fence36191752.8%+1.9
Rectangle36201655.6%+0.0
Full Fence and Open2391439.1%-16.4

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24254.1%52.3%+1.8
No walls12648.4%50.5%-2.1

Walls against open: +3.9 points (95% range -6.8 to +14.6), p 0.471 — 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

thatamaru (Rank 23)2026/10/07440100.0%
yubinpapas (Rank 25)2026/09/2662433.3%
kkd8281 (Rank 21)2026/09/26880100.0%
hosomayugenom (Rank 25)2026/09/2252340.0%
yasai (Rank 21)2026/09/2296366.7%
y.o.y (Rank 21)2026/09/18660100.0%
委員ちょ (Rank 21)2026/09/09550100.0%
makoto.qo.op (Rank 24)2026/09/08550100.0%
みの (Rank 24)2026/09/08105550.0%
サーちゃん (Rank 23)2026/09/0783537.5%
ぽん (Rank 29)2026/09/0772528.6%
Jyuryoku_Eileen (Rank 25)2026/09/0752340.0%
UNIQ (Rank 25)2026/09/0742250.0%
omuretukun (Rank 22)2026/09/071714382.3%
HayanieMozu (Rank 21)2026/08/2243175.0%
headup11 (Rank 22)2026/08/2163350.0%
soreagle (Rank 22)2026/08/21440100.0%
wcc6181 (Rank 25)2026/08/2142250.0%
要你命3000 (Rank 25)2026/08/2175271.4%
Might小麥豆漿 (Rank 21)2026/08/2142250.0%
neco (Rank 21)2026/08/1875271.4%
鳶飛戾天,魚躍於淵 (Rank 25)2026/06/1641325.0%
ShieldHolder (Rank 24)2026/04/2541325.0%
紅ショウガ (Rank 26)2026/04/2142250.0%
CottonCandy (Rank 21)2026/04/2154180.0%

Round openings

Akira

Career
1,525–1,651 · 48.0%
This season
412 matches · 51.9%
Peak rank
26

First hit in 54.1% of 1,446 rounds. Won 54.5% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 56.8% of rounds, against 31.8% in their other rounds.
  • Against Jeffry: waits first in 12.8% of rounds, against 3.5% against everyone else.
  • After opening the round before by moving in: moves in first in 38.8% of rounds, against 21.0% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 33.8% of rounds, against 22.1% after anything else.
  • When the score is level: attacks straight away in 44.6% of rounds, against 37.9% when ahead or behind.
  • In round 1: opens with “backdash into 46P+K Chouzan Housui” in 12.8% of rounds, against 5.6% in their other rounds.
  • Against Jeffry: opens with “backdash into G guard” in 15.4% of rounds, against 3.7% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 15.6% of rounds, against 3.5% after anything else.
  • When the score is level: opens with “66P Rimon Chouchu into 6P Jouho Touken” in 24.8% of rounds, against 17.5% when ahead or behind.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P24917.1%
backdash into backward movement16211.1%
forward dash into Jouho Touken6P15710.8%
backdash into Chouzan Housui46P+K1087.4%
backdash into guardG634.3%
Jouho Touken6P473.2%
crouch into Chouyoushu1P433.0%
forward dash into throwP+G402.7%
backdash into evade down392.7%
forward dash into Rimon Chouchu66P382.6%
backdash into Rimon Chouchu66P342.3%
backdash into Jouho Senshou46P312.1%
Souka Housui3P+K281.9%
Chouyoushu1P into guardG251.7%
crouch dash forward into Souka Housui3P+K251.7%

94 further openings account for the other 371 rounds.

Counted from 368 of the 412 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
Akira32–13 · 71%8–9 · 47%too few to test
Pai9–10 · 47%7–4 · 64%too few to test
Aoi13–3 · 81%8–3 · 73%too few to test
Sarah8–8 · 50%1–10 · 9%too few to test
Goh3–7 · 30%6–3 · 67%too few to test
Jacky7–8 · 47%5–1 · 83%too few to test
Wolf10–8 · 56%0–3 · 0%too few to test
Jeffry7–7 · 50%2–3 · 40%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.

44 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 (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: 9 of 15 tests hold up