VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

拳児

Career matches2,941
Career win rate51.9%
Round win rate46.9%
Peak rank39
Distinct opponents108
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1790 #410 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

Akira392,9411,5261,41551.9%

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

841 of 1,073 rounds counted

10.9 inputs a second (656 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.9656841

By opponent's character

Kage10.5630138
Akira11.569291
Lion10.965679
Lei Fei10.864679
Jacky11.267155
El Blaze10.663527
Vanessa10.764435
Brad10.865054
Shun11.267054
Pai11.066244
Wolf11.468236
Jean11.166629
Jeffry11.06628
Lau10.563327
Taka10.764124
Aoi11.266924
Goh11.468311
Sarah10.764414
Dural11.06629
Eileen10.16043

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

Kage44123227.3%-21.3
Akira24111345.8%+2.1
Lion23121152.2%+4.8
Lei Fei2014670.0%+18.9
Jacky1861233.3%-5.7
El Blaze1610662.5%+17.9
Vanessa157846.7%-6.3
Brad146842.9%-3.9
Shun138561.5%+16.1
Pai117463.6%+17.1
Wolf116554.5%+4.0
Jean96366.7%+11.0
Jeffry93633.3%-18.7
Lau92722.2%-17.6
Taka93633.3%-19.9
Aoi84450.0%+11.3
Goh53260.0%+3.0
Sarah330100.0%+41.4
Dural21150.0%-8.4
Eileen21150.0%+7.9

1 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

Open34151944.1%-3.0
Breakable Half Fence33181554.5%+9.4
Half Fence33161748.5%+2.7
Rectangle31211067.7%+19.7
Breakable Full Fence29111837.9%-9.8
Low Fence24101441.7%-10.3
Single Wall2391439.1%-7.3
Full Fence2081240.0%-7.5
Octagon136746.1%-0.4
Full Fence and Open124833.3%-11.2

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15950.3%47.2%+3.1
No walls8142.0%47.8%-5.8

Walls against open: +8.9 points (95% range -4.6 to +22.4), p 0.198 — 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

くろね@のびしろF (Rank 36)2026/09/2443175.0%
ちょっぱぁ~ (Rank 39)2026/09/2431233.3%
つがさん (Rank 41)2026/09/2462433.3%
Re:Biz (Rank 37)2026/09/2487187.5%
ぱお (Rank 40)2026/09/1343175.0%
デネ (Rank 41)2026/09/071421214.3%
yorosikosan (Rank 41)2026/09/0762433.3%
a.k.aとりてん (Rank 38)2026/07/3143175.0%
CoCoSyrup (Rank 41)2026/07/3132166.7%
おそろしく早いビート (Rank 41)2026/07/123030.0%
W_takahashi_LJ (Rank 36)2026/07/1252340.0%
しょべるん (Rank 39)2026/07/1241325.0%
Source-chaude-Pa (Rank 40)2026/07/1262433.3%
ついで (Rank 39)2026/07/0253260.0%
MIGHT (Rank 41)2026/07/0232166.7%
いえす (Rank 41)2026/07/0253260.0%
エル・シエロ (Rank 42)2026/06/2271614.3%
super-lowdropman (Rank 38)2026/06/1332166.7%
id02812522 (Rank 36)2026/06/1273442.9%
かえる (Rank 36)2026/05/3132166.7%
nidaimebannai (Rank 36)2026/05/31440100.0%
Aki (Rank 38)2026/05/1763350.0%
超ボタン連打マ~ン (Rank 41)2026/05/1732166.7%
なめ (Rank 35)2026/04/2162433.3%
サンドイッチ (Rank 39)2026/04/2143175.0%

Round openings

Akira

Career
1,526–1,415 · 51.9%
This season
265 matches · 47.2%
Peak rank
39

First hit in 54.8% of 1,067 rounds. Won 47.0% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 34.0% of rounds, against 20.6% in their other rounds.
  • Against Vanessa: evades first in 29.7% of rounds, against 11.2% against everyone else.
  • After opening the round before by attacking: attacks straight away in 38.8% of rounds, against 23.4% after anything else.
  • Against Akira: opens with “crouch dash forward into P punch” in 15.2% of rounds, against 3.4% against everyone else.

How is this tested?

crouch dash forward into guardG847.8%
Rimon Chouchu66P565.2%
crouch dash forward into punchP484.5%
crouch dash forward into throwP+G363.4%
crouch dash forward into evade down343.2%
backdash into evade down292.7%
crouch dash forward into Housui2P282.6%
crouch dash forward into Rimon Chouchu66P282.6%
Rimon Chouchu66P into forward dash272.5%
crouch dash forward into Youhou33P272.5%
Housui2P into backdash242.2%
backdash into evade up242.2%
backdash into Youhou33P232.1%
forward dash into guardG222.0%
Housui2P211.9%

142 further openings account for the other 565 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage10–24 · 29%1–5 · 17%too few to test
Akira6–6 · 50%4–6 · 40%too few to test
Lion9–5 · 64%2–5 · 29%too few to test
Lei Fei5–1 · 83%6–5 · 55%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: 4 of 15 tests hold up