VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

haohwhite

Career matches7,237
Career win rate47.5%
Round win rate48.7%
Peak rank27
Distinct opponents323
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1352 #2,910 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

Akira277,2373,4353,80247.5%

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

3,359 of 3,927 rounds counted

7.6 inputs a second (455 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.64553,359

By opponent's character

Akira7.9474426
Jacky7.8465317
Aoi7.3438273
Shun7.5448238
Wolf7.7461280
Goh7.7463179
Pai7.6458195
Lau7.5450173
Jeffry7.6458187
Kage7.5452169
Lion7.3439141
Sarah7.6456147
El Blaze7.4444154
Brad7.6458108
Vanessa7.4446100
Jean7.243098
Lei Fei7.343892
Eileen7.645653
Taka7.847026
Dural7.54493

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

Akira125616448.8%+0.9
Jacky92444847.8%+3.6
Aoi75443158.7%+6.6
Shun73294439.7%-10.1
Wolf73294439.7%-0.0
Goh60382263.3%+14.4
Pai56223439.3%-6.2
Lau53233043.4%-3.9
Jeffry52252748.1%+6.1
Kage44212347.7%-0.3
Lion41202148.8%+1.8
Sarah41182343.9%-3.4
El Blaze40231757.5%+6.4
Brad2982127.6%-17.5
Vanessa2972224.1%-18.0
Jean28121642.9%-5.6
Lei Fei28181064.3%+15.4
Eileen189950.0%+3.2
Taka114736.4%-14.1
Dural2020.0%-49.5

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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 Fence110476342.7%-5.9
Breakable Full Fence107476043.9%-2.9
Rectangle99524752.5%+5.8
Open97465147.4%+0.5
Low Fence92464650.0%+5.4
Breakable Half Fence91464550.5%+6.2
Single Wall91365539.6%-5.2
Octagon87345339.1%-10.6
Full Fence86394745.4%-3.8
Full Fence and Open63313249.2%+3.7

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls58045.7%47.3%-1.6
No walls28045.7%45.5%+0.2

Walls against open: -1.9 points (95% range -8.8 to +5.0), p 0.592 — 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

ゅろぽ (Rank 24)2026/10/18147750.0%
桃之助 (Rank 23)2026/10/12107370.0%
はおいー先生 (Rank 24)2026/10/1283537.5%
なっちゃんねる (Rank 27)2026/10/1291811.1%
hellohair (Rank 23)2026/10/1194544.4%
maple_carla (Rank 21)2026/10/10119281.8%
ER_higante (Rank 28)2026/10/061441028.6%
格雷希欧 (Rank 24)2026/10/0482625.0%
Kmegane (Rank 25)2026/09/2783537.5%
cs2skoda (Rank 23)2026/09/182091145.0%
dalmax72 (Rank 22)2026/09/182217577.3%
ありがとナス (Rank 29)2026/09/18145935.7%
osAnKIRA (Rank 23)2026/09/1794544.4%
tsuna-sand274 (Rank 25)2026/09/0794544.4%
你是来拉屎的吗 (Rank 23)2026/09/061913668.4%
Someonetrytowin (Rank 27)2026/08/27103730.0%
GamingMogura (Rank 23)2026/08/2593633.3%
パパ (Rank 27)2026/08/2394544.4%
☆瞳氷☆ (Rank 25)2026/08/03127558.3%
so-ka-si-12-06 (Rank 26)2026/08/0391811.1%
CHASER (Rank 23)2026/08/02137653.9%
neco (Rank 23)2026/07/26109190.0%
マッスルトマト (Rank 25)2026/07/1196366.7%
kunxkinx (Rank 21)2026/06/0595455.6%
qzmix (Rank 22)2026/05/23105550.0%

Round openings

Akira

Career
3,435–3,802 · 47.5%
This season
970 matches · 46.9%
Peak rank
27

First hit in 54.8% of 3,665 rounds. Won 49.3% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 26.0% of rounds, against 17.3% in their other rounds.
  • Against Wolf: attacks straight away in 38.2% of rounds, against 22.2% against everyone else.
  • After opening the round before by attacking: attacks straight away in 36.3% of rounds, against 22.4% after anything else.
  • After losing a round: backs off first in 38.1% of rounds, against 33.5% after winning one.
  • In round 2: opens with “3P+K Souka Housui” in 6.1% of rounds, against 3.0% in their other rounds.
  • Against Wolf: opens with “3P+K Souka Housui” in 8.5% of rounds, against 3.4% against everyone else.
  • After opening the round before with “backdash into 3P+K Souka Housui”: opens with “backdash into 3P+K Souka Housui” in 20.4% of rounds, against 13.1% after anything else.
  • After losing a round: opens with “3P+K Souka Housui” in 5.7% of rounds, against 2.6% after winning one.
  • When behind: opens with “3P+K Souka Housui” in 6.0% of rounds, against 3.1% when ahead or level.

How is this tested?

backdash into Souka Housui3P+K47112.8%
backdash into Geimon Tessen46P+K+G2446.6%
Rimon Chouchu66P1574.3%
Souka Housui3P+K1393.8%
backdash into guardG1393.8%
evade down into guardG1203.3%
guardG into Souka Housui3P+K1022.8%
guardG into evade down902.4%
forward dash into Jouho Touken6P772.1%
guardG into punchP701.9%
guardG into throwP+G581.6%
backdash into Chouzan Housui46P+K571.6%
crouch dash back into guardG551.5%
crouch dash forward into guardG541.5%
crouch dash forward into evade down531.4%

298 further openings account for the other 1,798 rounds.

Counted from 909 of the 970 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
Akira28–29 · 49%22–18 · 55%-8.9
Jacky23–30 · 43%10–10 · 50%too few to test
Shun17–29 · 37%7–13 · 35%too few to test
Aoi21–19 · 52%14–8 · 64%too few to test
Wolf21–21 · 50%4–16 · 20%too few to test
Goh24–12 · 67%10–10 · 50%too few to test
Lau19–24 · 44%3–5 · 38%too few to test
Pai11–23 · 32%5–5 · 50%too few to test
Jeffry15–21 · 42%5–5 · 50%too few to test
Kage10–15 · 40%8–8 · 50%too few to test
Sarah10–8 · 56%7–7 · 50%too few to test
Lion8–11 · 42%7–6 · 54%too few to test
Brad3–14 · 18%3–6 · 33%too few to test
El Blaze13–8 · 62%4–3 · 57%too few to test
Lei Fei8–5 · 62%4–4 · 50%too few to test
Vanessa3–11 · 21%2–9 · 18%too few to test
Jean6–4 · 60%3–6 · 33%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

61 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 (18 here; about 0.9 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 18 tests hold up