VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Smashquatch

Career matches18,252
Career win rate48.3%
Round win rate50.0%
Peak rank32
Distinct opponents198
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1540 #1,746 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

Akira3218,2528,8219,43148.3%

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

7,712 of 9,694 rounds counted

6.7 inputs a second (402 a minute) this season. Faster than 36% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.74027,712

By opponent's character

Akira6.84071,374
Pai6.84081,058
Goh6.4382600
Shun6.2369355
Jean6.8410346
Jacky6.8408514
Jeffry6.5389502
Lau7.0418433
Sarah6.6395410
Lion6.8406388
Lei Fei6.6397357
Wolf6.7403364
Brad7.2430242
Vanessa6.6398214
Kage6.7400144
El Blaze6.8408115
Dural6.438784
Aoi6.740180
Taka6.840784
Eileen6.539348

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

Akira43618924743.4%+0.9
Pai3042139170.1%+9.4
Goh2199912045.2%-1.8
Shun170818947.6%+0.8
Jean160877354.4%-0.2
Jacky155688743.9%+0.2
Jeffry128587045.3%-4.3
Lau126745258.7%+5.1
Sarah124685654.8%+5.2
Lion108307827.8%-10.6
Lei Fei94276728.7%-6.3
Wolf94484651.1%-2.6
Brad76472961.8%+0.9
Vanessa58253343.1%-7.8
Kage57282949.1%-4.8
El Blaze3324972.7%+4.9
Dural3092130.0%-14.7
Aoi25111444.0%-11.2
Taka2291340.9%-16.9
Eileen1512380.0%+10.3

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

Rectangle29613616046.0%-1.5
Half Fence26511914644.9%-6.7
Breakable Half Fence25512513049.0%+1.7
Breakable Full Fence25212512749.6%+0.5
Octagon25213411853.2%-0.2
Full Fence24413011453.3%+3.2
Single Wall24111312846.9%-2.4
Low Fence21910911049.8%+0.7
Open2051119454.1%+3.9
Full Fence and Open89484153.9%-0.7

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
Walls1,56449.2%49.7%-0.5
No walls66550.1%49.6%+0.5

Walls against open: -1.0 points (95% range -5.5 to +3.4), p 0.652 — 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

Drawn_ (Rank 30)2026/10/1653332062.3%
Lorcan (Rank 34)2026/10/162882028.6%
Citywolf (Rank 33)2026/10/1557243342.1%
SDrakeo (Rank 33)2026/10/152591636.0%
TommyVF (Rank 28)2026/10/152061327464.1%
NaughtNaught (Rank 34)2026/10/15149618840.9%
riskbreaker92 (Rank 30)2026/10/1323131056.5%
Saago_65 (Rank 35)2026/10/1374245032.4%
brogasaurusrex (Rank 28)2026/10/1323610213443.2%
10年遅いんだよ! (Rank 38)2026/10/123863215.8%
Brolly727 (Rank 31)2026/10/1098465246.9%
CoolerTails (Rank 37)2026/10/0878265233.3%
speedymat (Rank 27)2026/09/242117481.0%
joyKiller (Rank 30)2026/09/2438211755.3%
nadol90 (Rank 35)2026/09/1791276429.7%
EverlastingFGC[SCO] (Rank 33)2026/09/1642123028.6%
ShunD'ia (Rank 43)2026/09/152952417.2%
Rodryu (Rank 33)2026/09/1142142833.3%
b4i4radoslav|xliiv (Rank 40)2026/08/212271531.8%
LordBaconTheBoss (Rank 30)2026/08/0243232053.5%
TheWarriorsDen (Rank 29)2026/07/2535171848.6%
GOMVPGO (Rank 32)2026/07/2293395441.9%
NantoSeiken (Rank 28)2026/07/0938241463.2%
Dadino67italy (Rank 33)2026/07/082131814.3%
Taro_Pietro (Rank 28)2026/06/0554272750.0%

Round openings

Akira

Career
8,821–9,431 · 48.3%
This season
2,434 matches · 49.6%
Peak rank
32

First hit in 39.1% of 8,626 rounds. Won 52.0% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 9.5% of rounds, against 5.2% in their other rounds.
  • Against Goh: backs off first in 29.4% of rounds, against 11.9% against everyone else.
  • After opening the round before by waiting: waits first in 13.6% of rounds, against 4.6% after anything else.
  • After the opponent opened the round before by moving in: backs off first in 19.5% of rounds, against 12.3% after anything else.
  • In round 1: opens with “no input” in 8.0% of rounds, against 3.8% in their other rounds.
  • Against Pai: opens with “66P+K Senzankou into P+G throw” in 15.8% of rounds, against 6.3% against everyone else.
  • On Full Fence and Open stages: opens with “66P+K Senzankou into P+G throw” in 13.7% of rounds, against 7.5% on the other stages.
  • After opening the round before with “66P+K Senzankou into P+G throw”: opens with “66P+K Senzankou into P+G throw” in 21.6% of rounds, against 7.1% after anything else.
  • After winning a round: opens with “66P+K Senzankou into P+G throw” in 9.5% of rounds, against 6.7% after losing one.
  • When ahead: opens with “66P+K Senzankou into P+G throw” in 10.0% of rounds, against 6.9% when level or behind.

How is this tested?

Senzankou66P+K into throwP+G6537.5%
Yakuho Chouchu666P6107.0%
evade up into Youhou33P5866.7%
no input4264.9%
Souka Housui3P+K2943.4%
Yakuho Chouchu666P into forward dash2923.4%
evade up into crouch2783.2%
evade up into crouch dash forward2362.7%
Yakuho Chouchu666P into evade down2232.6%
Rimon Chouchu66P2182.5%
evade up into Rimon Chouchu66P1952.2%
evade up into Souka Housui3P+K1932.2%
Jouho Touken6P1561.8%
backdash into Koboku214P1431.6%
backdash into Jouho Senshou46P1231.4%

348 further openings account for the other 4,097 rounds.

Counted from 2,179 of the 2,434 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
Akira125–171 · 42%37–45 · 45%too few to test
Pai108–53 · 67%60–27 · 69%too few to test
Goh41–56 · 42%40–42 · 49%too few to test
Shun51–63 · 45%18–24 · 43%too few to test
Jacky43–55 · 44%16–28 · 36%too few to test
Jean52–40 · 57%15–14 · 52%too few to test
Lau47–33 · 59%21–13 · 62%too few to test
Lion18–39 · 32%7–23 · 23%too few to test
Sarah35–31 · 53%15–7 · 68%too few to test
Lei Fei13–36 · 27%10–18 · 36%too few to test
Wolf34–30 · 53%8–10 · 44%too few to test
Brad30–16 · 65%15–13 · 54%too few to test
Jeffry14–30 · 32%11–20 · 35%too few to test
Kage11–21 · 34%9–6 · 60%too few to test
El Blaze15–8 · 65%7–0 · 100%too few to test
Dural6–15 · 29%3–5 · 38%too few to test
Vanessa13–5 · 72%1–2 · 33%too few to test
Aoi4–8 · 33%2–4 · 33%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.

255 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: 10 of 18 tests hold up