VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

GERU_2000

Career matches1,842
Career win rate51.5%
Round win rate50.9%
Peak rank32
Distinct opponents84
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1602 #1,333 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

Akira321,84294889451.5%

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

559 of 658 rounds counted

8.7 inputs a second (521 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.7521559

By opponent's character

Akira9.053897
Goh8.651565
Wolf9.154659
Jacky8.852657
Sarah8.349842
Aoi8.148327
Jeffry8.651612
Brad8.550930
Jean8.550926
Kage8.450131
Lion8.853131
Shun9.154812
Lau9.154417
Eileen8.853013
El Blaze8.249419
Pai8.85316
Lei Fei8.953212
Dural9.45613

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

Akira24131154.2%-1.8
Goh1711664.7%+14.7
Wolf1710758.8%+3.2
Jacky169756.2%+4.7
Sarah124833.3%-19.7
Aoi96366.7%+10.2
Jeffry94544.4%-3.6
Brad84450.0%-3.6
Jean72528.6%-19.5
Kage73442.9%-13.1
Lion75271.4%+21.9
Shun64266.7%+12.0
Lau52340.0%-13.7
Eileen41325.0%-33.4
El Blaze43175.0%+32.6
Pai42250.0%+5.8
Lei Fei31233.3%-14.8
Vanessa31233.3%-26.2
Dural110100.0%+55.8

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Breakable Half Fence24131154.2%+1.1
Low Fence2291340.9%-13.5
Full Fence2091145.0%-8.8
Breakable Full Fence179852.9%-6.3
Half Fence169756.2%+6.2
Open159660.0%+9.0
Single Wall126650.0%+2.0
Octagon115645.5%-11.5
Rectangle117463.6%+11.0
Full Fence and Open64266.7%+20.6

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9952.5%54.0%-1.4
No walls4949.0%51.3%-2.3

Walls against open: +0.8 points (95% range -16.1 to +17.8), p 0.922 — 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

さくら饅頭 (Rank 31)2026/10/112020.0%
白髪多め (Rank 30)2026/10/0932166.7%
[VirtuAnalytics]SuperGolden (Rank 33)2026/09/1832166.7%
おるが@のびしろF (Rank 30)2026/09/113030.0%
イチゲン (Rank 29)2026/09/1043175.0%
会長さん (Rank 34)2026/09/0242250.0%
Kwiitter_KR (Rank 30)2026/08/2932166.7%
NORESPECT (Rank 28)2026/08/2932166.7%
うんちブリブリ (Rank 31)2026/08/2932166.7%
青山@はなちゃん (Rank 32)2026/08/29220100.0%
gimoring (Rank 28)2026/08/2821150.0%
delicioso (Rank 34)2026/08/2142250.0%
∈挙動不審∋ (Rank 33)2026/08/1786275.0%
ふぇに (Rank 33)2026/08/1754180.0%
カイMk.2 (Rank 33)2026/08/0332166.7%
お~ちゃん (Rank 32)2026/08/0231233.3%
たけぞう (Rank 31)2026/07/3132166.7%
ちょいそる (Rank 33)2026/07/2632166.7%
鳩男 (Rank 29)2026/07/2664266.7%
maripon (Rank 32)2026/07/2631233.3%
B軍団 (Rank 34)2026/07/1531233.3%
すもぐり2000 (Rank 33)2026/07/1031233.3%
xXsoul-childXx (Rank 27)2026/05/272020.0%
kyu (Rank 28)2026/05/1632166.7%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 32)2026/04/1731233.3%

Round openings

Akira

Career
948–894 · 51.5%
This season
163 matches · 52.8%
Peak rank
32

First hit in 53.2% of 600 rounds. Won 54.5% of the rounds they struck first, 47.7% of the rounds they were struck first.

Significant Tells

  • In round 3: attacks straight away in 51.7% of rounds, against 35.8% in their other rounds.
  • Against Wolf: evades first in 18.2% of rounds, against 6.2% against everyone else.
  • After losing a round: moves in first in 35.9% of rounds, against 13.2% after winning one.
  • When the score is level: evades first in 10.0% of rounds, against 7.3% when ahead or behind.
  • Against Sarah: opens with “backdash into evade down” in 18.8% of rounds, against 7.2% against everyone else.
  • After losing a round: opens with “forward dash into 6P Jouho Touken” in 21.1% of rounds, against 4.8% after winning one.
  • When behind: opens with “forward dash into 6P Jouho Touken” in 17.8% of rounds, against 7.8% when ahead or level.

How is this tested?

forward dash into Jouho Touken6P7011.7%
backdash into evade down498.2%
Housui2P467.7%
Rimon Chouchu66P into backdash274.5%
Jouho Senshou46P223.7%
Rimon Chouchu66P into forward dash213.5%
Housui2P into forward dash203.3%
backdash into Koboku214P203.3%
forward dash into throwP+G193.2%
Rimon Chouchu66P into crouch dash forward183.0%
Jouho Senshou46P into forward dash162.7%
backdash into Jouho Senshou46P162.7%
Rimon Chouchu66P into evade down152.5%
Rimon Chouchu66P142.3%
crouch dash back into Jouho Touken6P122.0%

87 further openings account for the other 215 rounds.

Counted from 149 of the 163 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
Akira7–8 · 47%2–2 · 50%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.

14 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: 7 of 15 tests hold up