VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

jijitax4

Career matches7,871
Career win rate51.0%
Round win rate48.1%
Peak rank38
Distinct opponents297
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1617 #1,236 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

Akira387,8714,0163,85551.0%

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

4,895 of 5,965 rounds counted

8.2 inputs a second (492 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.24924,895

By opponent's character

Lei Fei8.0480526
Akira8.2495508
Jacky8.4503421
Shun8.3500350
Kage8.0481352
Lau8.3498301
Wolf8.1483238
Sarah8.2494247
Lion8.4505298
Goh8.3500234
Jean8.2490201
Pai8.2492200
Vanessa8.2493202
Aoi8.0481185
Brad8.4507163
Taka7.6458186
Jeffry8.1488132
El Blaze8.450662
Eileen8.349886
Dural8.04773

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

Lei Fei163748945.4%-3.8
Akira143647944.8%-2.6
Jacky124576746.0%-0.7
Shun111456640.5%+0.3
Kage105456042.9%-2.6
Lau85384744.7%-2.7
Wolf79354444.3%-5.8
Sarah78413752.6%+5.1
Lion76364047.4%-0.9
Goh70412958.6%+7.8
Jean65362955.4%+6.2
Pai63323150.8%+6.5
Vanessa57263145.6%-0.7
Aoi54252946.3%-0.6
Brad54262848.1%+4.8
Taka53223141.5%+1.5
Jeffry48183037.5%-12.7
El Blaze24141058.3%+10.1
Eileen2014670.0%+18.2
Dural1010.0%-41.8

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Full Fence1727210041.9%-4.0
Low Fence167759244.9%-1.7
Breakable Half Fence161778447.8%-0.3
Half Fence147846357.1%+12.9
Open147707747.6%-0.2
Rectangle142588440.9%-7.8
Breakable Full Fence140677347.9%+1.9
Octagon136627445.6%-2.3
Single Wall133538039.9%-6.8
Full Fence and Open66333350.0%+3.7

1 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
Walls89846.8%46.7%+0.0
No walls44744.3%46.8%-2.5

Walls against open: +2.5 points (95% range -3.4 to +8.4), p 0.408 — 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

no-0809 (Rank 39)2026/10/1626121446.1%
究極無敵 (Rank 32)2026/10/161981142.1%
でんでんでん123B (Rank 39)2026/10/162171433.3%
てーらい (Rank 34)2026/10/16189950.0%
村長~災禍の中心~ (Rank 39)2026/10/141661037.5%
漂泊の民回線ジプシー (Rank 38)2026/09/24146842.9%
raduakira (Rank 36)2026/09/1824141058.3%
都筑まもる君 (Rank 35)2026/09/181981142.1%
ボブソン (Rank 36)2026/09/1633181554.5%
stepan_BVFA (Rank 38)2026/09/15145935.7%
じゃんぬ兄(公認) (Rank 37)2026/09/14157846.7%
ごちももも (Rank 35)2026/09/14138561.5%
pnt_555 (Rank 36)2026/09/10158753.3%
힘내라코스피많이물렸다. (Rank 40)2026/09/08167943.8%
montanmo (Rank 37)2026/09/051221016.7%
klkun (Rank 41)2026/08/312081240.0%
mahiro_725 (Rank 37)2026/08/3142212150.0%
たたみん♪ (Rank 36)2026/08/3034181652.9%
kansimamoto (Rank 35)2026/08/282315865.2%
AzaeManV (Rank 36)2026/08/032214863.6%
ontama_kagaho (Rank 34)2026/06/211421214.3%
LEEGOSEGA (Rank 35)2026/05/2930151550.0%
JANGGANG (Rank 41)2026/05/271541126.7%
Hi:D (Rank 35)2026/05/23145935.7%
ねこむーと (Rank 34)2026/05/151410471.4%

Round openings

Akira

Career
4,016–3,855 · 51.0%
This season
1,473 matches · 46.8%
Peak rank
38

First hit in 49.6% of 5,749 rounds. Won 51.0% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 40.1% of rounds, against 32.3% in their other rounds.
  • Against Shun: evades first in 15.8% of rounds, against 8.5% against everyone else.
  • After losing a round: moves in first in 25.8% of rounds, against 13.9% after winning one.
  • When behind: moves in first in 24.2% of rounds, against 16.6% when ahead or level.
  • In round 1: opens with “backdash into 46P+K Chouzan Housui” in 11.1% of rounds, against 3.5% in their other rounds.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 15.1% of rounds, against 4.5% against everyone else.
  • After opening the round before with “backdash into 46P Jouho Senshou”: opens with “backdash into 46P Jouho Senshou” in 9.7% of rounds, against 4.7% after anything else.
  • After losing a round: opens with “forward dash into 6P Jouho Touken” in 7.9% of rounds, against 3.0% after winning one.
  • When behind: opens with “forward dash into 6P Jouho Touken” in 8.1% of rounds, against 4.1% when ahead or level.
  • Against a Shun on 15+ drinks: opens with “66P Rimon Chouchu” in 31.2% of rounds, against 16.1% against a Shun on other counts.

How is this tested?

Rimon Chouchu66P79413.7%
backdash into Jouho Senshou46P3205.5%
backdash into Chouzan Housui46P+K3135.4%
forward dash into Jouho Touken6P2864.9%
forward dash into Jouho Senshou46P2644.5%
backdash into evade down2584.5%
Rimon Chouchu66P into forward dash1923.3%
backdash into Youhou33P1753.0%
Chouyoushu1P1322.3%
Housui2P into forward dash1272.2%
Senzankou66P+K into throwP+G1272.2%
Senzankou66P+K1262.2%
backdash into crouch dash forward1252.2%
crouch dash back into Jouho Touken6P1232.1%
evade down into crouch dash forward1172.0%

253 further openings account for the other 2,321 rounds.

Counted from 1,429 of the 1,473 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
Lei Fei42–43 · 49%20–31 · 39%+10.0
Akira32–53 · 38%19–16 · 54%-15.0
Jacky35–43 · 45%16–20 · 44%+8.1
Shun32–40 · 44%10–18 · 36%too few to test
Kage26–33 · 44%15–21 · 42%+1.0
Lau22–21 · 51%15–20 · 43%+1.5
Sarah22–24 · 48%14–10 · 58%too few to test
Wolf19–32 · 37%10–10 · 50%too few to test
Lion20–20 · 50%15–19 · 44%+5.0
Goh21–15 · 58%17–13 · 57%+1.4
Jean24–17 · 59%5–11 · 31%too few to test
Pai22–16 · 58%7–8 · 47%too few to test
Vanessa17–22 · 44%4–7 · 36%too few to test
Brad15–17 · 47%6–7 · 46%too few to test
Taka16–18 · 47%3–9 · 25%too few to test
Aoi19–17 · 53%5–8 · 38%too few to test
Jeffry12–17 · 41%3–8 · 27%too few to test
El Blaze8–6 · 57%6–3 · 67%too few to test
Eileen7–5 · 58%4–0 · 100%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.

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 (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