VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

little-boy0-0v

Career matches1,658
Career win rate55.5%
Round win rate50.0%
Peak rank33
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1657 #1,010 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

Akira331,65892173755.5%

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

317 of 426 rounds counted

7.5 inputs a second (451 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.5451317

By opponent's character

Pai7.645850
Goh7.846636
Jacky7.645644
Aoi7.142631
Jean7.846637
Wolf7.545334
Akira7.746220
Jeffry6.438612
Brad7.544924
Sarah6.43867
Taka7.243410
Vanessa7.74598
Lau7.74624

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

Pai2191242.9%-5.9
Goh157846.7%-5.8
Jacky128466.7%+15.5
Aoi106460.0%+24.0
Jean101910.0%-33.6
Wolf83537.5%-11.0
Akira75271.4%+23.2
Jeffry73442.9%-13.6
Brad63350.0%+4.1
Sarah32166.7%+3.6
Taka21150.0%+9.3
Vanessa220100.0%+44.5
Lau1010.0%-25.7

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

Open2191242.9%-9.9
Full Fence156940.0%-10.7
Octagon159660.0%+19.8
Breakable Full Fence127558.3%+5.8
Breakable Half Fence83537.5%-9.3
Single Wall86275.0%+29.2
Half Fence63350.0%+9.2
Full Fence and Open53260.0%+19.2
Rectangle52340.0%-11.8
Low Fence41325.0%-28.6

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
Walls6149.2%47.4%+1.7
No walls3348.5%50.3%-1.9

Walls against open: +3.6 points (95% range -16.9 to +24.1), p 0.731 — 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

ohisama0123456 (Rank 11)2026/10/06110100.0%
kazu (Rank 32)2026/10/0562433.3%
蒼き麒麟 (Rank 28)2026/09/10110100.0%
calmknight[냠냠] (Rank 30)2026/07/29220100.0%
筋トレ職人 (Rank 33)2026/07/28110100.0%
JeanKujo (Rank 32)2026/06/0542250.0%
jinjin (Rank 29)2026/06/0552340.0%
∈挙動不審∋ (Rank 33)2026/06/0552340.0%
nanami.madogiwa (Rank 34)2026/06/05123925.0%
Momomia (Rank 27)2026/06/0554180.0%
jiwoonpk (Rank 30)2026/06/05117463.6%
音の勢-リック (Rank 28)2026/06/04126650.0%
滝太郎(Takitarou) (Rank 32)2026/06/0421150.0%
가즈아!!! (Rank 26)2026/06/04110100.0%
emespink (Rank 27)2026/06/04110100.0%
xenon335 (Rank 33)2026/05/242020.0%
I'mabeginner (Rank 27)2026/05/2442250.0%
Phrazes_For_The_Young (Rank 33)2026/05/2441325.0%
OgreAunt (Rank 32)2026/05/231010.0%
ちび-G (Rank 30)2026/05/1421150.0%
ワクワク (Rank 30)2026/05/1083537.5%
タイヨウ (Rank 29)2026/05/09110100.0%
La@Stea☆ (Rank 26)2026/05/0931233.3%
都筑まもる君 (Rank 33)2026/04/0821150.0%
vf5 (Rank 31)2026/04/081010.0%

Round openings

Akira

Career
921–737 · 55.5%
This season
104 matches · 48.1%
Peak rank
33

First hit in 52.2% of 416 rounds. Won 52.1% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 14.7% of rounds, against 1.6% in their other rounds.
  • In round 4 or later: opens with “66P Rimon Chouchu” in 16.7% of rounds, against 4.3% in their other rounds.

How is this tested?

forward dash into Jouho Touken6P419.8%
Jouho Touken6P358.4%
Rimon Chouchu66P327.7%
backdash into guardG327.7%
forward movement into KansuitaiPK194.5%
Souka Housui3P+K163.8%
forward dash into forward punch+kick6P+K163.8%
backdash into Jouho Senshou46P143.4%
forward movement into punchP143.4%
backdash into evade up112.6%
backdash into Chouyoushu1P102.4%
backdash into Koboku214P102.4%
Senzankou66P+K into throwP+G92.1%
forward dash into Yakuho Chouchu666P71.7%
guardG71.7%

81 further openings account for the other 145 rounds.

Counted from 102 of the 104 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
Pai3–4 · 43%4–7 · 36%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.

2 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 (14 here; about 0.7 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: 2 of 14 tests hold up