VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

STAGEW(ON)@스테이지원

Career matches16,922
Career win rate50.7%
Round win rate51.4%
Peak rank43
Distinct opponents334
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1839 #265 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

Akira4316,9228,5758,34750.7%

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

4,764 of 7,172 rounds counted

9.8 inputs a second (590 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.85904,764

By opponent's character

Shun9.8585725
Jacky10.0602431
Akira9.8587410
Brad9.8590392
Sarah10.0602126
Lau10.1606298
Lion9.8586192
Aoi9.8590244
Kage9.7584305
Pai10.0601225
Lei Fei9.8588222
Wolf9.8588208
Vanessa9.9592167
Goh9.4564157
El Blaze9.8587141
Jeffry9.9593144
Jean9.9597139
Eileen9.557370
Taka9.5568134
Dural10.060134

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

Shun23412011451.3%+2.5
Jacky166907654.2%+3.6
Akira165778846.7%-8.1
Brad122725059.0%+2.6
Sarah106535350.0%-4.0
Lau100425842.0%-8.9
Lion93484551.6%+4.1
Aoi91553660.4%+2.9
Kage91514056.0%+3.5
Pai85424349.4%-0.7
Lei Fei81364544.4%-3.7
Wolf80453556.2%-1.6
Vanessa79433654.4%+4.5
Goh58382065.5%+11.6
El Blaze55361965.5%+14.0
Jeffry51312060.8%+4.6
Jean47182938.3%-14.0
Eileen43232053.5%+3.1
Taka39182146.1%-13.8
Dural124833.3%-22.4

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Breakable Full Fence2071099852.7%+1.8
Octagon1971118656.4%+4.0
Breakable Half Fence1929210047.9%-3.3
Half Fence187939449.7%-2.6
Full Fence1781116762.4%+10.7
Open175839247.4%-7.3
Rectangle168907853.6%+1.4
Low Fence164857951.8%-1.0
Single Wall164768846.3%-6.8
Full Fence and Open93504353.8%+0.1

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
Walls1,12953.7%51.9%+1.7
No walls50348.5%53.1%-4.6

Walls against open: +6.3 points (95% range +0.5 to +12.1), p 0.032 — a difference this size is unlikely to be chance.

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

『Nεnji』.β (Rank 41)2026/10/1327161159.3%
Fibonacci (Rank 40)2026/10/1320101050.0%
아오이다루길몇갤준거야. (Rank 39)2026/10/1341261563.4%
klkun (Rank 42)2026/10/1374294539.2%
ハマラウ (Rank 42)2026/10/131881044.4%
<ㅑㅇ~<ㅑㅇ~<ㅑJ (Rank 42)2026/10/0228101835.7%
Re:Biz (Rank 36)2026/10/021711664.7%
ハナシミ_DAVID (Rank 42)2026/10/022952417.2%
弐代目JA&れんじぃPA (Rank 39)2026/09/3022111150.0%
KWGC-Union (Rank 39)2026/09/2828171160.7%
shenron0321 (Rank 43)2026/09/281711664.7%
ゲッパー (Rank 39)2026/09/17169756.2%
やそかみ (Rank 44)2026/09/171821611.1%
k-wofs (Rank 40)2026/09/1726131350.0%
Eno (Rank 40)2026/09/1328101835.7%
マハリータまるこ (Rank 40)2026/09/11168850.0%
愛蒔らぶり (Rank 41)2026/09/0924111345.8%
umiyama_kai (Rank 39)2026/09/092191242.9%
pesonkun0519 (Rank 38)2026/09/091771041.2%
アヒルさんチーム (Rank 44)2026/09/0928151353.6%
lesser-pram7 (Rank 42)2026/09/0631141745.2%
poncho (Rank 41)2026/09/061710758.8%
エル・シエロ (Rank 42)2026/05/302371630.4%
保育園中退 (Rank 39)2026/05/1639192048.7%
ジュリエッタ紗羅 (Rank 41)2026/05/151941521.1%

Round openings

Akira

Career
8,575–8,347 · 50.7%
This season
1,798 matches · 52.4%
Peak rank
43

First hit in 56.2% of 6,823 rounds. Won 53.4% of the rounds they struck first, 49.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 51.4% of rounds, against 43.8% in their other rounds.
  • Against Pai: backs off first in 56.2% of rounds, against 39.1% against everyone else.
  • On Rectangle stages: moves in first in 54.0% of rounds, against 44.8% on the other stages.
  • After opening the round before by moving in: moves in first in 50.3% of rounds, against 38.1% after anything else.
  • After losing a round: moves in first in 47.3% of rounds, against 40.4% after winning one.
  • When behind: moves in first in 50.1% of rounds, against 39.8% when ahead or level.
  • Against a Shun on no drinks: evades first in 10.3% of rounds, against 2.6% against a Shun on other counts.
  • In round 1: opens with “backdash into 3P+K Souka Housui” in 12.8% of rounds, against 8.5% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 26.4% of rounds, against 15.0% against everyone else.
  • On Full Fence and Open stages: opens with “backdash into forward dash” in 8.8% of rounds, against 4.3% on the other stages.
  • After opening the round before with “crouch dash back into evade down”: opens with “crouch dash back into evade down” in 17.4% of rounds, against 5.6% after anything else.
  • After winning a round: opens with “backdash into G guard” in 4.6% of rounds, against 2.3% after losing one.
  • When ahead: opens with “crouch dash back into evade down” in 7.1% of rounds, against 5.1% when level or behind.

How is this tested?

forward movement into punchP1,10716.1%
backdash into Souka Housui3P+K6629.6%
crouch dash back into evade down3505.1%
backdash into forward dash3174.6%
backdash into guardG2323.4%
crouch dash forward into evade down2313.4%
crouch dash forward into Jouho Senshou46P2213.2%
punchP into forward dash2073.0%
crouch dash forward into Jouho Touken6P1852.7%
forward dash into Jouho Touken6P1642.4%
crouch dash forward into Youhou33P1542.2%
crouch dash back into Jouho Touken6P1452.1%
crouch dash forward into forward dash1352.0%
forward movement into Hachimon KaidaPP1161.7%
backdash into evade up1111.6%

253 further openings account for the other 2,558 rounds.

Counted from 1,727 of the 1,798 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
Shun71–68 · 51%32–39 · 45%+9.1
Jacky55–39 · 59%22–21 · 51%+8.7
Akira47–54 · 47%18–24 · 43%+5.6
Brad47–29 · 62%15–14 · 52%too few to test
Sarah37–33 · 53%13–16 · 45%too few to test
Lau34–32 · 52%4–18 · 18%too few to test
Aoi41–23 · 64%9–8 · 53%too few to test
Kage30–23 · 57%17–11 · 61%too few to test
Pai25–30 · 45%13–11 · 54%too few to test
Lion21–20 · 51%12–13 · 48%too few to test
Lei Fei19–30 · 39%12–13 · 48%too few to test
Vanessa26–20 · 57%10–13 · 43%too few to test
Wolf27–18 · 60%11–10 · 52%too few to test
Goh19–9 · 68%15–8 · 65%too few to test
El Blaze21–13 · 62%8–4 · 67%too few to test
Jeffry17–13 · 57%11–1 · 92%too few to test
Eileen15–12 · 56%7–7 · 50%too few to test
Jean14–16 · 47%2–9 · 18%too few to test
Taka16–14 · 53%2–5 · 29%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.

71 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: 13 of 18 tests hold up