VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

TheXzam7705

Career matches1,541
Career win rate43.4%
Round win rate44.5%
Peak rank24
Distinct opponents70
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1299 #3,125 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

Akira241,54166887343.4%

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

1,288 of 1,285 rounds counted

5.7 inputs a second (341 a minute) this season. Faster than 11% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.73411,288

By opponent's character

Aoi5.9353167
Brad5.6336155
Lei Fei5.8346114
Akira5.633497
Eileen5.231193
Sarah5.633482
Shun6.136976
Wolf6.338179
Taka5.332068
Goh6.036258
Lion5.532959
Jacky4.929652
Jeffry5.432445
Pai5.734244
Kage5.734434
Vanessa5.935235
Lau5.935324
El Blaze6.43846

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

Aoi40192147.5%-1.3
Brad37231462.2%+11.7
Lei Fei27121544.4%+5.7
Akira2516964.0%+15.0
Eileen23101343.5%+13.9
Sarah2391439.1%-3.4
Shun1951426.3%-6.2
Wolf1910952.6%+2.1
Taka1821611.1%-23.8
Goh1661037.5%+0.9
Lion1641225.0%-16.4
Jacky145935.7%+2.6
Jeffry115645.5%-10.5
Pai111109.1%-14.9
Kage103730.0%-9.0
Vanessa96366.7%+19.7
Lau71614.3%-16.7
El Blaze2020.0%-36.2

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 Fence48173135.4%-3.8
Rectangle43182541.9%-1.2
Low Fence34151944.1%-1.0
Octagon34161847.1%+2.7
Full Fence32181456.2%+7.9
Open30141646.7%+5.9
Half Fence27121544.4%+2.9
Single Wall26111542.3%-2.4
Breakable Full Fence2041620.0%-16.0
Full Fence and Open1871138.9%-0.8

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20441.7%42.2%-0.6
No walls9044.4%43.7%+0.8

Walls against open: -1.4 points (95% range -14.1 to +11.4), p 0.834 — 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

stephentylermager (Rank 21)2026/08/2152340.0%
DanHalen (Rank 29)2026/08/2151420.0%
VF31998 (Rank 29)2026/08/2152340.0%
󠀡󠀡 (Rank 22)2026/08/0451420.0%
Dice (Rank 26)2026/08/0464266.7%
DDRMONKEY (Rank 26)2026/08/0371614.3%
B34TD0WN (Rank 29)2026/08/02261253.9%
ericks1 (Rank 21)2026/08/02440100.0%
DatDemo (Rank 26)2026/07/2962433.3%
RushdownTurtle(RDT) (Rank 28)2026/07/286060.0%
我老婆最乖 (Rank 23)2026/07/27125741.7%
Daimao.Koopa (Rank 23)2026/07/2452340.0%
FissionMailed (Rank 19)2026/07/24106460.0%
Ramenion (Rank 23)2026/07/202491537.5%
freddy (Rank 19)2026/07/1895455.6%
thedriver (Rank 21)2026/07/1724131154.2%
Anger™ (Rank 22)2026/07/174040.0%
S_C_H_T_O_M_P (Rank 21)2026/07/171812666.7%
dawstheboss2643 (Rank 21)2026/07/16118372.7%
CobraJames187 (Rank 23)2026/07/1441325.0%
SunGoblin (Rank 26)2026/07/12115645.5%
TayoTayoTaka (Rank 20)2026/07/054040.0%
StrangePixel (Rank 23)2026/07/0573442.9%
KhanJude (Rank 22)2026/06/1841325.0%
FISH (Rank 11)2026/06/1310100100.0%

Round openings

Akira

Career
668–873 · 43.4%
This season
327 matches · 41.9%
Peak rank
24

First hit in 44.4% of 1,275 rounds. Won 49.5% of the rounds they struck first, 40.5% of the rounds they were struck first.

Significant Tells

  • After losing a round: backs off first in 48.3% of rounds, against 33.2% after winning one.
  • In round 1: opens with “backdash into evade down” in 8.3% of rounds, against 2.8% in their other rounds.
  • On Single Wall stages: opens with “backdash into 1P Chouyoushu” in 12.6% of rounds, against 4.7% on the other stages.

How is this tested?

backdash into Chouyoushu1P725.6%
Rimon Chouchu66P685.3%
Souka Housui3P+K685.3%
backdash into Koboku214P574.4%
backdash into evade down544.2%
backdash into backward movement493.8%
backdash483.7%
Chouyoushu1P453.5%
backdash into Hekishou43P423.2%
evade up423.2%
evade up into Youhou33P403.1%
Rimon Chouchu66P into evade down393.0%
backdash into Chouzan Housui46P+K292.2%
backdash into Jouho Senshou46P282.2%
backdash into Youhou33P251.9%

157 further openings account for the other 587 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi13–13 · 50%4–4 · 50%too few to test
Brad15–7 · 68%8–7 · 53%too few to test
Lei Fei3–7 · 30%5–4 · 56%too few to test
Akira13–7 · 65%3–2 · 60%too few to test
Eileen4–9 · 31%6–4 · 60%too few to test
Sarah4–8 · 33%5–6 · 45%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.

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: 3 of 15 tests hold up