VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Akira

jameszaka

Career matches7,291
Career win rate50.9%
Round win rate49.5%
Peak rank36
Distinct opponents338
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1704 #791 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

Akira367,2913,7103,58150.9%

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

2,701 of 4,132 rounds counted

9.0 inputs a second (540 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.05402,701

By opponent's character

Jacky9.1545304
Lau9.1548178
Akira9.2552198
Lion8.9534218
Goh9.4566195
Brad9.0541183
Wolf9.1547188
Sarah8.8526111
Kage8.4504116
Aoi9.2552186
Shun9.1547135
Jeffry9.3559117
Lei Fei8.3497108
Jean8.8531117
Pai8.953581
El Blaze8.953484
Eileen8.853193
Vanessa9.154831
Taka8.048049
Dural9.85879

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

Jacky93435046.2%-2.3
Lau83443953.0%+4.0
Akira79453457.0%+6.5
Lion78354344.9%-2.2
Goh70313944.3%-6.7
Brad67303744.8%-0.6
Wolf67412661.2%+9.5
Sarah58302851.7%+5.1
Kage56282850.0%-0.3
Aoi54292553.7%+9.0
Shun49252451.0%-0.4
Jeffry45192642.2%-10.4
Lei Fei44232152.3%+5.0
Jean38201852.6%-0.4
Pai37152240.5%+0.0
El Blaze33122136.4%-14.7
Eileen29131644.8%-6.0
Vanessa27131448.1%+0.0
Taka1521313.3%-25.5
Dural32166.7%+3.8

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Single Wall116605651.7%+4.8
Breakable Half Fence105456042.9%-6.6
Octagon105545151.4%+4.5
Breakable Full Fence104475745.2%-3.5
Rectangle103564754.4%+5.1
Half Fence102465645.1%-5.6
Low Fence101534852.5%+2.8
Full Fence97465147.4%-0.8
Open72324044.4%-4.3
Full Fence and Open60322853.3%+2.8

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
Walls61647.7%48.8%-1.0
No walls28950.2%48.6%+1.6

Walls against open: -2.6 points (95% range -9.5 to +4.3), p 0.454 — 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

LEEGOSEGA (Rank 38)2026/09/1873442.9%
KumadaP (Rank 35)2026/09/0695455.6%
フェイス (Rank 36)2026/09/0676185.7%
VF12360-PC (Rank 37)2026/09/0692722.2%
hsat0310 (Rank 36)2026/09/0586275.0%
Aldric (Rank 37)2026/09/05115645.5%
ウシジマ (Rank 36)2026/08/2693633.3%
mahiro_725 (Rank 38)2026/08/1893633.3%
Sore (Rank 36)2026/07/28117463.6%
ふぇに (Rank 34)2026/06/21138561.5%
yossystanp-ussa (Rank 33)2026/06/2086275.0%
寿司眼鉄 (Rank 34)2026/06/1984450.0%
かえる (Rank 37)2026/06/1971614.3%
bh_iflg (Rank 33)2026/06/1783537.5%
lesser-pram7 (Rank 39)2026/06/1672528.6%
マハリータまるこ (Rank 39)2026/06/161881044.4%
fixed-star_61 (Rank 33)2026/06/08107370.0%
うるヲ参拾 (Rank 38)2026/06/0794544.4%
[ネ単]-ZEN- (Rank 38)2026/06/05169756.2%
IkebukuroSarah (Rank 36)2026/05/30128466.7%
きみのれんれん (Rank 38)2026/05/2882625.0%
おかし (Rank 39)2026/05/2272528.6%
pnt_555 (Rank 35)2026/05/1674357.1%
Byakko-Donchan (Rank 34)2026/05/15106460.0%
まきお (Rank 37)2026/04/1084450.0%

Round openings

Akira

Career
3,710–3,581 · 50.9%
This season
1,025 matches · 48.8%
Peak rank
36

First hit in 46.5% of 4,100 rounds. Won 51.6% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 2: waits first in 26.7% of rounds, against 19.5% in their other rounds.
  • Against Shun: attacks straight away in 45.3% of rounds, against 25.5% against everyone else.
  • On Full Fence stages: moves in first in 51.5% of rounds, against 37.5% on the other stages.
  • After opening the round before by moving in: moves in first in 43.4% of rounds, against 35.6% after anything else.
  • After losing a round: waits first in 26.5% of rounds, against 19.0% after winning one.
  • When behind: waits first in 27.7% of rounds, against 20.4% when ahead or level.
  • After landing the first hit of the round before: backs off first in 10.2% of rounds, against 7.2% after being hit first.
  • In round 2: opens with “G guard into throw escape” in 14.2% of rounds, against 10.4% in their other rounds.
  • Against Kage: opens with “G guard into throw escape” in 19.4% of rounds, against 10.9% against everyone else.
  • After losing a round: opens with “G guard into throw escape” in 17.3% of rounds, against 7.4% after winning one.
  • When behind: opens with “G guard into throw escape” in 17.4% of rounds, against 9.6% when ahead or level.

How is this tested?

forward dash into guardG55313.4%
guardG into throw escape46911.3%
Yakuho Chouchu666P1563.8%
Rimon Chouchu66P1463.5%
forward dash into forward punch+kick6P+K1373.3%
forward dash into Jouho Touken6P1182.9%
guardG into evade down1012.4%
forward dash into Housui2P1002.4%
backdash into evade down892.1%
guardG into Rimon Chouchu66P862.1%
Senzankou66P+K791.9%
forward dash into Jouho Senshou46P791.9%
throw escape into evade down751.8%
throw escape711.7%
Senzankou66P+K into throwP+G671.6%

238 further openings account for the other 1,812 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky23–36 · 39%16–9 · 64%too few to test
Lau19–26 · 42%18–10 · 64%too few to test
Akira22–21 · 51%14–10 · 58%too few to test
Lion23–26 · 47%8–14 · 36%too few to test
Goh19–28 · 40%8–7 · 53%too few to test
Brad13–15 · 46%10–11 · 48%too few to test
Wolf27–16 · 63%13–8 · 62%too few to test
Sarah17–18 · 49%6–6 · 50%too few to test
Kage17–16 · 52%8–8 · 50%too few to test
Aoi21–12 · 64%7–10 · 41%too few to test
Shun5–7 · 42%16–12 · 57%too few to test
Jeffry16–17 · 48%3–8 · 27%too few to test
Lei Fei16–15 · 52%6–4 · 60%too few to test
Jean16–10 · 62%1–7 · 12%too few to test
Pai10–13 · 43%4–6 · 40%too few to test
El Blaze9–14 · 39%2–6 · 25%too few to test
Eileen8–14 · 36%4–1 · 80%too few to test
Vanessa9–7 · 56%1–5 · 17%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 (17 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: 11 of 17 tests hold up