VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ctraum

Career matches3,632
Career win rate52.7%
Round win rate51.1%
Peak rank41
Distinct opponents388
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1707 #776 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

Akira413,6321,9151,71752.7%

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

7,006 of 8,056 rounds counted

12.9 inputs a second (775 a minute) this season. Faster than 100% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira12.97757,006

By opponent's character

Jacky13.0778754
Akira13.3798723
Lau12.8770592
Brad12.9777643
Lion13.2793558
Kage12.4743437
Wolf13.0781337
Jeffry12.6754336
Lei Fei12.6757327
Shun13.2790330
Pai13.2790266
Vanessa12.9774309
Sarah12.6756223
Aoi12.9773251
Jean12.7764193
Goh13.1784132
El Blaze12.9776208
Taka12.9771186
Eileen12.5752173
Dural12.273028

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

Jacky2111179455.5%+3.0
Akira187988952.4%+0.1
Lau163699442.3%-5.9
Brad162847851.9%-0.8
Lion151688345.0%-4.4
Kage118586049.1%-3.5
Wolf107614657.0%+0.2
Jeffry106594755.7%+2.8
Lei Fei96524454.2%+4.8
Shun92583463.0%+9.8
Pai87553263.2%+13.2
Vanessa86365041.9%-13.2
Sarah79413851.9%+2.1
Aoi68452366.2%+7.5
Jean63313249.2%-7.2
Goh56342260.7%+4.0
El Blaze54233142.6%-9.1
Taka50232746.0%-6.0
Eileen41261563.4%+8.1
Dural92722.2%-18.9

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

Rectangle24612911752.4%-0.5
Single Wall2081099952.4%+0.3
Breakable Full Fence2011029950.8%-1.3
Full Fence2018911244.3%-8.0
Octagon2001029851.0%-0.9
Half Fence1931197461.7%+9.3
Low Fence187969151.3%-2.2
Breakable Half Fence185988753.0%+0.8
Open166996759.6%+6.9
Full Fence and Open108575152.8%+2.6

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
Walls1,22652.1%52.3%-0.2
No walls56154.2%52.9%+1.3

Walls against open: -1.4 points (95% range -6.6 to +3.7), p 0.582 — 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

おむすび山かずkaz_kcjj (Rank 39)2026/10/171910952.6%
nidaimebannai (Rank 36)2026/10/1526161061.5%
elpopo_3378 (Rank 37)2026/10/14178947.1%
jinmenusagi (Rank 43)2026/10/131541126.7%
俺様バーンズ (Rank 36)2026/10/081991047.4%
Sore (Rank 37)2026/10/032620676.9%
rikubon-ps (Rank 36)2026/09/301651131.2%
★闘将拉麵男★ (Rank 39)2026/09/2428111739.3%
こんにちわアキラ (Rank 42)2026/09/241521313.3%
かんしゅ (Rank 42)2026/09/181641225.0%
umiyama_kai (Rank 38)2026/09/1424141058.3%
ドランクン//Konpay (Rank 39)2026/09/141711664.7%
寿司眼鉄 (Rank 37)2026/09/051541126.7%
ミスターDOPPO 山田勝巳 (Rank 41)2026/09/032762122.2%
onigiryy_14 (Rank 36)2026/08/291814477.8%
かえる (Rank 38)2026/08/291991047.4%
堂島様 (Rank 43)2026/08/251741323.5%
ikkyusaaan (Rank 41)2026/08/24167943.8%
鮫島sirzima (Rank 41)2026/08/241541126.7%
ラッキーボーイ (Rank 39)2026/08/21178947.1%
ふかふか (Rank 38)2026/08/201512380.0%
interceptor (Rank 41)2026/08/0546232350.0%
kfc7p (Rank 36)2026/08/03167943.8%
GP (Rank 40)2026/08/032171433.3%
テクノモデル (Rank 35)2026/06/1622111150.0%

Round openings

Akira

Career
1,915–1,717 · 52.7%
This season
1,986 matches · 52.4%
Peak rank
41

First hit in 57.3% of 7,590 rounds. Won 52.2% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 24.4% of rounds, against 11.3% in their other rounds.
  • Against Taka: attacks straight away in 46.4% of rounds, against 23.3% against everyone else.
  • On Rectangle stages: backs off first in 18.4% of rounds, against 14.4% on the other stages.
  • After opening the round before by backing off: backs off first in 27.9% of rounds, against 13.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 47.2% of rounds, against 42.3% after anything else.
  • After winning a round: attacks straight away in 28.6% of rounds, against 18.7% after losing one.
  • When the score is level: backs off first in 19.4% of rounds, against 10.0% when ahead or behind.
  • In round 4 or later: opens with “backdash into evade down” in 13.0% of rounds, against 5.9% in their other rounds.
  • Against Lion: opens with “evade up into crouch dash forward” in 11.7% of rounds, against 5.3% against everyone else.
  • On Full Fence stages: opens with “forward movement into P punch” in 15.2% of rounds, against 11.2% on the other stages.
  • After opening the round before with “forward movement into P punch”: opens with “forward movement into P punch” in 24.9% of rounds, against 11.2% after anything else.
  • After winning a round: opens with “66P Rimon Chouchu into 6P Jouho Touken” in 6.2% of rounds, against 3.5% after losing one.
  • When the score is level: opens with “backdash into evade down” in 11.0% of rounds, against 5.5% when ahead or behind.
  • Against a Shun on 1+ drinks: opens with “forward movement into P punch” in 16.9% of rounds, against 5.4% against a Shun on other counts.

How is this tested?

forward movement into punchP88911.6%
backdash into evade down5977.8%
evade up into crouch dash forward4435.8%
Rimon Chouchu66P into Jouho Touken6P3985.2%
forward movement into Housui2P3264.2%
crouch dash forward into evade down2523.3%
Housui2P into forward dash2323.0%
Yakuho Chouchu666P into Jouho Touken6P1982.6%
forward dash into evade down1702.2%
forward movement into evade down1612.1%
evade down into crouch dash forward1181.5%
forward dash into Souka Housui3P+K1101.4%
Housui2P1081.4%
Rimon Chouchu66P into throwP+G1081.4%
evade down into Rimon Chouchu66P971.3%

320 further openings account for the other 3,457 rounds.

Counted from 1,884 of the 1,986 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
Jacky58–52 · 53%40–26 · 61%-5.3
Akira50–53 · 49%36–24 · 60%-12.0
Lau43–52 · 45%12–27 · 31%+13.1
Lion40–42 · 49%17–26 · 40%+11.4
Brad44–32 · 58%16–26 · 38%+19.3
Kage32–36 · 47%14–13 · 52%too few to test
Jeffry41–33 · 55%14–13 · 52%too few to test
Wolf30–28 · 52%21–11 · 66%-11.1
Shun41–21 · 66%14–11 · 56%too few to test
Lei Fei18–19 · 49%21–10 · 68%-12.7
Pai41–23 · 64%8–8 · 50%too few to test
Vanessa21–32 · 40%9–14 · 39%too few to test
Sarah27–30 · 47%11–4 · 73%too few to test
Aoi26–16 · 62%19–3 · 86%too few to test
Jean22–17 · 56%7–9 · 44%too few to test
Goh22–13 · 63%9–4 · 69%too few to test
El Blaze13–22 · 37%9–7 · 56%too few to test
Taka22–23 · 49%1–4 · 20%too few to test
Eileen10–10 · 50%9–3 · 75%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.

102 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: 14 of 18 tests hold up