VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

AnchorMan

Career matches2,284
Career win rate49.8%
Round win rate48.0%
Peak rank32
Distinct opponents197
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1460 #2,266 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

Akira322,2841,1371,14749.8%

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

964 of 2,579 rounds counted

9.6 inputs a second (575 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.6575964

By opponent's character

Jacky9.6574181
Akira9.859095
Wolf9.556965
Sarah9.054048
Lau9.858888
Jean9.4566118
Pai9.858729
Goh10.160440
Jeffry9.757959
Kage9.456527
Shun9.657435
Lion9.154458
Lei Fei9.959729
Aoi9.858635
Vanessa9.25509
Brad9.959325
El Blaze9.557119
Eileen8.95334

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

Jacky94395541.5%-7.0
Akira72432959.7%+15.0
Wolf49232646.9%-3.6
Sarah48291960.4%+13.9
Lau46153132.6%-14.1
Jean43182541.9%-2.0
Pai37251267.6%+17.6
Goh34122235.3%-13.7
Jeffry33122136.4%-9.0
Kage31171454.8%+5.7
Shun25141156.0%+4.4
Lion23101343.5%-2.7
Lei Fei2271531.8%-6.4
Aoi1811761.1%+5.8
Vanessa1751229.4%-13.2
Brad1610662.5%+23.5
El Blaze156940.0%-8.4
Eileen92722.2%-15.5
Taka3030.0%-40.8

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.

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

Full Fence77324541.6%-6.3
Open77403752.0%+6.1
Low Fence72363650.0%+4.9
Octagon68323647.1%+1.8
Breakable Half Fence66313547.0%-0.8
Rectangle63263741.3%-9.2
Breakable Full Fence56243242.9%-3.2
Half Fence50183236.0%-13.6
Single Wall49301961.2%+14.4
Full Fence and Open26151157.7%+9.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls38042.9%47.3%-4.4
No walls19853.5%46.6%+7.0

Walls against open: -11.4 points (95% range -21.0 to -1.7), p 0.021 — 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

babystar0919 (Rank 29)2026/10/167070.0%
무파ZeroBlue (Rank 29)2026/10/1672528.6%
eastrun (Rank 30)2026/10/16102820.0%
ごちももも (Rank 33)2026/10/1693633.3%
a_h_i_k_o (Rank 29)2026/10/121210283.3%
NekoPunchMaster (Rank 32)2026/10/07139469.2%
hahaha (Rank 29)2026/10/0772528.6%
ATSHSHI (Rank 32)2026/09/3063350.0%
negipy (Rank 30)2026/09/3072528.6%
Kriel (Rank 33)2026/09/3072528.6%
ワクワク (Rank 32)2026/09/29105550.0%
BANANA (Rank 30)2026/09/28117463.6%
calmknight[냠냠] (Rank 29)2026/05/09127558.3%
MikuMartineau (Rank 30)2026/05/07103730.0%
賛美歌13番 (Rank 27)2026/05/07117463.6%
salem_old_man (Rank 27)2026/05/0774357.1%
bruceshiue (Rank 25)2026/05/0783537.5%
manao_0609 (Rank 27)2026/05/0794544.4%
MELTBUTTER (Rank 27)2026/04/23137653.9%
okb@j>おーけーびー (Rank 27)2026/04/23156940.0%
GreenJacky (Rank 30)2026/04/21116554.5%
ひらりん。 (Rank 26)2026/04/1686275.0%
akimaru7 (Rank 30)2026/04/1681712.5%
なっちゃんねる (Rank 25)2026/04/15107370.0%
要你命3000 (Rank 24)2026/04/1098188.9%

Round openings

Akira

Career
1,137–1,147 · 49.8%
This season
635 matches · 46.9%
Peak rank
32

First hit in 58.0% of 2,119 rounds. Won 51.7% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

  • After opening the round before by moving in: moves in first in 33.3% of rounds, against 25.7% after anything else.
  • In round 1: opens with “backdash into evade down” in 9.7% of rounds, against 3.3% in their other rounds.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P1908.9%
punchP1396.5%
forward movement into backdash1265.9%
forward movement into punchP1265.9%
backdash into evade down1044.9%
forward movement into crouch dash back522.4%
Souka Housui3P+K into crouch502.3%
backward movement into Jouho Touken6P432.0%
backward movement into forward dash422.0%
forward movement into throwP+G401.9%
Jouho Senshou46P391.8%
backdash into Jouho Senshou46P371.7%
crouch dash forward into Youhou33P371.7%
throwP+G361.7%
backward movement into Youhou33P351.6%

187 further openings account for the other 1,042 rounds.

Counted from 527 of the 635 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
Jacky18–23 · 44%12–9 · 57%too few to test
Akira16–18 · 47%11–6 · 65%too few to test
Sarah12–6 · 67%16–10 · 62%too few to test
Lau7–13 · 35%3–7 · 30%too few to test
Wolf12–14 · 46%6–3 · 67%too few to test
Goh10–15 · 40%0–3 · 0%too few to test
Pai14–6 · 70%6–3 · 67%too few to test
Jean8–14 · 36%1–5 · 17%too few to test
Kage4–3 · 57%11–8 · 58%too few to test
Jeffry6–10 · 38%4–3 · 57%too few to test
Lion7–11 · 39%2–1 · 67%too few to test
Shun5–4 · 56%5–4 · 56%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.

108 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 (16 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: 2 of 16 tests hold up