VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

あーにぃ

Career matches5,396
Career win rate49.0%
Round win rate48.9%
Peak rank30
Distinct opponents270
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1447 #2,373 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

Akira305,3962,6442,75249.0%

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

1,182 of 2,180 rounds counted

7.0 inputs a second (418 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.04181,182

By opponent's character

Jacky7.2434153
Sarah7.042063
Kage6.639662
Brad7.243277
Jeffry6.639886
Wolf6.539081
Jean6.840878
Pai7.544879
Goh6.841061
El Blaze6.438461
Lau7.243272
Akira7.243546
Aoi7.042059
Shun6.840662
Lion7.344147
Lei Fei6.639526
Vanessa7.242925
Eileen7.242928
Dural6.84109
Taka6.74017

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

Jacky58322655.2%+5.9
Sarah44261859.1%+14.7
Kage43232053.5%+7.7
Brad41202148.8%+1.7
Jeffry40142635.0%-14.2
Wolf37102727.0%-21.1
Jean33132039.4%-6.4
Pai32221068.8%+15.7
Goh28121642.9%-5.1
El Blaze25121348.0%-0.8
Lau25111444.0%-2.8
Akira2491537.5%-9.4
Aoi2415962.5%+11.4
Shun24141058.3%+7.0
Lion21111052.4%+2.1
Lei Fei168850.0%+7.0
Vanessa1331023.1%-28.5
Eileen71614.3%-23.9
Dural220100.0%+52.1
Taka21150.0%-3.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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 Fence70333747.1%-1.8
Full Fence62352756.5%+8.7
Breakable Half Fence57273047.4%-0.1
Half Fence55243143.6%-2.3
Octagon53262749.1%+0.2
Rectangle53292454.7%+7.8
Open51242747.1%-1.1
Single Wall51282354.9%+6.1
Low Fence44143031.8%-17.6
Full Fence and Open22121054.5%+1.9

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
Walls35049.7%47.9%+1.8
No walls14645.2%48.5%-3.3

Walls against open: +5.1 points (95% range -4.4 to +14.6), p 0.290 — 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

Holmes-sensei (Rank 29)2026/08/2563350.0%
Varsity0326 (Rank 26)2026/08/244040.0%
chocoballnaya2f (Rank 29)2026/08/1773442.9%
ありがとナス (Rank 26)2026/07/3143175.0%
kuni_sato (Rank 24)2026/07/0463350.0%
ルビーロマン葵 (Rank 28)2026/06/2141325.0%
いおす (Rank 26)2026/06/1853260.0%
ShieldHolder (Rank 28)2026/06/1852340.0%
聖☆奈♡♡ (Rank 25)2026/06/1876185.7%
retro-gamer--999 (Rank 29)2026/06/1554180.0%
HEDO/ (Rank 27)2026/06/0642250.0%
RANAO3AKN3 (Rank 29)2026/06/0442250.0%
raduakira (Rank 32)2026/06/035050.0%
Teruo_1114 (Rank 31)2026/06/0385362.5%
fuuchanakira (Rank 31)2026/05/2941325.0%
igyoken55 (Rank 29)2026/05/2373442.9%
ヘニオ (Rank 30)2026/05/2151420.0%
ばねばば (Rank 30)2026/05/2042250.0%
misoazy (Rank 29)2026/05/1574357.1%
spykin_ (Rank 26)2026/05/1553260.0%
gyoujyun (Rank 29)2026/05/1054180.0%
JAYABOX (Rank 28)2026/05/0651420.0%
AOEアオイ (Rank 30)2026/04/2352340.0%
fixed-star_61 (Rank 29)2026/04/2363350.0%
BANANA (Rank 28)2026/04/0943175.0%

Round openings

Akira

Career
2,644–2,752 · 49.0%
This season
539 matches · 48.0%
Peak rank
30

First hit in 51.1% of 2,164 rounds. Won 53.8% of the rounds they struck first, 43.6% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 31.0% of rounds, against 11.8% in their other rounds.
  • After opening the round before by attacking: backs off first in 41.7% of rounds, against 29.7% after anything else.
  • After winning a round: backs off first in 47.5% of rounds, against 19.1% after losing one.
  • When ahead: backs off first in 44.5% of rounds, against 25.5% when level or behind.
  • In round 3: opens with “backdash into 214P Koboku” in 16.8% of rounds, against 11.4% in their other rounds.
  • After opening the round before with “66P+K Senzankou into P+G throw”: opens with “backdash into 214P Koboku” in 22.3% of rounds, against 13.5% after anything else.
  • After winning a round: opens with “backdash into 214P Koboku” in 21.1% of rounds, against 8.2% after losing one.
  • When ahead: opens with “backdash into 46P+K Chouzan Housui” in 8.7% of rounds, against 3.2% when level or behind.

How is this tested?

Senzankou66P+K into throwP+G29813.6%
backdash into Koboku214P27912.7%
Rimon Chouchu66P1868.5%
backdash into Chouzan Housui46P+K1245.7%
forward dash into Jouho Touken6P924.2%
backdash into Jouho Senshou46P632.9%
backdash into HoukenP+K+G602.7%
guardG into forward dash482.2%
evade down into Koboku214P452.0%
guardG432.0%
evade down into Youhou33P411.9%
forward dash into forward punch+kick6P+K351.6%
evade down into crouch dash forward341.6%
crouch dash forward into Jouho Touken6P331.5%
forward dash321.5%

168 further openings account for the other 777 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky19–11 · 63%8–9 · 47%too few to test
Sarah19–15 · 56%5–3 · 62%too few to test
Kage21–16 · 57%2–4 · 33%too few to test
Brad11–11 · 50%5–8 · 38%too few to test
Jeffry9–20 · 31%5–5 · 50%too few to test
Wolf7–16 · 30%3–8 · 27%too few to test
Jean4–12 · 25%7–7 · 50%too few to test
Pai13–7 · 65%9–3 · 75%too few to test
Goh9–9 · 50%2–4 · 33%too few to test
El Blaze11–6 · 65%1–6 · 14%too few to test
Lau8–13 · 38%3–1 · 75%too few to test
Akira5–11 · 31%3–3 · 50%too few to test
Aoi10–2 · 83%5–7 · 42%too few to test
Shun10–7 · 59%4–1 · 80%too few to test
Lion7–6 · 54%2–3 · 40%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 (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: 8 of 16 tests hold up