VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

オージ

Career matches6,373
Career win rate48.4%
Round win rate47.9%
Peak rank30
Distinct opponents290
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1482 #2,140 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

Akira306,3733,0853,28848.4%

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

4,151 of 4,528 rounds counted

7.7 inputs a second (462 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.74624,151

By opponent's character

Akira7.7462547
Jacky7.8469370
Sarah7.5447371
Wolf7.9475363
Aoi7.9473312
Goh7.8468333
Pai7.7463311
Vanessa7.6454238
Jeffry7.6458153
Shun7.5452168
El Blaze7.6454161
Lion7.7462120
Kage7.6455126
Lau7.9472138
Eileen7.344196
Jean7.7463121
Taka7.545069
Lei Fei7.746077
Brad7.444359
Dural8.249018

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

Akira157857254.1%+4.6
Jacky104554952.9%+1.1
Sarah97514652.6%+2.2
Wolf88454351.1%+7.7
Aoi86444251.2%+4.0
Goh85335238.8%-1.9
Pai81344742.0%-2.1
Vanessa62243838.7%-6.0
Jeffry47232448.9%-3.3
Shun47163134.0%-10.0
El Blaze45182740.0%-7.0
Lion38162242.1%-3.2
Kage37152240.5%-7.8
Lau33141942.4%-5.1
Eileen30151550.0%-3.6
Jean2819967.9%+16.2
Taka2481633.3%-13.1
Lei Fei2181338.1%-3.3
Brad1913668.4%+10.3
Dural53260.0%+20.4

0 of 13 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 13 questions at once; about 0.7 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

Rectangle139677248.2%+2.4
Breakable Half Fence133577642.9%-5.6
Open114466840.4%-8.8
Breakable Full Fence112545848.2%+3.6
Octagon112506244.6%-3.9
Low Fence111634856.8%+8.9
Half Fence105545151.4%+5.5
Single Wall102445843.1%-5.1
Full Fence96435344.8%-3.5
Full Fence and Open46262056.5%+7.1

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
Walls69746.6%46.9%-0.3
No walls32746.8%48.3%-1.5

Walls against open: +1.2 points (95% range -5.9 to +8.4), p 0.733 — 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

yusyusonna (Rank 28)2026/10/121881044.4%
はげまん (Rank 29)2026/10/12123925.0%
orz (Rank 29)2026/10/1037191851.4%
hahaha (Rank 29)2026/10/0492722.2%
ノーグッドルーザー (Rank 29)2026/09/2434151944.1%
be-shedded (Rank 27)2026/09/2494544.4%
juste (Rank 30)2026/09/22107370.0%
PKG (Rank 29)2026/09/18102820.0%
Wonda15426 (Rank 26)2026/09/17129375.0%
Jyuryoku_Eileen (Rank 24)2026/09/1096366.7%
ヒジリキホッキョッ (Rank 30)2026/09/08104640.0%
ミルク警察 (Rank 32)2026/09/08100100.0%
乃木ぽん@こてつ.kuma (Rank 29)2026/09/07134930.8%
Rosagigantea (Rank 26)2026/08/31116554.5%
KillBill (Rank 30)2026/08/30102820.0%
fazz00r (Rank 29)2026/08/30147750.0%
gimoring (Rank 26)2026/08/29189950.0%
μ (Rank 26)2026/08/28149564.3%
emespink (Rank 26)2026/07/311811761.1%
unknown (Rank 23)2026/07/311814477.8%
H.P.Starcraft (Rank 28)2026/07/261221016.7%
Momomia (Rank 25)2026/07/251911857.9%
ゅろぽ (Rank 26)2026/07/22115645.5%
ちび-G (Rank 30)2026/07/201521313.3%
chapeiro_do_skys (Rank 30)2026/06/19123925.0%

Round openings

Akira

Career
3,085–3,288 · 48.4%
This season
1,134 matches · 47.5%
Peak rank
30

First hit in 48.0% of 4,322 rounds. Won 49.6% of the rounds they struck first, 46.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 20.2% of rounds, against 14.9% in their other rounds.
  • Against Akira: backs off first in 31.9% of rounds, against 13.7% against everyone else.
  • After winning a round: backs off first in 18.6% of rounds, against 11.5% after losing one.
  • When ahead: backs off first in 16.3% of rounds, against 12.8% when level or behind.
  • In round 4 or later: opens with “crouch into 3P+K Souka Housui” in 5.7% of rounds, against 4.2% in their other rounds.
  • Against Pai: opens with “evade down into crouch dash forward” in 9.8% of rounds, against 4.3% against everyone else.
  • After losing a round: opens with “evade down into forward dash” in 4.4% of rounds, against 2.2% after winning one.
  • When behind: opens with “evade down into forward dash” in 4.8% of rounds, against 2.6% when ahead or level.

How is this tested?

evade down into crouch dash forward2044.7%
crouch into Souka Housui3P+K2004.6%
Senzankou66P+K1713.9%
evade down into Rimon Chouchu66P1583.6%
evade down into forward dash1543.5%
evade down into backdash1383.2%
evade down1262.9%
backdash into Jouho Senshou46P1172.7%
evade up into evade down1132.6%
evade up into Souka Housui3P+K1072.5%
evade down into Jouho Touken6P922.1%
evade down into crouch dash back902.1%
crouch dash back into Koboku214P892.0%
evade down into Souka Housui3P+K872.0%
evade up into Rimon Chouchu66P862.0%

278 further openings account for the other 2,424 rounds.

Counted from 1,087 of the 1,134 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
Akira50–46 · 52%21–15 · 58%-5.6
Jacky25–30 · 45%20–17 · 54%-10.4
Sarah28–28 · 50%19–14 · 58%-5.0
Wolf29–22 · 57%9–15 · 38%too few to test
Aoi28–22 · 56%9–13 · 41%too few to test
Pai21–32 · 40%10–13 · 43%too few to test
Goh15–29 · 34%11–15 · 42%too few to test
Vanessa13–22 · 37%9–11 · 45%too few to test
Jeffry16–9 · 64%4–10 · 29%too few to test
Shun11–21 · 34%5–9 · 36%too few to test
El Blaze11–25 · 31%3–1 · 75%too few to test
Lion10–12 · 45%3–7 · 30%too few to test
Kage9–11 · 45%3–4 · 43%too few to test
Lau7–10 · 41%4–7 · 36%too few to test
Jean10–5 · 67%3–2 · 60%too few to test
Eileen5–8 · 38%6–2 · 75%too few to test
Taka4–9 · 31%4–6 · 40%too few to test
Lei Fei6–6 · 50%2–7 · 22%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.

47 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 (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: 8 of 17 tests hold up