VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

DAI@GAME

Career matches4,418
Career win rate49.3%
Round win rate44.0%
Peak rank29
Distinct opponents22
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1554 #1,649 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

Akira294,4182,1772,24149.3%

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

200 of 200 rounds counted

6.9 inputs a second (412 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.9412200

By opponent's character

Jacky7.343633
Jean6.639433
Goh6.639623
Pai7.142717
Sarah6.740219
Wolf6.941519
Akira7.243211
Eileen6.841012
Lau7.142510
El Blaze6.63988
Jeffry6.74033
Kage8.55133
Lei Fei7.04224
Taka5.73425

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

Jacky85362.5%+21.1
Jean81712.5%-32.7
Goh53260.0%+21.4
Pai52340.0%+5.0
Sarah53260.0%+2.5
Wolf52340.0%+7.0
Akira43175.0%+23.4
Eileen32166.7%+8.5
Lau3030.0%-36.2
El Blaze2020.0%-36.6
Jeffry110100.0%+46.9
Kage1010.0%-55.1
Lei Fei1010.0%-55.1
Taka110100.0%+42.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Half Fence104640.0%-10.8
Open104640.0%+5.8
Octagon63350.0%+4.8
Breakable Full Fence53260.0%+14.4
Full Fence and Open32166.7%+23.3
Low Fence31233.3%-7.3
Rectangle31233.3%-7.5
Full Fence2020.0%-41.8
Half Fence220100.0%+45.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls2846.4%46.8%-0.4
No walls1338.5%36.5%+2.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

なっちゃんねる (Rank 25)2026/08/04330100.0%
gonta_hawkfield (Rank 31)2026/08/04110100.0%
temp002 (Rank 30)2026/08/0432166.7%
pulpul-pulse (Rank 27)2026/08/041010.0%
windowkhs (Rank 28)2026/08/0421150.0%
okb@j>おーけーびー (Rank 29)2026/08/0363350.0%
west-muta (Rank 31)2026/08/0332166.7%
prestidigitator0 (Rank 27)2026/08/031010.0%
kagemaru1 (Rank 31)2026/08/032020.0%
佐藤です (Rank 31)2026/08/032020.0%
あらら (Rank 27)2026/08/03110100.0%
sueokisonomama (Rank 31)2026/08/03110100.0%
zephyr_dural (Rank 32)2026/08/031010.0%
akimaru7 (Rank 32)2026/08/0331233.3%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 26)2026/08/0353260.0%
NekoPunchMaster (Rank 30)2026/08/0381712.5%
nyu_necoginjo (Rank 26)2026/08/03110100.0%
gta4vcs (Rank 27)2026/08/03110100.0%
え~る (Rank 31)2026/08/032020.0%
satoru5110 (Rank 31)2026/08/031010.0%
arafif-50 (Rank 26)2026/08/0332166.7%
private-ryan-yk (Rank 30)2026/08/031010.0%

Round openings

Akira

Career
2,177–2,241 · 49.3%
This season
52 matches · 44.2%
Peak rank
29

First hit in 48.5% of 196 rounds. Won 43.2% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P4421.7%
evade up into crouch dash forward146.9%
evade up into throwP+G125.9%
evade up into Rimon Chouchu66P115.4%
Souka Housui3P+K104.9%
backdash into Jouho Senshou46P94.4%
Koboku214P73.5%
backdash into evade up73.5%
crouch dash forward into guardG73.5%
evade up into Youhou33P52.5%
backdash into HoukenP+K+G42.0%
crouch dash forward into Youhou33P42.0%
evade up into Souka Housui3P+K42.0%
forward movement into punchP42.0%
Chouyoushu1P31.5%

42 further openings account for the other 58 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)