VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

soreagle

Career matches1,858
Career win rate35.1%
Round win rate41.6%
Peak rank24
Distinct opponents206
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1241 #3,323 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

Akira241,8586521,20635.1%

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

1,030 of 1,882 rounds counted

6.2 inputs a second (373 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.23731,030

By opponent's character

Akira6.1367152
Aoi6.4385128
Jacky6.337883
Pai6.438271
Wolf6.438563
Lion5.834728
Jean6.237540
Shun6.136561
Vanessa6.337650
El Blaze6.438343
Lau6.539244
Sarah6.036249
Brad6.036256
Goh6.236928
Kage5.834952
Jeffry6.438225
Lei Fei6.136412
Eileen6.237514
Taka6.136431

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

Akira80295136.2%+2.6
Aoi51232845.1%+11.1
Jacky44143031.8%+4.3
Pai29141548.3%+11.9
Wolf2842414.3%-19.6
Lion2251722.7%-13.9
Jean2021810.0%-21.6
Shun2071335.0%+0.5
Vanessa2071335.0%-2.1
El Blaze1961331.6%-0.2
Lau1961331.6%-2.0
Sarah1991047.4%+8.4
Brad1710758.8%+9.8
Goh1771041.2%+0.7
Kage156940.0%-2.5
Jeffry1431121.4%-10.3
Lei Fei1421214.3%-23.5
Eileen113827.3%-7.6
Taka117463.6%+32.9
Dural52340.0%+3.5

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Half Fence57223538.6%+5.5
Rectangle57144324.6%-10.0
Full Fence53203337.7%+2.7
Low Fence52153728.9%-4.4
Octagon46153132.6%-3.4
Open46212545.6%+11.4
Single Wall45202544.4%+10.5
Breakable Full Fence4273516.7%-20.2
Breakable Half Fence35191654.3%+13.4
Full Fence and Open2381534.8%-2.4

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
Walls29033.4%35.4%-2.0
No walls14339.2%34.3%+4.9

Walls against open: -6.9 points (95% range -17.1 to +3.3), p 0.186 — 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

osaka_mouko4649 (Rank 25)2026/09/3051420.0%
トローリロートル (Rank 21)2026/09/1472528.6%
なっちゃんねる (Rank 26)2026/09/1441325.0%
ft-14a-fei-yen (Rank 21)2026/09/10660100.0%
UPErikamaruUzume (Rank 21)2026/09/08440100.0%
y-ike555 (Rank 24)2026/09/0852340.0%
hide2480gt (Rank 22)2026/09/0643175.0%
委員ちょ (Rank 21)2026/09/0665183.3%
ターム (Rank 24)2026/09/0442250.0%
Sun-sin (Rank 21)2026/08/3063350.0%
天道酬勤 (Rank 21)2026/08/3096366.7%
K (Rank 22)2026/08/2851420.0%
O.J.A (Rank 21)2026/08/2743175.0%
omuretukun (Rank 23)2026/08/2562433.3%
ひで (Rank 24)2026/08/2343175.0%
ukishiro (Rank 24)2026/08/214040.0%
Martin1833 (Rank 25)2026/08/174040.0%
mo-ho-man (Rank 21)2026/07/23440100.0%
yonchi41 (Rank 24)2026/07/0851420.0%
みーふく (Rank 22)2026/05/064040.0%
dalmax72 (Rank 23)2026/04/23114736.4%
koutarou2815 (Rank 24)2026/04/214040.0%
tokyotony_youtub (Rank 22)2026/04/1952340.0%
一拳超人 (Rank 23)2026/04/1852340.0%
6132da (Rank 21)2026/04/0341325.0%

Round openings

Akira

Career
652–1,206 · 35.1%
This season
475 matches · 35.0%
Peak rank
24

First hit in 50.5% of 1,833 rounds. Won 44.4% of the rounds they struck first, 38.6% of the rounds they were struck first.

Significant Tells

  • Against Aoi: backs off first in 26.1% of rounds, against 13.7% against everyone else.
  • After opening the round before by backing off: backs off first in 31.7% of rounds, against 12.8% after anything else.
  • In round 1: opens with “P punch” in 11.8% of rounds, against 5.3% in their other rounds.
  • Against Wolf: opens with “P punch into K kick” in 31.6% of rounds, against 15.7% against everyone else.
  • After opening the round before with “P punch”: opens with “P punch” in 20.4% of rounds, against 4.1% after anything else.

How is this tested?

punchP into kickK30816.6%
punchP1297.0%
crouch dash back985.3%
evade up into forward dash603.2%
evade down into Souka Housui3P+K593.2%
crouch dash back into Jouho Touken6P462.5%
evade up into Jouho Touken6P442.4%
evade up into crouch dash back432.3%
Ekishou3P372.0%
crouch into Souka Housui3P+K372.0%
crouch dash back into Jouho Senshou46P361.9%
evade up into Souka Housui3P+K341.8%
evade up into backdash311.7%
evade up into Rimon Chouchu66P301.6%
evade down into forward dash281.5%

190 further openings account for the other 832 rounds.

Counted from 467 of the 475 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
Akira16–31 · 34%7–11 · 39%too few to test
Aoi11–14 · 44%12–12 · 50%too few to test
Jacky11–21 · 34%3–8 · 27%too few to test
Pai9–9 · 50%4–5 · 44%too few to test
Wolf1–16 · 6%3–5 · 38%too few to test
Lion3–16 · 16%1–1 · 50%too few to test
Jean0–11 · 0%2–7 · 22%too few to test
Shun4–4 · 50%3–7 · 30%too few to test
Vanessa5–7 · 42%1–6 · 14%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.

8 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 (15 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: 5 of 15 tests hold up