VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

a_h_i_k_o

Career matches8,879
Career win rate48.8%
Round win rate49.2%
Peak rank30
Distinct opponents683
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1505 #1,980 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

Akira308,8794,3324,54748.8%

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

9,678 of 11,576 rounds counted

5.2 inputs a second (313 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.23139,678

By opponent's character

Jacky5.23121,189
Akira5.2311847
Wolf5.3318738
Shun5.1304712
Goh5.2312680
Sarah5.3319614
Pai5.3316493
Kage5.0300425
Jeffry5.2313502
Lau5.4325483
El Blaze5.3319418
Aoi5.1305414
Jean5.4322426
Lei Fei5.2314428
Lion5.1306366
Brad5.3316319
Vanessa5.3318252
Eileen5.5329135
Taka4.9296159
Dural5.231178

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

Jacky32615217446.6%-2.4
Akira25211613646.0%-4.1
Wolf23612011650.9%+2.4
Shun2069311345.1%-1.3
Goh1991049552.3%+3.5
Sarah182899348.9%+4.2
Pai155718445.8%-4.5
Kage147836456.5%+6.4
Jeffry145648144.1%-6.0
Lau136686850.0%+4.5
El Blaze128735557.0%+4.2
Aoi125675853.6%+0.4
Jean118516743.2%-2.2
Lei Fei109456441.3%-5.9
Lion102475546.1%-1.0
Brad98445444.9%-0.9
Vanessa83463755.4%+6.9
Eileen51312060.8%+12.1
Taka42132930.9%-16.1
Dural20101050.0%-0.6

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Octagon32117614554.8%+6.1
Full Fence30816114752.3%+3.2
Open30513417143.9%-3.5
Half Fence30214116146.7%-1.8
Breakable Full Fence29215813454.1%+7.0
Low Fence28113015146.3%-1.8
Breakable Half Fence26713113649.1%-0.7
Rectangle25811913946.1%-2.6
Single Wall25310414941.1%-8.1
Full Fence and Open137677048.9%+2.3

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
Walls1,74850.7%48.9%+1.8
No walls83943.9%47.8%-3.9

Walls against open: +5.7 points (95% range +1.5 to +9.9), p 0.007 — 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

monky-d-taku (Rank 30)2026/10/1639172243.6%
ラオゥ (Rank 29)2026/10/16167943.8%
銀 (Rank 30)2026/10/15167943.8%
gin-chaman (Rank 30)2026/10/1426101638.5%
shurato-hidaka98 (Rank 32)2026/10/141541126.7%
negipy (Rank 30)2026/10/0222121054.5%
E-BB1 (Rank 29)2026/09/30159660.0%
dalmax72 (Rank 26)2026/09/271915479.0%
windowkhs (Rank 27)2026/09/27189950.0%
rauscarlet (Rank 27)2026/09/271610662.5%
BANANA (Rank 29)2026/09/272391439.1%
TAPIOKA (Rank 25)2026/09/241711664.7%
ps-splitsecond (Rank 31)2026/09/18156940.0%
misoazy (Rank 28)2026/09/1820101050.0%
★★★★★ (Rank 30)2026/09/1527111640.7%
김코난 (Rank 26)2026/09/13167943.8%
NAO-Fei (Rank 30)2026/09/122081240.0%
けいすけ新宿 (Rank 24)2026/09/05168850.0%
omuretukun (Rank 24)2026/09/051713476.5%
しゅが~nsr (Rank 25)2026/09/022318578.3%
ありがとナス (Rank 28)2026/08/3020101050.0%
イイダ (Rank 29)2026/08/242872125.0%
GORIchu (Rank 26)2026/08/041521313.3%
SUTEKI-_-san (Rank 29)2026/08/041741323.5%
MikuMartineau (Rank 30)2026/06/042291340.9%

Round openings

Akira

Career
4,332–4,547 · 48.8%
This season
2,860 matches · 48.5%
Peak rank
30

First hit in 53.0% of 10,720 rounds. Won 52.2% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 91.1% of rounds, against 76.5% in their other rounds.
  • Against El Blaze: moves in first in 11.9% of rounds, against 5.6% against everyone else.
  • On Rectangle stages: evades first in 6.5% of rounds, against 3.1% on the other stages.
  • After opening the round before by attacking: attacks straight away in 77.6% of rounds, against 71.5% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 8.2% of rounds, against 6.1% after anything else.
  • After winning a round: backs off first in 16.1% of rounds, against 3.3% after losing one.
  • When ahead: backs off first in 13.7% of rounds, against 5.7% when level or behind.
  • In round 1: opens with “P punch into 46P Jouho Senshou” in 8.5% of rounds, against 4.5% in their other rounds.
  • Against Shun: opens with “K+G Zanshu” in 12.1% of rounds, against 7.5% against everyone else.
  • After opening the round before with “P punch into 46P Jouho Senshou”: opens with “P punch into 46P Jouho Senshou” in 9.5% of rounds, against 4.2% after anything else.
  • After losing a round: opens with “P punch into PP Hachimon Kaida” in 20.5% of rounds, against 13.0% after winning one.
  • When behind: opens with “P punch into 46P Jouho Senshou” in 7.1% of rounds, against 2.9% when ahead or level.

How is this tested?

punchP into Hachimon KaidaPP1,95318.1%
Senzankou66P+K into throwP+G8868.2%
ZanshuK+G8487.8%
Rimon Chouchu66P6706.2%
punchP into Jouho Senshou46P5915.5%
backdash into Chouyoushu1P5485.1%
Ekishou3P4944.6%
Souka Housui3P+K4013.7%
Chouyoushu1P2922.7%
back punch+kick4P+K2862.6%
Senzankou66P+K2122.0%
forward dash into forward punch+kick6P+K1871.7%
Kaikyusei4P into Sayu Kaikyu4PP1551.4%
Rimon Chouchu66P into forward dash1461.4%
Utankyaku66K into Renkantai66KK1321.2%

273 further openings account for the other 2,998 rounds.

Counted from 2,664 of the 2,860 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
Jacky90–97 · 48%33–50 · 40%+6.7
Akira68–72 · 49%25–37 · 40%+8.1
Wolf72–58 · 55%24–33 · 42%+14.3
Goh76–51 · 60%14–32 · 30%+27.9
Shun59–66 · 47%18–32 · 36%+5.9
Sarah52–51 · 50%26–27 · 49%+2.5
Pai43–49 · 47%19–24 · 44%+1.7
Kage48–32 · 60%23–23 · 50%+7.5
Jeffry36–50 · 42%20–24 · 45%-4.5
Lau35–31 · 53%22–21 · 51%-3.6
El Blaze36–29 · 55%19–15 · 56%-4.3
Aoi37–34 · 52%18–18 · 50%+3.2
Jean28–32 · 47%17–27 · 39%+6.3
Lei Fei24–38 · 39%16–18 · 47%too few to test
Lion28–30 · 48%10–14 · 42%too few to test
Brad25–29 · 46%11–18 · 38%too few to test
Vanessa34–25 · 58%7–9 · 44%too few to test
Eileen17–10 · 63%10–7 · 59%too few to test
Taka8–17 · 32%2–7 · 22%too few to test
Dural6–6 · 50%4–3 · 57%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.

196 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 (18 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: 12 of 18 tests hold up