VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

massaka_summer

Career matches2,362
Career win rate47.6%
Round win rate46.4%
Peak rank27
Distinct opponents112
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1407 #2,614 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

Akira272,3621,1241,23847.6%

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

847 of 1,139 rounds counted

6.5 inputs a second (390 a minute) this season. Faster than 31% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.5390847

By opponent's character

Aoi6.6394171
Akira6.5387116
Jeffry6.337872
Wolf6.639541
El Blaze6.639636
Jacky6.438559
Pai6.740259
Jean6.639546
Kage6.036224
Lei Fei6.438642
Sarah6.237025
Lion6.539134
Brad6.740016
Shun7.041711
Dural6.539229
Lau6.539222
Goh6.538814
Taka6.538822
Vanessa6.33788

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

Aoi48301862.5%+19.0
Akira38152339.5%-9.7
Jeffry28101835.7%-8.7
Wolf2261627.3%-14.3
El Blaze1771041.2%+1.8
Jacky1661037.5%-6.1
Pai145935.7%-13.6
Jean123925.0%-17.8
Kage106460.0%+7.7
Lei Fei107370.0%+35.4
Sarah103730.0%-15.2
Lion95455.6%+1.4
Brad86275.0%+26.6
Shun83537.5%-2.1
Dural73442.9%+5.9
Lau74357.1%+11.4
Goh51420.0%-22.6
Taka54180.0%+26.3
Vanessa51420.0%-17.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Rectangle36162044.4%+1.0
Half Fence33191457.6%+13.3
Full Fence32171553.1%+9.4
Single Wall30141646.7%-2.2
Low Fence2982127.6%-15.1
Open28131546.4%+2.6
Octagon25131252.0%+5.8
Breakable Full Fence1971236.8%-6.6
Breakable Half Fence156940.0%-12.9
Full Fence and Open1551033.3%-6.9

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16048.8%45.5%+3.2
No walls8740.2%44.7%-4.4

Walls against open: +7.7 points (95% range -5.2 to +20.6), p 0.243 — 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

GWO (Rank 23)2026/10/04149564.3%
shinkita (Rank 23)2026/10/04440100.0%
yusyusonna (Rank 26)2026/10/0494544.4%
ぴょろすぽ (Rank 30)2026/10/0443175.0%
twinsshine (Rank 27)2026/10/0453260.0%
AGジャッキー (Rank 26)2026/09/194040.0%
神無月夏美Vtuber (Rank 26)2026/09/1442250.0%
☆瞳氷☆ (Rank 24)2026/09/14660100.0%
NoMark/ノーマーク (Rank 29)2026/09/1474357.1%
カミナリおやじ (Rank 27)2026/09/1431233.3%
김코난 (Rank 26)2026/09/1473442.9%
のびもあ (Rank 28)2026/09/1351420.0%
ゅろぽ (Rank 24)2026/09/0642250.0%
be-shedded (Rank 27)2026/08/304040.0%
JACK-ASS (Rank 26)2026/08/0373442.9%
XXX (Rank 29)2026/06/144040.0%
yuzu (Rank 27)2026/06/1443175.0%
I'mabeginner (Rank 25)2026/06/0741325.0%
jackgnhang (Rank 28)2026/06/074040.0%
ズサ齋藤 (Rank 22)2026/06/0743175.0%
龍仙人【鬼手仏心】 (Rank 26)2026/05/2442250.0%
spiral (Rank 22)2026/05/1764266.7%
コデリン03 (Rank 21)2026/05/0654180.0%
Shako_P (Rank 22)2026/05/05440100.0%
totoronooheso (Rank 21)2026/03/2932166.7%

Round openings

Akira

Career
1,124–1,238 · 47.6%
This season
279 matches · 44.8%
Peak rank
27

First hit in 49.0% of 1,103 rounds. Won 53.0% of the rounds they struck first, 40.4% of the rounds they were struck first.

Significant Tells

  • Against Akira: evades first in 9.6% of rounds, against 2.7% against everyone else.
  • After losing a round: moves in first in 33.0% of rounds, against 15.3% after winning one.
  • When behind: moves in first in 34.0% of rounds, against 17.8% when ahead or level.
  • In round 1: opens with “66P Rimon Chouchu” in 10.3% of rounds, against 1.8% in their other rounds.
  • After opening the round before with “forward dash into 6P Jouho Touken”: opens with “backdash into 214P Koboku” in 37.7% of rounds, against 20.3% after anything else.
  • After losing a round: opens with “forward dash into 6P Jouho Touken” in 15.3% of rounds, against 2.0% after winning one.
  • When behind: opens with “forward dash into 6P Jouho Touken” in 15.2% of rounds, against 4.2% when ahead or level.

How is this tested?

backdash into Koboku214P22720.5%
forward dash into Jouho Touken6P1029.2%
backdash into Chouyoushu1P686.1%
Jouho Touken6P into forward, back punch+kick64P+K645.8%
Rimon Chouchu66P433.9%
forward dash into Koboku214P423.8%
Jouho Touken6P413.7%
Jouho Touken6P into Sayu Kaikyu4PP353.2%
Koboku214P353.2%
forward dash into Chouyoushu1P353.2%
Jouho Touken6P into Youteitou6K282.5%
forward dash into Rimon Chouchu66P252.2%
forward dash into throwP+G242.2%
backdash into Jirou Tanzan4PP+K171.5%
backdash into Jouho Senshou46P171.5%

113 further openings account for the other 306 rounds.

Counted from 272 of the 279 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
Aoi19–6 · 76%7–8 · 47%too few to test
Akira6–11 · 35%7–10 · 41%too few to test
Jeffry7–11 · 39%2–6 · 25%too few to test
Wolf6–7 · 46%0–5 · 0%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.

7 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: 7 of 15 tests hold up