VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

奏

Career matches607
Career win rate60.8%
Round win rate52.7%
Peak rank33
Distinct opponents83
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1546 #1,700 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

Akira3360736923860.8%

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

704 of 704 rounds counted

9.0 inputs a second (540 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.0540704

By opponent's character

Akira9.1547110
Pai9.254978
Goh8.752275
Jacky8.852863
Lau8.953456
Shun8.953752
Kage9.255232
Vanessa9.154732
Aoi8.953330
Lei Fei8.752328
Wolf9.154427
Eileen8.852923
Jeffry9.657422
Sarah8.953421
Jean9.154419
Lion9.456614
Brad9.95938
El Blaze9.556910
Taka8.65134

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

Akira2819967.9%+6.1
Pai1981142.1%-15.8
Goh1881044.4%-4.2
Jacky1410471.4%+13.5
Lau147750.0%-9.0
Shun137653.9%-9.0
Kage84450.0%-0.1
Vanessa85362.5%+8.1
Aoi75271.4%+21.1
Lei Fei73442.9%-19.9
Wolf770100.0%+47.9
Eileen62433.3%-27.4
Jeffry65183.3%+20.0
Sarah61516.7%-46.4
Jean54180.0%+32.0
Lion43175.0%+9.3
Brad2020.0%-45.9
El Blaze220100.0%+45.9
Taka1010.0%-26.8

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

Low Fence27131448.1%-6.4
Open22121054.5%-5.4
Breakable Full Fence2115671.4%+10.1
Breakable Half Fence1910952.6%-6.0
Octagon1911857.9%+2.8
Full Fence159660.0%+7.5
Half Fence159660.0%+0.3
Single Wall159660.0%+1.1
Rectangle138561.5%+11.8
Full Fence and Open62433.3%-27.1

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
Walls10260.8%57.1%+3.7
No walls6453.1%56.8%-3.7

Walls against open: +7.4 points (95% range -7.8 to +22.6), p 0.340 — 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

타우끼/taukee (Rank 35)2026/10/1182625.0%
ぷこ (Rank 30)2026/10/1131233.3%
クロサギ@はなちゃん (Rank 31)2026/10/1143175.0%
skyward_wildcat4 (Rank 33)2026/09/2421150.0%
juste (Rank 32)2026/09/1831233.3%
太鼓の別人@夏Bonus無し (Rank 33)2026/09/1741325.0%
pallmtree (Rank 29)2026/09/0653260.0%
aona (Rank 35)2026/09/062020.0%
OCHA&NORI (Rank 30)2026/09/0642250.0%
影虎 (Rank 34)2026/08/3132166.7%
さみぃ_ANTARES (Rank 35)2026/08/2131233.3%
ニトロ (Rank 34)2026/08/053030.0%
TAPIOKA (Rank 29)2026/08/0385362.5%
ガリバー (Rank 30)2026/07/29440100.0%
vivid_dot4 (Rank 33)2026/07/2932166.7%
temp002 (Rank 32)2026/07/2941325.0%
gairoku88 (Rank 32)2026/07/2831233.3%
striker0123 (Rank 30)2026/07/2632166.7%
【降格】山盛り (Rank 30)2026/07/2632166.7%
Grimaster (Rank 29)2026/07/2554180.0%
SATORI_ASK (Rank 27)2026/07/2131233.3%
けいすけ新宿 (Rank 32)2026/07/1432166.7%
ニャン=カス (Rank 30)2026/07/1442250.0%
イチゲン (Rank 28)2026/07/1321150.0%
シャイニングもみお (Rank 30)2026/07/1342250.0%

Round openings

Akira

Career
369–238 · 60.8%
This season
175 matches · 57.1%
Peak rank
33

First hit in 53.9% of 636 rounds. Won 54.8% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

  • After losing a round: backs off first in 74.1% of rounds, against 54.2% after winning one.
  • After losing a round: opens with “backdash into evade up” in 9.1% of rounds, against 2.4% after winning one.
  • When ahead: opens with “backdash into 46P Jouho Senshou” in 12.0% of rounds, against 5.1% when level or behind.

How is this tested?

Rimon Chouchu66P568.7%
backdash into evade down568.7%
backdash into Jouho Senshou46P477.3%
backdash into evade up436.7%
backdash into throw escape436.7%
backdash into Koboku214P325.0%
backdash into guardG253.9%
Rimon Chouchu66P into forward dash233.5%
backdash into punchP233.5%
backdash into throwP+G172.6%
backdash into Rimon Chouchu66P152.3%
forward dash into Jouho Touken6P142.2%
backdash into Youhou33P111.7%
backdash into backward movement111.7%
Senzankou66P+K into throwP+G101.6%

90 further openings account for the other 221 rounds.

Counted from 160 of the 175 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
Akira9–4 · 69%4–2 · 67%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.

15 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: 3 of 15 tests hold up