VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

ImpacKi99

Career matches334
Career win rate71.6%
Round win rate67.1%
Peak rank32
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1421 #2,529 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

Akira323342399571.6%

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

383 of 383 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.6454383

By opponent's character

Akira7.8471172
Wolf7.243448
Jacky7.746438
Goh7.444123
El Blaze6.740114
Lion6.840918
Sarah8.651716
Shun7.041715
Brad6.74049
Jeffry7.74627
Lau7.34416
Vanessa6.94129
Aoi6.94143
Kage7.54505

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

Akira4738980.8%+4.8
Wolf126650.0%-31.2
Jacky108280.0%-0.1
Goh65183.3%+12.1
El Blaze43175.0%-3.5
Lion42250.0%+41.1
Sarah440100.0%+33.8
Shun440100.0%+12.7
Brad2020.0%-83.4
Jeffry21150.0%-31.4
Lau2020.0%-11.2
Vanessa220100.0%+31.0
Aoi110100.0%+2.9
Kage110100.0%+2.0

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

Half Fence139469.2%-8.2
Octagon138561.5%-1.5
Full Fence1210283.3%+11.6
Low Fence1211191.7%+15.8
Rectangle129375.0%-7.2
Breakable Half Fence98188.9%+27.1
Open97277.8%-2.1
Breakable Full Fence74357.1%-17.5
Single Wall64266.7%-6.6
Full Fence and Open1010.0%-72.5

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
Walls6672.7%72.1%+0.7
No walls2781.5%77.3%+4.2

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

カイMk.2 (Rank 33)2026/09/2221150.0%
CDM_rui.jp (Rank 32)2026/09/11220100.0%
SpaceKnight (Rank 26)2026/09/11220100.0%
Wonda15426 (Rank 28)2026/09/1131233.3%
rocketopunch (Rank 32)2026/09/1032166.7%
エルモchYT★プなれ★ (Rank 29)2026/09/1075271.4%
Sunday (Rank 26)2026/09/05220100.0%
knights0719 (Rank 28)2026/09/052020.0%
jiwoonpk (Rank 32)2026/09/0521150.0%
パイオツカイデ (Rank 27)2026/09/03220100.0%
GreenJacky (Rank 32)2026/09/03110100.0%
都筑まもる君 (Rank 32)2026/09/032020.0%
unknown (Rank 22)2026/08/31440100.0%
Sinabro (Rank 29)2026/08/311010.0%
infrablue (Rank 23)2026/08/28220100.0%
千種うるふ(nomore) (Rank 26)2026/08/28220100.0%
μ (Rank 26)2026/08/2831233.3%
HoAssYoAss (Rank 25)2026/08/28330100.0%
ハマラウ (Rank 41)2026/08/282020.0%
みらめたる(しらふ) (Rank 16)2026/08/26330100.0%
G13 (Rank 21)2026/08/26110100.0%
calmknight[냠냠] (Rank 31)2026/08/26110100.0%
김멋있다 (Rank 11)2026/08/233631586.1%
swhy2008 (Rank 11)2026/08/2321150.0%
CLEARCARE (Rank 41)2026/08/2342250.0%

Round openings

Akira

Career
239–95 · 71.6%
This season
101 matches · 74.3%
Peak rank
32

First hit in 46.0% of 383 rounds. Won 72.2% of the rounds they struck first, 62.8% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 23.8% of rounds, against 12.1% in their other rounds.
  • Against Wolf: evades first in 37.5% of rounds, against 11.9% against everyone else.
  • After opening the round before by evading: evades first in 31.2% of rounds, against 8.1% after anything else.
  • After the opponent opened the round before by waiting: attacks straight away in 62.3% of rounds, against 38.7% after anything else.
  • After opening the round before with “66P Rimon Chouchu”: opens with “66P Rimon Chouchu” in 47.6% of rounds, against 23.3% after anything else.

How is this tested?

Rimon Chouchu66P9925.9%
forward dash into Jouho Touken6P4612.0%
Jouho Touken6P205.2%
forward dash into forward punch+kick6P+K164.2%
backdash into Jouho Senshou46P112.9%
evade down into forward dash71.8%
forward dash into evade up71.8%
crouch dash back into Koboku214P61.6%
evade down into Koboku214P61.6%
evade down into Rimon Chouchu66P61.6%
forward dash into Jouho Senshou46P61.6%
forward dash into Rimon Chouchu66P61.6%
forward dash into Yakuho Chouchu666P61.6%
guardG61.6%
Rimon Chouchu66P into crouch dash forward51.3%

75 further openings account for the other 130 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira27–7 · 79%8–1 · 89%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.

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