VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

maniaki

Career matches7,872
Career win rate48.0%
Round win rate48.4%
Peak rank29
Distinct opponents353
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1392 #2,692 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

Akira297,8723,7764,09648.0%

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

3,745 of 4,543 rounds counted

9.2 inputs a second (553 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.25533,745

By opponent's character

Aoi9.2550407
Jacky9.7581362
Wolf8.7524360
Akira9.6573323
Jeffry9.1543228
Pai9.5570227
Jean8.9534253
Shun9.0542220
Lei Fei9.4563174
Goh9.0539167
Sarah9.2551173
Lion9.5573175
Kage9.0541175
Vanessa9.6573111
Lau9.758485
Taka8.5512124
El Blaze9.355995
Brad9.255561
Eileen9.557222
Dural9.65733

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

Aoi118744462.7%+12.3
Jacky110525847.3%-2.1
Wolf101435842.6%-2.3
Akira94365838.3%-10.1
Jeffry82325039.0%-6.7
Pai78384048.7%+2.4
Jean71234832.4%-4.8
Shun62323051.6%+6.2
Lei Fei53252847.2%-0.4
Goh51222943.1%+0.5
Sarah50242648.0%+4.4
Lion49272255.1%+5.8
Kage45232251.1%+7.0
Vanessa45192642.2%-4.8
Lau3182325.8%-18.8
Taka3122971.0%+19.8
El Blaze27101737.0%-8.5
Brad2161528.6%-15.7
Eileen107370.0%+20.4
Dural21150.0%+8.3

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Breakable Half Fence139716851.1%+6.9
Rectangle127567144.1%-1.6
Low Fence125477837.6%-7.3
Half Fence119615851.3%+6.8
Octagon112496343.8%-1.5
Single Wall109505945.9%-2.4
Open103465744.7%-7.0
Full Fence101524951.5%+5.9
Breakable Full Fence100445644.0%-2.9
Full Fence and Open44222250.0%+2.6

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
Walls69847.7%45.5%+2.2
No walls33742.4%47.5%-5.0

Walls against open: +7.2 points (95% range +0.5 to +13.9), p 0.035 — 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

Penoco (Rank 24)2026/10/16104640.0%
hahaha (Rank 28)2026/10/161421214.3%
nekota (Rank 23)2026/10/12146842.9%
moroQamazingdelicious (Rank 26)2026/10/122015575.0%
asteroid-belt777 (Rank 23)2026/10/12117463.6%
JOHNFLOE (Rank 29)2026/10/111541126.7%
manekinecogames (Rank 25)2026/10/11116554.5%
ER_higante (Rank 28)2026/10/06105550.0%
kojop-oyabin (Rank 28)2026/10/0396366.7%
なっちゃんねる (Rank 28)2026/10/02158753.3%
PKG (Rank 28)2026/09/3095455.6%
NekoPunchMaster (Rank 30)2026/09/241741323.5%
openpen (Rank 30)2026/09/22136746.1%
DDaDDai (Rank 28)2026/09/1994544.4%
orz (Rank 29)2026/09/192161528.6%
銀 (Rank 30)2026/09/19113827.3%
しろ☆おび。@のびしろF (Rank 26)2026/09/18118372.7%
ShieldHolder (Rank 28)2026/09/182213959.1%
TAIDADA (Rank 26)2026/09/18108280.0%
雷電 (Rank 29)2026/09/17126650.0%
NEKOz (Rank 26)2026/09/17105550.0%
tamaneen (Rank 32)2026/09/121331023.1%
bellcharleel (Rank 23)2026/08/29108280.0%
HEDO/ (Rank 27)2026/08/2396366.7%
maripon (Rank 29)2026/05/27114736.4%

Round openings

Akira

Career
3,776–4,096 · 48.0%
This season
1,131 matches · 46.3%
Peak rank
29

First hit in 54.9% of 3,887 rounds. Won 51.4% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • Against Aoi: evades first in 10.8% of rounds, against 4.0% against everyone else.
  • After opening the round before by backing off: backs off first in 35.1% of rounds, against 15.9% after anything else.
  • After winning a round: backs off first in 30.4% of rounds, against 9.6% after losing one.
  • When ahead: backs off first in 31.4% of rounds, against 9.8% when level or behind.
  • In round 1: opens with “66P Rimon Chouchu into evade down” in 19.0% of rounds, against 12.2% in their other rounds.
  • Against Wolf: opens with “66P Rimon Chouchu into forward dash” in 7.8% of rounds, against 3.6% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 15.2% of rounds, against 6.3% after anything else.
  • After the opponent opened the round before with “backdash into P+G throw”: opens with “66P Rimon Chouchu” in 22.2% of rounds, against 7.6% after anything else.
  • After winning a round: opens with “backdash into evade up” in 11.1% of rounds, against 2.9% after losing one.
  • When ahead: opens with “backdash into evade up” in 11.6% of rounds, against 3.2% when level or behind.

How is this tested?

Rimon Chouchu66P into evade down54613.9%
Rimon Chouchu66P2867.3%
backdash into evade up2747.0%
Senzankou66P+K into throwP+G1995.1%
Rimon Chouchu66P into forward dash1564.0%
Rimon Chouchu66P into backdash1463.7%
forward dash into forward punch+kick6P+K1283.3%
crouch into Youhou33P1122.9%
forward punch+kick6P+K into throwP+G1122.9%
forward dash into Jouho Touken6P1092.8%
Youhou33P into forward movement1052.7%
forward movement into punchP952.4%
forward dash into throwP+G671.7%
crouch dash back into Tetsuzankou466P+K651.6%
Rimon Chouchu66P into backward movement611.6%

225 further openings account for the other 1,468 rounds.

Counted from 978 of the 1,131 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
Wolf25–34 · 42%11–16 · 41%too few to test
Aoi37–14 · 73%17–11 · 61%too few to test
Jacky26–30 · 46%11–16 · 41%too few to test
Jeffry21–31 · 40%7–14 · 33%too few to test
Pai22–15 · 59%13–17 · 43%+23.1
Jean16–17 · 48%6–24 · 20%+27.2
Akira12–22 · 35%10–12 · 45%too few to test
Shun21–12 · 64%9–14 · 39%too few to test
Sarah17–16 · 52%5–7 · 42%too few to test
Goh13–17 · 43%4–9 · 31%too few to test
Vanessa9–15 · 38%8–10 · 44%too few to test
Lion14–13 · 52%3–4 · 43%too few to test
Lei Fei13–11 · 54%4–6 · 40%too few to test
Taka15–8 · 65%7–1 · 88%too few to test
Kage12–10 · 55%2–4 · 33%too few to test
Lau5–17 · 23%1–4 · 20%too few to test
El Blaze8–8 · 50%1–7 · 12%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.

153 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: 10 of 18 tests hold up