VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

*******ing

Career matches11,378
Career win rate40.8%
Round win rate50.7%
Peak rank25
Distinct opponents269
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1368 #2,823 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

Akira2511,3784,6456,73340.8%

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

1,986 of 2,429 rounds counted

6.0 inputs a second (360 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.03601,986

By opponent's character

Akira6.1368283
Aoi6.1366167
Wolf5.7343161
Jacky6.3378137
Lau6.1368163
Kage5.7344123
Sarah5.935486
Lion6.237098
Shun6.1366124
Jeffry5.9354105
Pai6.236968
Vanessa5.733964
Goh5.935471
El Blaze5.734376
Jean5.935555
Lei Fei5.935353
Taka5.734166
Brad6.539252
Eileen5.834831
Dural5.83463

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

Akira84453953.6%-0.3
Aoi52272551.9%+0.4
Wolf51203139.2%-6.9
Jacky48282058.3%+9.1
Lau43251858.1%+5.5
Kage35231265.7%+8.9
Sarah32151746.9%+5.7
Lion31191261.3%+8.3
Shun30141646.7%-5.3
Jeffry27101737.0%-15.3
Pai2617965.4%+12.6
Vanessa25121348.0%-14.2
Goh23131056.5%-0.7
El Blaze22121054.5%+1.7
Jean1871138.9%-3.7
Lei Fei1811761.1%+9.2
Taka1761135.3%-7.5
Brad167943.8%-10.7
Eileen113827.3%-20.4
Dural1010.0%-39.0

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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

Full Fence83513261.5%+10.5
Rectangle83414249.4%-3.9
Octagon66333350.0%+1.7
Breakable Full Fence61322952.5%-1.3
Low Fence60322853.3%+2.6
Open60293148.3%-3.2
Breakable Half Fence52262650.0%-4.4
Half Fence48232547.9%-2.8
Single Wall38182047.4%-7.1
Full Fence and Open27111640.7%-3.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls39352.4%52.0%+0.4
No walls15850.0%51.8%-1.8

Walls against open: +2.2 points (95% range -7.1 to +11.6), p 0.635 — 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

김코난 (Rank 26)2026/10/1864266.7%
dalmax72 (Rank 23)2026/10/1823101343.5%
moroQamazingdelicious (Rank 26)2026/10/167070.0%
hexa-RAh (Rank 27)2026/10/1463350.0%
maniaki (Rank 24)2026/10/1265183.3%
neco (Rank 23)2026/10/1252340.0%
rtype-zero (Rank 23)2026/10/1253260.0%
asteroid-belt777 (Rank 23)2026/10/1297277.8%
かげちよ (Rank 28)2026/09/3053260.0%
달그림자 (Rank 21)2026/09/2454180.0%
ぼるた★Tiktok配信中 (Rank 26)2026/09/1571614.3%
AiokometeZ (Rank 21)2026/09/1575271.4%
Wonda15426 (Rank 26)2026/09/1561516.7%
omuretukun (Rank 23)2026/09/1263350.0%
なっちゃんねる (Rank 27)2026/09/11115645.5%
千種うるふ(nomore) (Rank 26)2026/09/1163350.0%
WeeWeeW (Rank 27)2026/09/1197277.8%
格雷希欧 (Rank 23)2026/09/1053260.0%
とかげ (Rank 24)2026/09/0654180.0%
nutine69 (Rank 27)2026/09/066060.0%
SakuRa (Rank 23)2026/09/0653260.0%
kowalski (Rank 25)2026/08/2962433.3%
阿佐谷南外科 (Rank 21)2026/08/1952340.0%
カプリッチョ (Rank 26)2026/07/2061516.7%
NEKOz (Rank 24)2026/06/2152340.0%

Round openings

Akira

Career
4,645–6,733 · 40.8%
This season
610 matches · 51.5%
Peak rank
25

First hit in 48.6% of 2,051 rounds. Won 53.7% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 22.6% of rounds, against 16.1% in their other rounds.
  • Against Akira: evades first in 37.4% of rounds, against 24.7% against everyone else.
  • After opening the round before by waiting: waits first in 21.3% of rounds, against 14.9% after anything else.
  • After winning a round: evades first in 29.9% of rounds, against 20.6% after losing one.
  • In round 4 or later: opens with “crouch into 3K+GP+K Fukko” in 13.8% of rounds, against 8.2% in their other rounds.
  • Against Akira: opens with “evade up into 66P Rimon Chouchu” in 17.0% of rounds, against 8.1% against everyone else.
  • After opening the round before with “6P Jouho Touken into 4PP Sayu Kaikyu”: opens with “66P+K Senzankou” in 24.5% of rounds, against 12.6% after anything else.
  • After losing a round: opens with “66P Rimon Chouchu” in 9.7% of rounds, against 4.5% after winning one.
  • When behind: opens with “66P Rimon Chouchu” in 10.3% of rounds, against 4.8% when ahead or level.

How is this tested?

Jouho Touken6P into Sayu Kaikyu4PP46722.6%
Senzankou66P+K27613.3%
crouch into Fukko3K+GP+K1999.6%
evade up into Rimon Chouchu66P1959.4%
Rimon Chouchu66P1647.9%
crouch into Souka Housui3P+K1386.7%
evade up into backdash984.7%
evade up into Jouho Senshou46P743.6%
Satei3K+G into Fukko3K+GP+K592.9%
evade up into backward movement422.0%
evade up into Yakuho Chouchu666P391.9%
Jouho Touken6P into Kaikyusei4P321.6%
evade up into forward dash291.4%
evade up into Tetsuzankou466P+K231.1%
crouch into Jouho Touken6P190.9%

69 further openings account for the other 213 rounds.

Counted from 518 of the 610 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
Akira28–23 · 55%8–8 · 50%too few to test
Wolf17–15 · 53%1–11 · 8%too few to test
Jacky17–10 · 63%6–7 · 46%too few to test
Lau13–9 · 59%6–4 · 60%too few to test
Kage13–9 · 59%6–1 · 86%too few to test
Aoi8–8 · 50%6–7 · 46%too few to test
Lion14–8 · 64%2–2 · 50%too few to test
Sarah8–8 · 50%5–5 · 50%too few to test
Shun5–10 · 33%5–0 · 100%too few to test
Pai7–3 · 70%9–2 · 82%too few to test
Vanessa6–3 · 67%4–5 · 44%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.

92 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 (16 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: 9 of 16 tests hold up