VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

T-J-J

Career matches6,847
Career win rate38.8%
Round win rate46.2%
Peak rank25
Distinct opponents207
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1280 #3,190 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

Akira256,8472,6594,18838.8%

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

1,564 of 2,355 rounds counted

7.8 inputs a second (468 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.84681,564

By opponent's character

Jacky7.7463195
Sarah7.3440170
Akira7.5453175
Goh8.2493135
Aoi8.4504113
Pai7.7463114
Lion7.5451107
Shun7.947391
Wolf8.752153
Jean6.841020
El Blaze7.846955
Jeffry8.450547
Lau7.343949
Kage8.048062
Taka8.249245
Vanessa7.746526
Eileen7.746343
Dural7.444522
Brad7.545127
Lei Fei7.343615

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

Jacky66244236.4%-5.8
Sarah65283743.1%-0.2
Akira59184130.5%-10.0
Goh49222744.9%+2.6
Aoi46252154.4%+9.5
Pai40211952.5%+20.9
Lion38172144.7%-3.3
Shun32122037.5%-4.2
Wolf30111936.7%-6.8
Jean22121054.5%+9.1
El Blaze21101147.6%-0.9
Jeffry1961331.6%-10.8
Lau1911857.9%+10.0
Kage1761135.3%-1.4
Taka1771041.2%+5.0
Vanessa134930.8%-10.3
Eileen115645.5%+6.1
Dural103730.0%-6.7
Brad95455.6%-0.9
Lei Fei73442.9%-7.8

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

Low Fence81433853.1%+5.4
Single Wall67313646.3%+0.9
Breakable Half Fence63313249.2%+12.9
Half Fence63283544.4%+7.7
Open57213636.8%-7.7
Breakable Full Fence51242747.1%+2.7
Full Fence51193237.2%-5.7
Rectangle51193237.2%-5.3
Octagon47123525.5%-12.5
Full Fence and Open31121938.7%-7.2

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
Walls32640.8%40.1%+0.7
No walls20546.3%46.2%+0.2

Walls against open: +0.5 points (95% range -7.9 to +9.0), p 0.902 — 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

toothy-limb74 (Rank 23)2026/10/1375271.4%
Sevengar01 (Rank 23)2026/10/0976185.7%
maple_carla (Rank 21)2026/09/2786275.0%
isotopic_tundra5 (Rank 22)2026/09/05156940.0%
babo209 (Rank 25)2026/08/24104640.0%
abo_Sami__M (Rank 27)2026/08/05113827.3%
dojoGR (Rank 22)2026/08/0392722.2%
ありがとナス (Rank 27)2026/08/0384450.0%
[Garnet]agingcurvedAjeossi (Rank 24)2026/07/2763350.0%
Din-Grogu30 (Rank 25)2026/07/2761516.7%
Momomia (Rank 25)2026/07/25146842.9%
AgnusDei (Rank 24)2026/07/2572528.6%
wavy_route9 (Rank 22)2026/07/2562433.3%
hitokabe2003 (Rank 23)2026/07/2362433.3%
たけし (Rank 27)2026/07/1771614.3%
ASSERT(m_pThink); (Rank 21)2026/07/1665183.3%
ひで (Rank 22)2026/06/2186275.0%
SEGAAAAAA (Rank 26)2026/06/1681712.5%
まどか (Rank 21)2026/06/1154180.0%
tamura999 (Rank 26)2026/05/30158753.3%
Lucas (Rank 28)2026/05/261531220.0%
naowai (Rank 21)2026/05/2065183.3%
chloe_the_marcus (Rank 27)2026/05/1683537.5%
あぶらこ (Rank 23)2026/05/1475271.4%
FOX_CQC (Rank 22)2026/05/1265183.3%

Round openings

Akira

Career
2,659–4,188 · 38.8%
This season
590 matches · 42.4%
Peak rank
25

First hit in 53.3% of 2,238 rounds. Won 47.8% of the rounds they struck first, 43.7% of the rounds they were struck first.

Significant Tells

  • In round 2: waits first in 27.6% of rounds, against 18.1% in their other rounds.
  • Against Lion: evades first in 12.7% of rounds, against 2.3% against everyone else.
  • After winning a round: backs off first in 47.0% of rounds, against 35.1% after losing one.
  • When ahead: evades first in 4.5% of rounds, against 2.5% when level or behind.
  • In round 1: opens with “backdash into G guard” in 17.1% of rounds, against 6.3% in their other rounds.
  • Against Jacky: opens with “backdash into G guard” in 16.2% of rounds, against 8.0% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “crouch into 1K down-back kick” in 15.3% of rounds, against 6.5% after anything else.
  • After losing a round: opens with “66P Rimon Chouchu into 6P Jouho Touken” in 9.1% of rounds, against 3.3% after winning one.

How is this tested?

backdash into guardG2049.0%
crouch into Souka Housui3P+K1597.0%
crouch into down-back kick1K1546.8%
Rimon Chouchu66P into Jouho Touken6P1345.9%
backdash into Souka Housui3P+K1054.6%
backdash into backward movement763.4%
backdash into Chouzan Housui46P+K743.3%
Jouho Touken6P662.9%
backdash into Fukko3K+GP+K632.8%
backdash into Satei3K+G622.7%
guardG592.6%
backdash into offensive move492.2%
Satei3K+G into Fukko3K+GP+K462.0%
backdash431.9%
up-forward kick9K361.6%

237 further openings account for the other 938 rounds.

Counted from 566 of the 590 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
Jacky17–31 · 35%4–8 · 33%too few to test
Sarah18–24 · 43%8–8 · 50%too few to test
Akira12–25 · 32%5–9 · 36%too few to test
Goh10–9 · 53%11–17 · 39%too few to test
Aoi5–9 · 36%16–9 · 64%too few to test
Pai14–8 · 64%6–10 · 38%too few to test
Shun8–13 · 38%4–7 · 36%too few to test
Lion4–8 · 33%6–7 · 46%too few to test
Wolf6–11 · 35%3–4 · 43%too few to test
Jean6–3 · 67%3–2 · 60%too few to test
El Blaze2–5 · 29%5–5 · 50%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.

24 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: 8 of 16 tests hold up