VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

coy5555

Career matches1,735
Career win rate44.6%
Round win rate48.4%
Peak rank24
Distinct opponents46
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1371 #2,803 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

Akira241,73577496144.6%

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

598 of 599 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.3440598

By opponent's character

Akira7.1429157
Jean7.544960
Jacky7.947464
Sarah7.243053
Goh7.142839
Aoi6.941333
Lau7.243028
Kage7.243027
Wolf7.645625
El Blaze7.243020
Lion7.142818
Eileen7.544915
Jeffry7.344016
Shun7.343616
Brad7.544711
Pai8.04829
Taka8.55107

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

Akira42182442.9%-8.4
Jean157846.7%+7.1
Jacky149564.3%+8.0
Sarah135838.5%-4.5
Goh104640.0%-4.6
Aoi880100.0%+35.3
Lau82625.0%-28.8
Kage74357.1%+9.3
Wolf73442.9%+7.0
El Blaze54180.0%+43.4
Lion52340.0%-19.6
Eileen43175.0%+17.1
Jeffry41325.0%-23.4
Shun4040.0%-65.4
Brad31233.3%-7.9
Pai220100.0%+68.7
Taka220100.0%+25.0

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 Fence21111052.4%+0.3
Single Wall1912763.2%+6.6
Rectangle1881044.4%+5.5
Full Fence and Open1551033.3%-13.3
Breakable Full Fence146842.9%-6.8
Breakable Half Fence145935.7%-19.1
Full Fence1221016.7%-41.1
Open128466.7%+18.2
Octagon118372.7%+24.2
Low Fence105550.0%+9.2

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
Walls9044.4%49.4%-5.0
No walls4161.0%51.3%+9.7

Walls against open: -14.6 points (95% range -35.2 to +6.0), p 0.164 — 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

kouchant0051 (Rank 22)2026/09/1232166.7%
委員ちょ (Rank 21)2026/08/31880100.0%
hyun-sibaru-man (Rank 26)2026/08/3151420.0%
桃之助 (Rank 23)2026/08/3185362.5%
zxyzguy (Rank 25)2026/08/3142250.0%
シゲオ (Rank 17)2026/08/294040.0%
tycc123 (Rank 14)2026/08/292020.0%
gimoring (Rank 26)2026/08/2932166.7%
도룡밖에난몰라/RSA (Rank 22)2026/08/2951420.0%
김멋있다 (Rank 19)2026/08/2954180.0%
トローリロートル (Rank 23)2026/08/2964266.7%
MKBEYOND (Rank 22)2026/08/29116554.5%
kimxxxtt (Rank 24)2026/08/2982625.0%
廿撚二 (Rank 22)2026/08/2662433.3%
masami.mac (Rank 25)2026/08/2664266.7%
μ (Rank 28)2026/08/2631233.3%
まるる (Rank 25)2026/08/2651420.0%
6132da (Rank 23)2026/08/262020.0%
オムレツハンター© (Rank 33)2026/08/262020.0%
haohwhite (Rank 26)2026/08/2631233.3%
elbowcommand (Rank 24)2026/07/206060.0%
avolpe (Rank 23)2026/07/2043175.0%
格雷希欧 (Rank 24)2026/07/0641325.0%
Nn_nekosuke (Rank 25)2026/06/1932166.7%
xXsoul-childXx (Rank 27)2026/06/052020.0%

Round openings

Akira

Career
774–961 · 44.6%
This season
153 matches · 49.0%
Peak rank
24

First hit in 58.2% of 598 rounds. Won 51.1% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 11.1% of rounds, against 2.9% in their other rounds.
  • In round 1: opens with “backdash into evade down” in 19.6% of rounds, against 4.5% in their other rounds.
  • Against Akira: opens with “backdash into 3P+K Souka Housui” in 3.8% of rounds, against 3.6% against everyone else.
  • After winning a round: opens with “backdash into 1P Chouyoushu” in 19.5% of rounds, against 9.5% after losing one.
  • When ahead: opens with “backdash into 1P Chouyoushu” in 17.9% of rounds, against 11.8% when level or behind.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P9916.5%
backdash into Chouyoushu1P8013.4%
backdash into backward movement599.8%
backdash into evade down508.3%
backdash into Souka Housui3P+K223.7%
Jouho Senshou46P193.2%
Senzankou66P+K into forward punch+kick6P+K193.2%
backdash into back punch+kick4P+K162.7%
Senzankou66P+K152.5%
backdash142.3%
backdash into SoutoP+K132.2%
forward dash into Jouho Touken6P132.2%
backward movement into Jouho Touken6P111.8%
backward movement into Senzankou66P+K111.8%
forward dash into Rimon Chouchu66P111.8%

57 further openings account for the other 147 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira11–13 · 46%4–7 · 36%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