VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

hami077

Career matches3,666
Career win rate48.6%
Round win rate46.5%
Peak rank29
Distinct opponents136
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1493 #2,060 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

Akira293,6661,7831,88348.6%

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

1,304 of 1,737 rounds counted

9.0 inputs a second (540 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.05401,304

By opponent's character

Jacky9.3558217
Sarah9.0541184
Aoi9.0538106
Wolf9.053953
Shun8.852772
Goh9.255294
Jean8.953276
Lei Fei8.651333
El Blaze9.154376
Pai8.953780
Akira9.154645
Jeffry8.752166
Lion8.953666
Kage8.551230
Brad8.551240
Vanessa9.254927
Lau9.557024
Eileen9.35595
Taka8.651710

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

Jacky59263344.1%+0.8
Sarah54233142.6%+1.1
Aoi32171553.1%-0.5
Wolf32141843.8%-2.5
Shun29101934.5%-9.6
Goh22121054.5%+16.4
Jean2112957.1%+12.0
Lei Fei2171433.3%-6.0
El Blaze2061430.0%-9.8
Pai2071335.0%-16.4
Akira1812666.7%+15.6
Jeffry1811761.1%+3.8
Lion1871138.9%-11.5
Kage1771041.2%-8.2
Brad136746.1%+0.5
Vanessa114736.4%-4.2
Lau85362.5%+17.6
Eileen330100.0%+57.7
Taka32166.7%+17.3
Dural2020.0%-15.6

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Single Wall53262749.1%+9.8
Octagon52242846.1%+2.9
Breakable Full Fence43202346.5%-0.6
Low Fence43241955.8%+11.6
Rectangle43192444.2%-5.8
Full Fence41192246.3%-3.9
Open40152537.5%-0.6
Half Fence37142337.8%-12.2
Breakable Half Fence35191654.3%+1.6
Full Fence and Open2171433.3%-9.2

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
Walls25145.8%48.3%-2.4
No walls13647.8%41.3%+6.5

Walls against open: -8.9 points (95% range -19.4 to +1.5), p 0.094 — 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

aona (Rank 29)2026/10/16117463.6%
SpaceKnight (Rank 24)2026/10/1464266.7%
安全パイ (Rank 25)2026/10/1452340.0%
かりすまっくすさん★ (Rank 30)2026/10/1363350.0%
セロニアス (Rank 26)2026/10/1264266.7%
マクシミリアン15世 (Rank 30)2026/10/1274357.1%
BANANA (Rank 30)2026/10/1194544.4%
GWO (Rank 25)2026/09/3096366.7%
AGジャッキー (Rank 26)2026/09/2995455.6%
gimoring (Rank 30)2026/09/2951420.0%
wildduck-japan (Rank 33)2026/09/095050.0%
AMUSEUM (Rank 30)2026/09/0853260.0%
獣王(設定2) (Rank 30)2026/09/0651420.0%
hahaha (Rank 28)2026/09/04146842.9%
UNIQ (Rank 26)2026/09/0252340.0%
gans.sk602 (Rank 30)2026/08/31115645.5%
茗荷【みょうが】 (Rank 25)2026/08/3095455.6%
うをん (Rank 30)2026/08/2972528.6%
マンジャロ打ちたい (Rank 34)2026/08/171441028.6%
cokeshi (Rank 30)2026/07/3161516.7%
xXsoul-childXx (Rank 27)2026/05/2763350.0%
乃木ぽん (Rank 28)2026/05/19112918.2%
真 (Rank 23)2026/05/1275271.4%
GP (Rank 29)2026/05/0751420.0%
けいすけ新宿 (Rank 30)2026/04/2451420.0%

Round openings

Akira

Career
1,783–1,883 · 48.6%
This season
421 matches · 45.4%
Peak rank
29

First hit in 44.0% of 1,472 rounds. Won 47.7% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 29.7% of rounds, against 20.7% in their other rounds.
  • In round 4 or later: opens with “66P+K Senzankou into P+G throw” in 12.7% of rounds, against 7.6% in their other rounds.

How is this tested?

Senzankou66P+K into throwP+G1359.0%
backdash into evade up1167.8%
forward dash into forward punch+kick6P+K906.0%
backdash into evade down825.5%
Rimon Chouchu66P into backward movement765.1%
evade up into crouch dash forward644.3%
backdash into Koboku214P503.3%
evade down into crouch dash forward453.0%
evade up into Souka Housui3P+K453.0%
backdash into Youhou33P372.5%
evade down into backdash362.4%
Senzankou66P+K352.3%
Rimon Chouchu66P into backdash342.3%
Rimon Chouchu66P312.1%
backdash into forward punch+kick6P+K241.6%

159 further openings account for the other 596 rounds.

Counted from 364 of the 421 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
Jacky17–15 · 53%7–12 · 37%too few to test
Sarah6–12 · 33%6–14 · 30%too few to test
Wolf8–12 · 40%6–5 · 55%too few to test
Aoi9–10 · 47%7–5 · 58%too few to test
Shun10–12 · 45%0–7 · 0%too few to test
Lei Fei5–8 · 38%2–1 · 67%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.

57 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: 2 of 16 tests hold up