VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

shotaro

Career matches3,105
Career win rate48.3%
Round win rate49.8%
Peak rank28
Distinct opponents147
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1522 #1,866 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

Akira283,1051,5001,60548.3%

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

807 of 1,032 rounds counted

6.0 inputs a second (362 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.0362807

By opponent's character

Akira5.6337143
Jacky6.337871
Jeffry6.237163
Wolf6.438663
Brad5.835147
Eileen5.935547
Jean6.036261
Aoi6.036134
Goh5.935154
Kage5.834724
Pai6.236944
El Blaze6.338029
Sarah6.337737
Lau6.338018
Lion6.74017
Shun6.538922
Vanessa6.740018
Lei Fei5.533215
Taka5.130610

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

Akira36162044.4%-4.0
Jacky25131252.0%+6.7
Jeffry1981142.1%-10.1
Wolf1810855.6%+8.6
Brad156940.0%-6.7
Eileen1551033.3%-21.7
Jean1510566.7%+18.6
Aoi148657.1%-4.1
Goh148657.1%+16.5
Kage1210283.3%+31.3
Pai126650.0%-3.3
El Blaze114736.4%-17.0
Sarah94544.4%-1.2
Lau83537.5%-9.0
Lion84450.0%-2.2
Shun84450.0%-5.3
Vanessa83537.5%-16.4
Lei Fei41325.0%-20.7
Taka220100.0%+63.1
Dural110100.0%+62.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Octagon44192543.2%-5.8
Breakable Full Fence38191950.0%-0.7
Full Fence30141646.7%-8.4
Breakable Half Fence25111444.0%-7.7
Single Wall2517868.0%+16.8
Half Fence2112957.1%+13.2
Rectangle2012860.0%+9.8
Low Fence1771041.2%-7.9
Full Fence and Open137653.9%+5.1
Open126650.0%+5.7

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls17848.9%50.0%-1.1
No walls5455.6%49.7%+5.9

Walls against open: -7.0 points (95% range -22.7 to +8.8), p 0.385 — 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

baron___in-tokyo (Rank 24)2026/10/1751420.0%
xXsoul-childXx (Rank 29)2026/10/1332166.7%
Grimaster (Rank 30)2026/09/2931233.3%
失礼!スマッシュ☆彡 (Rank 27)2026/09/1332166.7%
a032682 (Rank 26)2026/09/1152340.0%
ER_higante (Rank 28)2026/09/1142250.0%
bakureturanbu (Rank 28)2026/09/0942250.0%
a_h_i_k_o (Rank 28)2026/09/0631233.3%
HoAssYoAss (Rank 24)2026/08/2832166.7%
都筑まもる君 (Rank 33)2026/08/2831233.3%
windowkhs (Rank 30)2026/08/2331233.3%
W_takahashi_LJ (Rank 27)2026/08/1932166.7%
ズサ齋藤 (Rank 27)2026/08/1821150.0%
jc88_earth (Rank 26)2026/08/1731233.3%
ぽん (Rank 27)2026/08/0532166.7%
Nn_nekosuke (Rank 28)2026/08/0562433.3%
nekomanma-01414 (Rank 29)2026/08/0532166.7%
markey39 (Rank 29)2026/07/2953260.0%
こて (Rank 28)2026/07/20220100.0%
lemon-sour (Rank 26)2026/07/1953260.0%
jiruju_sara (Rank 28)2026/06/2641325.0%
사비타 (Rank 26)2026/05/0631233.3%
壱色淸淨 (Rank 24)2026/05/0631233.3%
러블리/NTK_BLACK (Rank 27)2026/04/3031233.3%
fixed-star_61 (Rank 29)2026/04/2253260.0%

Round openings

Akira

Career
1,500–1,605 · 48.3%
This season
254 matches · 49.6%
Peak rank
28

First hit in 47.2% of 920 rounds. Won 54.4% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 7.9% of rounds, against 1.4% in their other rounds.
  • In round 2: opens with “backward movement into 6P Jouho Touken” in 22.1% of rounds, against 13.7% in their other rounds.
  • Against Akira: opens with “backdash into 214P Koboku” in 12.1% of rounds, against 3.7% against everyone else.
  • After opening the round before with “backward movement into 6P Jouho Touken”: opens with “backdash into 214P Koboku” in 11.1% of rounds, against 4.6% after anything else.
  • After losing a round: opens with “backdash into 6P Jouho Touken” in 11.2% of rounds, against 2.6% after winning one.
  • When behind: opens with “backdash into 6P Jouho Touken” in 10.0% of rounds, against 4.4% when ahead or level.

How is this tested?

backward movement into Jouho Touken6P14615.7%
backdash into Jouho Touken6P576.1%
Jouho Touken6P555.9%
backdash into evade down505.4%
backdash into Koboku214P465.0%
backdash into Souka Housui3P+K465.0%
forward dash into Jouho Touken6P384.1%
backdash into Chouzan Housui46P+K363.9%
backdash into Geimon Tessen46P+K+G323.5%
Souka Housui3P+K303.2%
backdash212.3%
backdash into Chouyoushu1P192.0%
Jouho Senshou46P171.8%
evade down into backdash171.8%
Rimon Chouchu66P121.3%

114 further openings account for the other 306 rounds.

Counted from 228 of the 254 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
Akira12–16 · 43%2–3 · 40%too few to test
Jacky9–9 · 50%2–0 · 100%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.

26 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 (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: 6 of 15 tests hold up