VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Fighter

Career matches2,618
Career win rate52.1%
Round win rate52.4%
Peak rank33
Distinct opponents95
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1615 #1,249 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

Akira332,6181,3631,25552.1%

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

820 of 866 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

Akira7.3440820

By opponent's character

Wolf7.5449164
Jeffry7.544874
Aoi7.142458
Shun7.142662
Jacky7.746164
Lau7.343941
Akira7.645854
Jean7.243051
Dural7.343630
Sarah6.941335
Goh7.343634
Lion7.041827
El Blaze7.343928
Brad7.847026
Pai7.846819
Kage6.840719
Eileen7.042015
Taka6.841011
Lei Fei7.04208

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

Wolf45242153.3%-2.1
Jeffry1911857.9%+5.7
Aoi1710758.8%+2.3
Shun167943.8%-8.0
Jacky1511473.3%+20.1
Lau146842.9%-11.9
Akira124833.3%-19.2
Jean125741.7%-4.3
Dural96366.7%+2.8
Sarah94544.4%-3.4
Goh87187.5%+13.4
Lion84450.0%+2.9
El Blaze73442.9%-5.0
Brad63350.0%+1.1
Pai54180.0%+24.2
Kage42250.0%-12.1
Eileen330100.0%+47.0
Taka31233.3%-26.7
Lei Fei2020.0%-40.9
Vanessa110100.0%+61.0

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

Rectangle30181260.0%+3.5
Octagon27151255.6%+3.9
Breakable Half Fence26141253.9%+0.7
Open21111052.4%+2.2
Full Fence2011955.0%-5.8
Half Fence1981142.1%-13.4
Breakable Full Fence1881044.4%-6.7
Low Fence1611568.8%+13.7
Single Wall169756.2%+6.9
Full Fence and Open85362.5%+7.0

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14052.9%54.6%-1.8
No walls5358.5%51.9%+6.6

Walls against open: -8.3 points (95% range -24.4 to +7.7), p 0.309 — 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

ks_by_ks (Rank 34)2026/10/1442250.0%
oyassangou (Rank 29)2026/10/14330100.0%
hot-milk-www (Rank 30)2026/10/14106460.0%
JOHNFLOE (Rank 29)2026/10/0984450.0%
あばぎ (Rank 30)2026/10/09106460.0%
TaKaArAsHi573 (Rank 29)2026/10/0932166.7%
pizaman (Rank 30)2026/10/0741325.0%
hahaha (Rank 29)2026/10/0732166.7%
NekoPunchMaster (Rank 32)2026/10/0731233.3%
diev80 (Rank 31)2026/10/0542250.0%
yamaneko (Rank 33)2026/09/2532166.7%
model_stride88 (Rank 29)2026/09/2432166.7%
Akishin-0313 (Rank 30)2026/09/2451420.0%
あ (Rank 29)2026/09/2452340.0%
Enazo_L18_lol (Rank 31)2026/09/2442250.0%
きく (Rank 6)2026/09/23330100.0%
SHUSHUSHU (Rank 32)2026/09/2332166.7%
ER_higante (Rank 29)2026/09/2296366.7%
shikemoku- (Rank 28)2026/09/1443175.0%
chileung18 (Rank 32)2026/09/127070.0%
umiyama_kai (Rank 30)2026/09/1132166.7%
so-ka-si-12-06 (Rank 26)2026/08/0243175.0%
44884 (Rank 29)2026/06/2221150.0%
ありがとナス (Rank 27)2026/05/1721150.0%
あきらめウルフ (Rank 26)2026/03/3043175.0%

Round openings

Akira

Career
1,363–1,255 · 52.1%
This season
215 matches · 54.0%
Peak rank
33

First hit in 49.9% of 587 rounds. Won 56.3% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 19.0% of rounds, against 5.6% in their other rounds.
  • After opening the round before by evading: attacks straight away in 20.2% of rounds, against 10.2% after anything else.
  • In round 2: opens with “2P Housui” in 14.4% of rounds, against 5.1% in their other rounds.
  • After losing a round: opens with “2P Housui” in 14.0% of rounds, against 4.8% after winning one.

How is this tested?

evade up into guardG23038.6%
crouch into Housui2P6310.6%
Housui2P447.4%
evade up into Jouho Senshou46P376.2%
evade up into Jouho Touken6P254.2%
backdash into evade up244.0%
forward dash into Jouho Touken6P183.0%
Rimon Chouchu66P162.7%
evade up into forward dash142.4%
backdash into guardG111.9%
backdash into throw escape91.5%
evade up into Souka Housui3P+K71.2%
evade up into Housui2P61.0%
evade up into forward movement61.0%
evade up into throwP+G61.0%

40 further openings account for the other 80 rounds.

Counted from 147 of the 215 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
Wolf15–12 · 56%5–3 · 62%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.

68 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: 4 of 15 tests hold up