VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

hellohair

Career matches6,767
Career win rate43.3%
Round win rate45.9%
Peak rank24
Distinct opponents437
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1372 #2,800 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

Akira246,7672,9303,83743.3%

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

4,398 of 5,557 rounds counted

9.1 inputs a second (548 a minute) this season. Faster than 88% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.15484,398

By opponent's character

Akira9.0540620
Jacky9.0542513
Wolf9.6578494
Pai8.8530382
Lion9.1545291
Shun9.1544279
Jeffry9.1548191
Sarah8.9532235
Aoi9.2552212
Jean9.0538172
Lau9.3560173
Goh9.2551161
Vanessa9.3556132
Kage9.3558136
Brad9.3560114
El Blaze8.953387
Eileen9.255155
Lei Fei9.154859
Dural9.758057
Taka8.953735

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

Akira1938211142.5%+1.2
Jacky1666210437.4%-4.8
Wolf154856955.2%+14.7
Pai136637346.3%+6.8
Lion81364544.4%+2.7
Shun81295235.8%-6.9
Jeffry68432563.2%+20.4
Sarah67313646.3%+4.0
Aoi64283643.8%-0.2
Jean50133726.0%-15.7
Lau50173334.0%-5.8
Goh49103920.4%-21.4
Vanessa44143031.8%-9.5
Kage39182146.1%+6.2
Brad38132534.2%-4.5
El Blaze2781929.6%-16.2
Eileen2171433.3%-6.8
Lei Fei1941521.1%-19.1
Dural1631318.8%-10.8
Taka114736.4%-7.9

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Breakable Full Fence154649041.6%+0.3
Rectangle151638841.7%-0.2
Low Fence146489832.9%-8.2
Single Wall146638343.1%+1.6
Octagon138597942.8%+0.4
Half Fence136597743.4%+2.0
Open129498038.0%-3.5
Breakable Half Fence117615652.1%+10.6
Full Fence117477040.2%-0.1
Full Fence and Open77364146.8%+4.6

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
Walls81343.4%41.7%+1.8
No walls42138.0%41.0%-3.0

Walls against open: +4.8 points (95% range -1.4 to +11.0), p 0.132 — 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

wide-plaster85 (Rank 27)2026/10/1793633.3%
WeeWeeW (Rank 27)2026/10/1792722.2%
いそじぇい (Rank 27)2026/10/16124833.3%
tsuna-sand274 (Rank 26)2026/10/161731417.6%
zxyzguy (Rank 26)2026/10/16127558.3%
toothy-limb74 (Rank 24)2026/10/15158753.3%
nihikibito (Rank 24)2026/10/13129375.0%
haohwhite (Rank 24)2026/10/1195455.6%
けいすけ新宿 (Rank 25)2026/10/1193633.3%
三輪ですが@SRGM (Rank 25)2026/10/0384450.0%
ryu2811 (Rank 26)2026/09/29126650.0%
RX-7FD3S-Type-RS (Rank 25)2026/09/291813572.2%
kota_mofumofu (Rank 24)2026/09/29119281.8%
김코난 (Rank 26)2026/09/1492722.2%
けつ毛バーガーking (Rank 24)2026/09/0693633.3%
たけし (Rank 25)2026/09/0593633.3%
level_1173 (Rank 26)2026/09/05145935.7%
sakana5106 (Rank 26)2026/08/3085362.5%
[Garnet]agingcurvedAjeossi (Rank 26)2026/08/30115645.5%
ごめす (Rank 24)2026/08/301311284.6%
orz (Rank 31)2026/08/2281712.5%
ありがとナス (Rank 27)2026/08/21123925.0%
king3275junghwan (Rank 26)2026/08/18129375.0%
Shurkn-_-pap03 (Rank 24)2026/07/2894544.4%
hiropo (Rank 26)2026/07/2882625.0%

Round openings

Akira

Career
2,930–3,837 · 43.3%
This season
1,374 matches · 41.5%
Peak rank
24

First hit in 51.6% of 4,873 rounds. Won 49.0% of the rounds they struck first, 42.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 36.8% of rounds, against 26.4% in their other rounds.
  • Against Akira: waits first in 15.2% of rounds, against 7.4% against everyone else.
  • After opening the round before by waiting: waits first in 20.5% of rounds, against 7.5% after anything else.
  • In round 1: opens with “66P Rimon Chouchu” in 13.8% of rounds, against 5.9% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 15.8% of rounds, against 10.1% against everyone else.
  • After opening the round before with “forward movement into 214P Koboku”: opens with “forward movement into 214P Koboku” in 15.6% of rounds, against 7.3% after anything else.

How is this tested?

forward dash into throwP+G61812.6%
forward movement into punchP53410.9%
throwP+G4749.7%
Rimon Chouchu66P3867.9%
forward movement into Koboku214P3677.5%
forward dash into Jouho Touken6P2104.3%
forward movement into crouch dash back1853.8%
crouch dash back into Koboku214P1763.6%
forward movement into Hachimon KaidaPP1613.3%
guardG into evade up1232.5%
punchP1102.2%
forward movement into throwP+G941.9%
evade up801.6%
Jouho Touken6P791.6%
guardG into Koboku214P711.4%

173 further openings account for the other 1,238 rounds.

Counted from 1,208 of the 1,374 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
Akira44–57 · 44%26–37 · 41%+0.6
Jacky30–44 · 41%18–29 · 38%+2.7
Wolf43–35 · 55%22–17 · 56%-2.4
Pai37–44 · 46%13–18 · 42%+4.7
Shun16–26 · 38%5–16 · 24%too few to test
Aoi10–17 · 37%13–16 · 45%too few to test
Jeffry22–13 · 63%7–7 · 50%too few to test
Lion17–19 · 47%5–12 · 29%too few to test
Sarah19–20 · 49%9–7 · 56%too few to test
Goh5–13 · 28%5–17 · 23%too few to test
Jean7–13 · 35%4–12 · 25%too few to test
Vanessa9–20 · 31%3–4 · 43%too few to test
Kage14–12 · 54%3–3 · 50%too few to test
Lau10–17 · 37%5–4 · 56%too few to test
Brad5–13 · 28%2–10 · 17%too few to test
El Blaze4–12 · 25%2–5 · 29%too few to test
Eileen3–6 · 33%3–6 · 33%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

166 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 (18 here; about 0.9 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 18 tests hold up