VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

norimasa-9

Career matches751
Career win rate51.0%
Round win rate50.0%
Peak rank26
Distinct opponents42
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1441 #2,403 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

Akira2675138336851.0%

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

303 of 398 rounds counted

9.5 inputs a second (571 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.5571303

By opponent's character

Akira8.651523
El Blaze9.557223
Jacky9.355924
Lau8.450719
Vanessa9.355825
Wolf10.361627
Aoi9.456325
Lion9.95958
Pai9.557129
Jean9.859122
Kage8.752313
Brad10.864915
Jeffry9.758310
Sarah9.858812
Shun10.261211
Dural10.76437
Lei Fei8.551110

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

Akira96366.7%+28.4
El Blaze93633.3%-3.3
Jacky95455.6%+9.4
Lau85362.5%-8.5
Vanessa84450.0%-5.2
Wolf81712.5%-45.8
Aoi770100.0%+29.6
Lion73442.9%-17.5
Pai74357.1%+2.3
Jean63350.0%-0.6
Kage62433.3%+0.5
Brad43175.0%+43.9
Jeffry3030.0%-42.5
Sarah32166.7%+21.2
Shun32166.7%+42.9
Dural2020.0%-25.5
Lei Fei2020.0%-60.5

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

Breakable Full Fence178947.1%+1.1
Breakable Half Fence138561.5%+19.2
Rectangle137653.9%+11.9
Single Wall106460.0%+10.6
Half Fence95455.6%+14.4
Full Fence81712.5%-51.0
Octagon84450.0%-14.7
Open85362.5%+10.1
Low Fence74357.1%+7.4
Full Fence and Open4040.0%-52.9

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
Walls6848.5%48.5%+0.0
No walls2560.0%51.3%+8.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

タウリン1000 (Rank 27)2026/09/0662433.3%
和那 (Rank 21)2026/06/20220100.0%
Martin1833 (Rank 22)2026/06/20220100.0%
orz (Rank 27)2026/06/1974357.1%
kobaman (Rank 22)2026/06/192020.0%
oichanJP (Rank 30)2026/06/182020.0%
うをん (Rank 30)2026/06/1632166.7%
gigimatsumoto (Rank 21)2026/06/15220100.0%
失礼!スマッシュ☆彡 (Rank 24)2026/06/142020.0%
syounai (Rank 26)2026/06/13220100.0%
HEDO/ (Rank 24)2026/06/1321150.0%
6132da (Rank 21)2026/06/1173442.9%
HoAssYoAss (Rank 25)2026/06/1153260.0%
Rosagigantea (Rank 22)2026/06/11330100.0%
要你命3000 (Rank 26)2026/06/1121150.0%
パニガーレ (Rank 23)2026/06/0454180.0%
naowai (Rank 21)2026/06/0454180.0%
cokeshi (Rank 27)2026/06/0353260.0%
ぽん (Rank 24)2026/06/022020.0%
タイヨウ (Rank 24)2026/05/17220100.0%
ヘニオ (Rank 32)2026/05/172020.0%
YUZUPON (Rank 26)2026/05/162020.0%
ガルポ大統領vtuber (Rank 25)2026/05/1632166.7%
shinkita (Rank 22)2026/05/1131233.3%
gans.sk602 (Rank 28)2026/05/0931233.3%

Round openings

Akira

Career
383–368 · 51.0%
This season
101 matches · 49.5%
Peak rank
26

First hit in 54.5% of 391 rounds. Won 48.8% of the rounds they struck first, 51.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 19.0% of rounds, against 7.5% in their other rounds.

How is this tested?

Rimon Chouchu66P7118.0%
backdash into Chouzan Housui46P+K225.6%
Rimon Chouchu66P into evade down205.1%
backdash into evade up205.1%
backdash into Koboku214P164.1%
Senzankou66P+K into throwP+G153.8%
Senzankou66P+K143.5%
backdash into Rimon Chouchu66P143.5%
forward dash into forward punch+kick6P+K123.0%
backdash into Jouho Touken6P112.8%
forward dash into Jouho Touken6P112.8%
backdash into Senzankou66P+K61.5%
Jouho Touken6P51.3%
backdash into Jouho Senshou46P51.3%
evade down51.3%

84 further openings account for the other 147 rounds.

Counted from 100 of the 101 matches played. The rest were not pulled for openings.

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 (13 here; about 0.7 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: 1 of 13 tests hold up