VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

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Career matches2,045
Career win rate51.3%
Round win rate50.4%
Peak rank29
Distinct opponents176
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1515 #1,905 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

Akira292,0451,05099551.3%

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

710 of 1,070 rounds counted

8.0 inputs a second (481 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.0481710

By opponent's character

Aoi7.947796
Akira8.1484130
Jacky8.0482108
Wolf8.349560
Jeffry8.349932
Goh8.349928
Pai8.048342
Lau7.947426
El Blaze8.148613
Sarah7.745943
Vanessa8.349611
Jean7.746119
Shun7.544718
Brad7.846521
Lei Fei7.645413
Lion8.249026
Kage8.651511
Dural8.24935
Eileen8.34975
Taka6.94133

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

Aoi34201458.8%+8.2
Akira32122037.5%-14.1
Jacky32181456.2%+7.9
Wolf23111247.8%-4.6
Jeffry2171433.3%-14.1
Goh159660.0%+9.0
Pai157846.7%-6.4
Lau135838.5%-8.8
El Blaze129375.0%+27.9
Sarah125741.7%-1.1
Vanessa91811.1%-34.6
Jean84450.0%+6.6
Shun86275.0%+20.6
Brad75271.4%+23.5
Lei Fei73442.9%-21.8
Lion73442.9%-7.9
Kage64266.7%+22.1
Dural110100.0%+66.0
Eileen110100.0%+41.1
Taka1010.0%-38.2

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.

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

Half Fence37221559.5%+8.6
Single Wall37211656.8%+3.4
Rectangle34151944.1%-6.1
Full Fence27121544.4%-3.2
Open2481633.3%-17.9
Breakable Full Fence22101245.5%-1.1
Full Fence and Open2012860.0%+13.8
Breakable Half Fence1910952.6%+2.8
Low Fence1761135.3%-12.8
Octagon169756.2%+8.5

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
Walls15550.3%49.2%+1.1
No walls7844.9%51.1%-6.2

Walls against open: +7.3 points (95% range -6.3 to +20.9), p 0.290 — 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

弐参肆-緑捌發 (Rank 27)2026/08/06330100.0%
fazz00r (Rank 28)2026/08/0275271.4%
ありがとナス (Rank 24)2026/07/3041325.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 29)2026/07/2632166.7%
金田一の少年 (Rank 28)2026/07/2131233.3%
ま~く (Rank 27)2026/07/203030.0%
μ (Rank 26)2026/06/2242250.0%
事務員さん (Rank 31)2026/06/183030.0%
みとG_ちゃんねる (Rank 29)2026/06/1831233.3%
ガリバー (Rank 30)2026/06/1731233.3%
さいたま梅澤/T.Umezawa (Rank 30)2026/06/143030.0%
CELIS (Rank 27)2026/06/0731233.3%
syounai (Rank 26)2026/06/0731233.3%
BANANA (Rank 29)2026/06/0731233.3%
hahaha (Rank 28)2026/06/0432166.7%
TaKaArAsHi573 (Rank 25)2026/05/3142250.0%
入れ込むかもしれない (Rank 26)2026/05/2331233.3%
Nox (Rank 28)2026/05/202020.0%
RepoSe (Rank 25)2026/05/2021150.0%
mini0501 (Rank 27)2026/05/17220100.0%
Player2501 (Rank 30)2026/05/11220100.0%
JOHNFLOE (Rank 30)2026/05/0521150.0%
striker0123 (Rank 27)2026/05/0541325.0%
hanamogera (Rank 27)2026/04/1231233.3%
Re:Biz (Rank 29)2026/03/2932166.7%

Round openings

Akira

Career
1,050–995 · 51.3%
This season
264 matches · 49.6%
Peak rank
29

First hit in 52.7% of 1,063 rounds. Won 53.6% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • Against Jacky: attacks straight away in 50.4% of rounds, against 33.2% against everyone else.
  • In round 4 or later: opens with “66P Rimon Chouchu into forward dash” in 6.4% of rounds, against 2.8% in their other rounds.
  • Against Sarah: opens with “crouch dash forward into G guard” in 13.7% of rounds, against 4.9% against everyone else.

How is this tested?

Senzankou66P+K into throwP+G14613.6%
Rimon Chouchu66P757.0%
crouch dash forward into guardG575.3%
backdash into Geimon Tessen46P+K+G494.6%
Rimon Chouchu66P into forward dash403.7%
backdash into evade down403.7%
Souka Housui3P+K343.2%
evade down into Rimon Chouchu66P333.1%
backdash into Koboku214P323.0%
backdash into Souka Housui3P+K312.9%
backdash into Jouho Senshou46P292.7%
crouch into Youhou33P292.7%
backdash into Chouzan Housui46P+K252.3%
backdash into evade up252.3%
crouch dash forward into Youhou33P222.0%

123 further openings account for the other 405 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi13–9 · 59%5–3 · 62%too few to test
Akira8–12 · 40%4–6 · 40%too few to test
Jacky11–9 · 55%6–4 · 60%too few to test
Wolf8–6 · 57%2–4 · 33%too few to test
Jeffry3–8 · 27%3–4 · 43%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.

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: 3 of 15 tests hold up