VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

wakusan

Career matches998
Career win rate44.1%
Round win rate46.3%
Peak rank27
Distinct opponents98
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1405 #2,624 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

Akira2799844055844.1%

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

933 of 933 rounds counted

6.3 inputs a second (379 a minute) this season. Faster than 26% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.3379933

By opponent's character

Akira6.4384135
Wolf6.3380128
Aoi6.236987
Jacky6.538881
Goh6.136775
Lei Fei6.136955
Jeffry6.136448
Kage6.639542
Sarah6.438641
Pai6.438337
El Blaze6.538930
Lion6.840831
Shun6.136635
Lau6.639524
Brad6.338123
Taka6.337625
Jean6.237021
Eileen5.83487
Vanessa5.53288

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

Akira32131940.6%-0.2
Wolf3182325.8%-18.9
Aoi2191242.9%-4.6
Jacky2114766.7%+15.0
Goh1910952.6%+12.7
Lei Fei149564.3%+20.5
Jeffry136746.1%+4.3
Kage125741.7%-0.2
Sarah107370.0%+25.5
Pai93633.3%-11.4
El Blaze83537.5%-4.1
Lion83537.5%-2.8
Shun82625.0%-15.7
Lau74357.1%+18.1
Brad61516.7%-16.0
Taka62433.3%-7.7
Jean52340.0%-7.1
Eileen2020.0%-39.9
Vanessa2020.0%-35.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Low Fence38152339.5%+1.4
Breakable Half Fence37162143.2%-2.1
Breakable Full Fence25121348.0%+4.7
Half Fence24101441.7%-4.3
Single Wall2371630.4%-13.0
Rectangle2071335.0%-11.3
Octagon1913668.4%+27.4
Open1710758.8%+13.2
Full Fence1421214.3%-21.3
Full Fence and Open21150.0%+7.3

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13943.2%43.6%-0.4
No walls7841.0%41.2%-0.2

Walls against open: -0.2 points (95% range -13.6 to +13.1), p 0.971 — 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

misoazy (Rank 28)2026/08/0331233.3%
花街爺ぬるむす_Souledge (Rank 28)2026/08/033030.0%
カプリッチョ (Rank 26)2026/08/034040.0%
胃弱 (Rank 26)2026/08/0332166.7%
釜猫 (Rank 27)2026/08/0351420.0%
horahukin-DRZ (Rank 26)2026/08/0374357.1%
SICHIROUJI (Rank 26)2026/08/0342250.0%
ほーげつ (Rank 27)2026/08/0332166.7%
jyariten-1968 (Rank 27)2026/08/0232166.7%
koiketyan (Rank 27)2026/08/0263350.0%
statham7352 (Rank 24)2026/07/29550100.0%
三輪ですが@SRGM (Rank 23)2026/07/2932166.7%
tsuna-sand274 (Rank 26)2026/07/2942250.0%
Penoco (Rank 24)2026/07/2942250.0%
失礼!スマッシュ☆彡 (Rank 26)2026/07/2952340.0%
滝太郎(Takitarou) (Rank 25)2026/07/2932166.7%
オージ (Rank 26)2026/07/2954180.0%
Nachi-doumin-J (Rank 27)2026/07/2942250.0%
akd-saka1067 (Rank 21)2026/07/2932166.7%
まなつのかじつ (Rank 22)2026/07/2453260.0%
nihikibito (Rank 23)2026/07/2463350.0%
sy62___ (Rank 24)2026/07/2431233.3%
WeeWeeW (Rank 27)2026/07/2432166.7%
SakuRa (Rank 23)2026/07/2475271.4%
なっちゃんねる (Rank 27)2026/07/233030.0%

Round openings

Akira

Career
440–558 · 44.1%
This season
234 matches · 43.2%
Peak rank
27

First hit in 54.2% of 920 rounds. Won 47.5% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • After winning a round: backs off first in 58.0% of rounds, against 23.4% after losing one.
  • When ahead: backs off first in 56.8% of rounds, against 28.7% when level or behind.
  • In round 1: opens with “evade down into crouch dash forward” in 12.0% of rounds, against 3.4% in their other rounds.
  • After losing a round: opens with “66P Rimon Chouchu” in 20.1% of rounds, against 7.1% after winning one.
  • When ahead: opens with “backdash into evade down” in 18.6% of rounds, against 7.4% when level or behind.

How is this tested?

Rimon Chouchu66P12913.8%
backdash into evade down10010.7%
forward dash into Jouho Touken6P626.6%
evade down into crouch dash forward525.6%
backdash424.5%
backdash into evade up343.6%
Souka Housui3P+K333.5%
backdash into Jouho Senshou46P333.5%
evade up into crouch dash forward333.5%
backdash into Rimon Chouchu66P323.4%
crouch dash forward into Souka Housui3P+K242.6%
crouch dash forward into guardG151.6%
backdash into Souka Housui3P+K131.4%
evade down into Souka Housui3P+K131.4%
backdash into guardG121.3%

113 further openings account for the other 309 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–9 · 31%9–10 · 47%too few to test
Wolf8–16 · 33%0–5 · 0%too few to test
Aoi6–5 · 55%2–7 · 22%too few to test
Jacky3–4 · 43%7–1 · 88%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: 5 of 15 tests hold up