VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ファミ天

  • Jeffry
Career matches6,551
Career win rate51.8%
Round win rate49.8%
Peak rank40
Distinct opponents243
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1744 #607 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

Akira405,2092,6442,56550.8%
Jeffry3699053245853.7%
El Blaze—26715711058.8%
Wolf—75542172.0%
Jacky—105550.0%

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

1,189 of 1,995 rounds counted

7.0 inputs a second (421 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.3378481
Akira7.5453708

By opponent's character

Wolf7.243496
Akira7.545196
Jacky7.4444103
Jeffry6.840848
Kage7.343993
Goh7.142594
Lau6.941258
Brad6.538761
Shun6.941358
Vanessa6.840689
El Blaze6.539083
Jean6.840965
Lion7.243379
Lei Fei6.941430
Pai6.740441
Sarah7.343838
Aoi6.539026
Eileen6.840811
Taka7.847117
Dural6.23713

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

Wolf52272551.9%+0.1
Akira46271958.7%+11.2
Jacky35191654.3%+5.0
Jeffry32171553.1%+1.7
Kage30111936.7%-15.7
Goh29151451.7%+1.1
Lau2992031.0%-20.5
Brad28141450.0%+1.1
Shun28171160.7%+11.6
Vanessa28131546.4%+0.9
El Blaze2791833.3%-13.9
Jean2415962.5%+9.7
Lion23111247.8%+1.4
Lei Fei1991047.4%-6.3
Pai1913668.4%+19.9
Sarah1871138.9%-8.9
Aoi148657.1%+5.2
Eileen71614.3%-32.3
Taka63350.0%+7.3
Dural110100.0%+46.5

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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

Open65303546.1%-4.0
Low Fence55292652.7%+2.9
Half Fence54292553.7%+3.7
Single Wall51292256.9%+11.0
Breakable Full Fence50242648.0%-0.4
Breakable Half Fence47222546.8%-3.3
Full Fence46202643.5%-6.9
Octagon44202445.5%-6.6
Rectangle41192246.3%-7.2
Full Fence and Open2417770.8%+21.9

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls28247.5%50.4%-2.9
No walls17151.5%49.0%+2.4

Walls against open: -5.3 points (95% range -15.2 to +4.6), p 0.297 — 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

Osamu_0303 (Rank 37)2026/10/1642250.0%
どっせプレビに出たい (Rank 41)2026/10/127070.0%
妹に運転を教える (Rank 39)2026/10/1193633.3%
타우끼/taukee (Rank 36)2026/10/0985362.5%
『ρε』.α (Rank 41)2026/10/0342250.0%
ピーエス (Rank 39)2026/10/0373442.9%
愛蒔らぶり (Rank 41)2026/09/3081712.5%
STAGEW(ON)@스테이지원 (Rank 40)2026/09/2952340.0%
巨峰好き☆銀狼 (Rank 38)2026/09/2952340.0%
ミスプロ狼@tenrishoko (Rank 41)2026/09/284040.0%
Oshira_taicho (Rank 40)2026/09/0852340.0%
a.k.aとりてん (Rank 37)2026/09/0286275.0%
Wallaby360 (Rank 38)2026/08/2873442.9%
sutesute777 (Rank 40)2026/08/2782625.0%
gobigobipai221 (Rank 38)2026/06/1943175.0%
エル・シエロ (Rank 36)2026/06/1942250.0%
joechou222 (Rank 36)2026/06/1853260.0%
KA-GO (Rank 38)2026/06/0242250.0%
寿司眼鉄 (Rank 33)2026/06/0265183.3%
Sore (Rank 34)2026/05/2052340.0%
音の勢-リック (Rank 33)2026/05/1863350.0%
kiyohara-j (Rank 37)2026/05/1553260.0%
yas_md (Rank 33)2026/04/2642250.0%
オムレツハンター© (Rank 30)2026/04/2354180.0%
rallydriftking (Rank 30)2026/04/0854180.0%

Round openings

Every character

forward movement into punchP23712.6%
guardG into throw escape1085.7%
backdash into evade up975.2%
Middle Hell Stab6P+K965.1%
throwP+G663.5%
forward movement into throwP+G623.3%
throw escape623.3%
Senzankou66P+K into throwP+G573.0%
Low Knuckle2P472.5%
Yakuho Chouchu666P462.4%
crouch into Low Knuckle2P462.4%
Rimon Chouchu66P432.3%
crouch into throwP+G422.2%
guardG382.0%
punchP291.5%

218 further openings account for the other 808 rounds.

Counted from 466 of the 495 matches played. The rest were not pulled for openings.

Jeffry

Career
532–458 · 53.7%
This season
295 matches · 52.5%
Peak rank
36

First hit in 52.0% of 1,200 rounds. Won 53.9% of the rounds they struck first, 49.1% of the rounds they were struck first.

Significant Tells

  • Against El Blaze: moves in first in 30.6% of rounds, against 18.2% against everyone else.
  • After opening the round before by waiting: waits first in 31.4% of rounds, against 18.0% after anything else.
  • In round 1: opens with “6P+K Middle Hell Stab” in 12.9% of rounds, against 6.4% in their other rounds.
  • Against Akira: opens with “G guard into throw escape” in 22.2% of rounds, against 6.4% against everyone else.
  • After opening the round before with “G guard into throw escape”: opens with “G guard into throw escape” in 18.9% of rounds, against 6.1% after anything else.

How is this tested?

forward movement into punchP15312.7%
Middle Hell Stab6P+K968.0%
guardG into throw escape937.7%
backdash into evade up635.2%
throwP+G594.9%
throw escape554.6%
Low Knuckle2P473.9%
crouch into Low Knuckle2P463.8%
crouch into throwP+G373.1%
guardG312.6%
forward movement into throwP+G262.2%
punchP into crouch211.8%
Low Knuckle2P into crouch191.6%
backdash into Toe Kick2K191.6%
punchP191.6%

149 further openings account for the other 419 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf12–9 · 57%10–4 · 71%too few to test
Jeffry6–7 · 46%7–5 · 58%too few to test
Akira5–5 · 50%10–4 · 71%too few to test
Brad3–4 · 43%7–7 · 50%too few to test
El Blaze7–7 · 50%1–5 · 17%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?

Akira

Career
2,644–2,565 · 50.8%
This season
200 matches · 45.5%
Peak rank
40

First hit in 58.5% of 669 rounds. Won 53.2% of the rounds they struck first, 39.6% of the rounds they were struck first.

Significant Tells

  • Against Jacky: opens with “forward movement into P punch” in 25.4% of rounds, against 11.1% against everyone else.

How is this tested?

forward movement into punchP8412.3%
Senzankou66P+K into throwP+G578.4%
Yakuho Chouchu666P466.8%
Rimon Chouchu66P436.3%
forward movement into throwP+G365.3%
backdash into evade up345.0%
punchP into crouch dash forward182.6%
throwP+G into forward dash182.6%
punchP into forward dash172.5%
guardG into throw escape152.2%
forward dash into throwP+G142.1%
Yakuho Chouchu666P into forward dash121.8%
forward dash into evade up121.8%
Rimon Chouchu66P into crouch dash forward111.6%
backdash into guardG111.6%

97 further openings account for the other 253 rounds.

Counted from 171 of the 200 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
Akira5–3 · 62%7–4 · 64%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.

29 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 (30 here; about 1.5 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

  • Jeffry: 5 of 15 tests hold up
  • Akira: 1 of 15 tests hold up