VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

funny_1048

  • Kage
  • Jacky
Career matches525
Career win rate82.7%
Round win rate63.1%
Peak rank33
Distinct opponents19
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1766 Not ranked yet: the list needs 50 matches. See 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

Akira332432014282.7%
Kage331491242583.2%
Jacky301331092482.0%

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

99 of 130 rounds counted

11.0 inputs a second (661 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage10.260932
Akira11.669847
Jacky11.166420

By opponent's character

Vanessa10.362116
Wolf11.267224
Goh11.870610
Akira11.56886
Jacky9.35584
Jeffry11.97179
Lei Fei11.97126
Shun10.16036
Jean11.06624
Kage9.95924
Pai10.76405
Taka11.46855

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

Vanessa75271.4%-4.5
Wolf53260.0%-12.9
Goh330100.0%+27.5
Lau31233.3%-33.5
Akira220100.0%+19.1
Jacky21150.0%-29.1
Jeffry220100.0%+22.6
Lei Fei220100.0%+30.6
Shun220100.0%+17.4
Jean110100.0%+22.0
Kage1010.0%-86.3
Pai110100.0%+25.9
Taka110100.0%+19.7

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 Fence107370.0%-1.2
Full Fence53260.0%-15.0
Half Fence42250.0%-30.7
Breakable Half Fence330100.0%+24.8
Octagon220100.0%+17.2
Rectangle220100.0%+27.4
Single Wall220100.0%+22.3
Full Fence and Open110100.0%+22.0
Low Fence1010.0%-70.0

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
Walls2673.1%74.2%-1.1
No walls366.7%75.3%-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

Naught (Rank 37)2026/10/03110100.0%
マグロ親方 (Rank 31)2026/10/03110100.0%
黄金の右フック (Rank 33)2026/10/0332166.7%
マクシミリアン15世 (Rank 33)2026/10/03220100.0%
ミルク警察 (Rank 32)2026/10/03220100.0%
ふぇに (Rank 32)2026/09/15220100.0%
五寸釘くん (Rank 35)2026/09/151010.0%
rocketopunch (Rank 30)2026/09/1421150.0%
獣王(設定2) (Rank 30)2026/08/28220100.0%
ちのぶらっ! (Rank 33)2026/08/282020.0%
calmknight[냠냠] (Rank 31)2026/08/28110100.0%
zoniX (Rank 30)2026/08/28220100.0%
CELIS (Rank 28)2026/07/09110100.0%
キネマ (Rank 30)2026/07/09110100.0%
m01ch1 (Rank 29)2026/07/09110100.0%
don'tthink,feel. (Rank 29)2026/07/09110100.0%
bebegakumax (Rank 30)2026/03/3031233.3%
かくるる (Rank 27)2026/03/3032166.7%
cs2skoda (Rank 23)2026/03/29110100.0%

Round openings

Every character

backdash into evade up1310.0%
Hiji'uchi6P96.9%
Rimon Chouchu66P into forward dash75.4%
crouch dash back into evade up53.9%
crouch dash back into guardG43.1%
evade down into evade up43.1%
evade down into forward dash43.1%
Housui2P into forward dash32.3%
Jakenshou214P+K32.3%
Jizuridan2P32.3%
Jouho Senshou46P32.3%
Low Spin Kick1K+G into guardG32.3%
backdash into Jouho Senshou46P32.3%
backdash into evade down32.3%
Doukudaki46K21.5%

47 further openings account for the other 61 rounds.

Kage

Career
124–25 · 83.2%
This season
15 matches · 60.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P916.4%
backdash into evade up59.1%
Jakenshou214P+K35.5%
Jizuridan2P35.5%
crouch dash back into evade up35.5%
Doukudaki46K23.6%
Hagakure-ryu In Raijingeki46P+K23.6%
Nakageri3K into guardG23.6%
Ryu'eikyaku66K23.6%
Ura Tsumujigeri44K23.6%
evade down into evade up23.6%
Jizuridan2P into Fusenjin3P11.8%
Jizuridan2P into evade down11.8%
Nakageri3K11.8%
Rasen4P into crouch dash forward11.8%

16 further openings account for the other 16 rounds.

Akira

Career
201–42 · 82.7%
This season
11 matches · 81.8%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into forward dash713.5%
backdash into evade up713.5%
Housui2P into forward dash35.8%
Jouho Senshou46P35.8%
backdash into Jouho Senshou46P35.8%
evade down into forward dash35.8%
Koboku214P23.9%
Rimon Chouchu66P23.9%
Rimon Chouchu66P into crouch dash forward23.9%
crouch dash back into evade up23.9%
evade down into evade up23.9%
Ekishou3P11.9%
Housui2P11.9%
Housui2P into backdash11.9%
Housui2P into evade down11.9%

12 further openings account for the other 12 rounds.

Jacky

Career
109–24 · 82.0%
This season
6 matches · 100.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G into guardG313.0%
crouch dash back into guardG313.0%
Squat Straight2P28.7%
Standing Knee Kick4K28.7%
backdash into evade down28.7%
Bil Jee6P+K14.3%
Low Spin Kick1K+G14.3%
Middle Smash6P into punchP14.3%
Middle Spin Kick46K+G14.3%
backdash into Jab StraightPP14.3%
backdash into Low Spin Kick1K+G14.3%
backdash into crouch dash back14.3%
backdash into evade up14.3%
crouch dash back into Chopping Blow2P+K14.3%
evade up into crouch dash forward14.3%

1 further openings account for the other 1 rounds.

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)