VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Akira

hbber_1048

  • Kage
  • Jacky
  • Lion
Career matches560
Career win rate79.6%
Round win rate63.6%
Peak rank33
Distinct opponents17
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1755 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

Akira332401924880.0%
Kage331891503979.4%
Jacky30118991983.9%
Lion26135838.5%

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

103 of 121 rounds counted

11.2 inputs a second (669 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira11.770251
Kage10.462728
Jacky10.864616
Lion11.16638

By opponent's character

Jeffry11.267025
Wolf11.669613
Dural12.273420
Vanessa10.46257
Akira10.06016
Jacky10.46278
Lion10.86508
Brad11.16653
El Blaze11.06625
Sarah10.05995
Shun11.66943

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

Jeffry65183.3%+9.0
Wolf660100.0%+30.4
Dural42250.0%-34.9
Vanessa32166.7%-3.0
Akira220100.0%+21.1
Jacky220100.0%+24.9
Lion220100.0%+18.9
Brad1010.0%-84.3
El Blaze1010.0%-75.3
Lau110100.0%+31.3
Sarah1010.0%-83.0
Shun110100.0%+24.1

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

Low Fence76185.7%+10.2
Octagon64266.7%-15.8
Full Fence54180.0%+6.4
Rectangle330100.0%+25.6
Single Wall32166.7%-16.9
Breakable Full Fence220100.0%+18.9
Full Fence and Open2020.0%-63.1
Half Fence110100.0%+31.3

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
Walls1782.4%77.3%+5.0
No walls1080.0%79.1%+0.9

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

かくちゃ (Rank 33)2026/10/17220100.0%
chileung18 (Rank 32)2026/09/08110100.0%
インドラー (Rank 25)2026/09/081010.0%
リーウ (Rank 31)2026/09/08220100.0%
カイMk.2 (Rank 32)2026/09/08110100.0%
トマト牛乳♪ (Rank 30)2026/07/11220100.0%
delicioso (Rank 34)2026/07/11220100.0%
orz (Rank 30)2026/07/1142250.0%
tamaneen (Rank 33)2026/07/1143175.0%
HoAssYoAss (Rank 28)2026/06/29220100.0%
BANANA (Rank 30)2026/06/291010.0%
りてりん (Rank 26)2026/06/28220100.0%
cokeshi (Rank 27)2026/06/281010.0%
南部の釣れないルアー (Rank 30)2026/06/05110100.0%
事務員さん (Rank 32)2026/05/14110100.0%
ジンベエ (Rank 41)2026/05/051010.0%
龍仙人【鬼手仏心】 (Rank 27)2026/05/05220100.0%

Round openings

Every character

backdash into evade up98.0%
crouch dash back into evade up87.1%
backdash into evade down76.2%
Hiji'uchi6P54.4%
Housui2P into forward dash43.5%
Rimon Chouchu66P into forward dash43.5%
evade down into evade up43.5%
Jouho Senshou46P32.6%
Koboku214P32.6%
Standing Knee Kick4K32.6%
crouch dash back into guardG32.6%
Banchu6P21.8%
Jizuridan2P21.8%
Jouho Senshou46P into forward movement21.8%
Middle Smash6P21.8%

44 further openings account for the other 52 rounds.

Counted from 28 of the 30 matches played. The rest were not pulled for openings.

Akira

Career
192–48 · 80.0%
This season
12 matches · 75.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up611.8%
crouch dash back into evade up59.8%
Housui2P into forward dash47.8%
Rimon Chouchu66P into forward dash47.8%
Jouho Senshou46P35.9%
Koboku214P35.9%
evade down into evade up35.9%
Jouho Senshou46P into forward movement23.9%
Rimon Chouchu66P23.9%
backdash into evade down23.9%
backdash into punchP23.9%
crouch dash forward into forward dash23.9%
evade down into guardG23.9%
Geimon Tessen46P+K+G12.0%
Housui2P into backdash12.0%

9 further openings account for the other 9 rounds.

Jacky

Career
99–19 · 83.9%
This season
7 matches · 85.7%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Standing Knee Kick4K310.3%
backdash into evade down310.3%
crouch dash back into evade up310.3%
Middle Smash6P26.9%
backdash into evade up26.9%
throw escape26.9%
Groin Kick6K+G13.5%
High Angle Upper Kick6K into forward movement13.5%
Squat Straight2P13.5%
Squat Straight2P into Low Spin Kick1K+G13.5%
Squat Straight2P into forward movement13.5%
backdash into High Angle Upper Kick6K13.5%
backdash into up, down-back, down, down-back, down punch+kick+guard81212P+K+G13.5%
crouch dash back into Squat Straight2P13.5%
crouch dash back into evade down13.5%

5 further openings account for the other 5 rounds.

Kage

Career
150–39 · 79.4%
This season
9 matches · 88.9%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P520.0%
Jizuridan2P28.0%
Ura Tsumujigeri44K28.0%
crouch dash back into guardG28.0%
Doukudaki46K14.0%
Hagakure-ryu In Raijingeki46P+K14.0%
Jakenshou214P+K14.0%
Jizuridan2P into backdash14.0%
Jizuridan2P into backward movement14.0%
Jizuridan2P into forward dash14.0%
Kouten63214P14.0%
backdash into Furikakato OtoshiK+G14.0%
backdash into Gen'you4K+G14.0%
backdash into evade up14.0%
backdash into guardG14.0%

3 further openings account for the other 3 rounds.

Counted from 7 of the 9 matches played. The rest were not pulled for openings.

Lion

Career
5–8 · 38.5%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P225.0%
Ukoushin46P+K225.0%
backdash into evade down225.0%
crouch dash forward into evade down112.5%
evade down into Tanhikyaku46K112.5%

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

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