VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

杰

  • Jacky
Career matches484
Career win rate44.0%
Round win rate47.2%
Peak rank22
Distinct opponents37
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1315 #3,062 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

Akira2233014718344.5%
Jacky21154668842.9%

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

92 of 326 rounds counted

7.1 inputs a second (425 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jacky6.539045
Akira7.746047

By opponent's character

Kage8.65163
Akira6.740225
Aoi8.14848
Lion8.45028
Dural6.639417
Jeffry7.042010
Goh6.941610
Jacky6.33768
Sarah9.45633

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

Kage106460.0%+19.8
Akira93633.3%-10.0
Pai93633.3%+3.3
Eileen82625.0%-9.5
Aoi73442.9%-10.1
Lion75271.4%+26.6
Dural51420.0%-21.7
Jeffry51420.0%-27.6
Goh42250.0%+11.8
Wolf43175.0%+33.4
Brad220100.0%+42.1
El Blaze2020.0%-35.2
Jacky2020.0%-48.0
Shun2020.0%-35.2
Lau110100.0%+66.6
Sarah110100.0%+36.6
Taka1010.0%-51.7

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

Open1331023.1%-11.6
Full Fence115645.5%-1.4
Breakable Full Fence83537.5%-7.4
Breakable Half Fence84450.0%+2.6
Half Fence85362.5%+24.6
Low Fence75271.4%+36.3
Single Wall73442.9%+4.9
Full Fence and Open63350.0%+11.9
Octagon6060.0%-53.6
Rectangle41325.0%-18.9

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
Walls4540.0%45.3%-5.3
No walls2740.7%35.7%+5.1

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

Abraxas (Rank 21)2026/06/15220100.0%
Shako_P (Rank 24)2026/06/111010.0%
qzmix (Rank 21)2026/06/103030.0%
TARO___9 (Rank 20)2026/06/1041325.0%
INFiNiTy-esRiku (Rank 21)2026/05/302020.0%
wgamama_jodi3 (Rank 20)2026/05/302020.0%
CHASER (Rank 23)2026/05/2431233.3%
KARA (Rank 22)2026/05/21110100.0%
委員ちょ (Rank 21)2026/05/212020.0%
haohwhite (Rank 23)2026/05/1821150.0%
ズサ齋藤 (Rank 23)2026/05/052020.0%
Leo (Rank 21)2026/05/052020.0%
我的名字叫顺溜 (Rank 23)2026/05/0421150.0%
toyboy17 (Rank 21)2026/04/1531233.3%
聖☆奈♡彡 (Rank 24)2026/04/042020.0%
要你命3000 (Rank 24)2026/04/0462433.3%
bpenn23 (Rank 16)2026/04/04220100.0%
格雷希欧 (Rank 23)2026/04/0474357.1%
dalmax72 (Rank 19)2026/04/04220100.0%
偷桃 (Rank 24)2026/04/0362433.3%
satola (Rank 23)2026/04/03220100.0%
KUROKUROSAWA (Rank 21)2026/04/03110100.0%
6132da (Rank 21)2026/04/0342250.0%
jarry666 (Rank 21)2026/04/0321150.0%
あなたのかみさま (Rank 23)2026/04/032020.0%

Round openings

Every character

punchP195.8%
Rimon Chouchu66P185.5%
punchP into Jab StraightPP154.6%
crouch dash forward into guardG134.0%
crouch dash forward into Body Blow3P+K123.7%
backdash into Jouho Senshou46P113.4%
backdash into Beat & Back KnuckleP+KP103.1%
backdash92.8%
backdash into Long Stride Back Knuckle4P+K92.8%
evade down into crouch dash forward72.1%
evade down into guardG72.1%
Groin Kick6K+G61.8%
Rimon Chouchu66P into forward dash61.8%
backdash into Beat KnuckleP+K61.8%
backdash into High Angle Upper Kick6K61.8%

104 further openings account for the other 172 rounds.

Jacky

Career
66–88 · 42.9%
This season
49 matches · 38.8%
Peak rank
21

First hit in 43.6% of 204 rounds. Won 49.4% of the rounds they struck first, 42.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Jab StraightPP157.3%
crouch dash forward into Body Blow3P+K125.9%
crouch dash forward into guardG115.4%
backdash into Beat & Back KnuckleP+KP104.9%
punchP104.9%
backdash94.4%
backdash into Long Stride Back Knuckle4P+K94.4%
Groin Kick6K+G62.9%
backdash into Beat KnuckleP+K62.9%
backdash into High Angle Upper Kick6K62.9%
backdash into Middle Spin Kick46K+G52.5%
evade down into guardG52.5%
Jab StraightPP into Jab Double StraightPPP42.0%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward42.0%
backdash into Spin Heel Sword4K+G42.0%

57 further openings account for the other 88 rounds.

Akira

Career
147–183 · 44.5%
This season
30 matches · 46.7%
Peak rank
22

First hit in 45.1% of 122 rounds. Won 47.3% of the rounds they struck first, 52.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P1814.8%
backdash into Jouho Senshou46P119.0%
punchP97.4%
Rimon Chouchu66P into forward dash64.9%
Fujinkyaku2K+G into Chutenshou2K+GP43.3%
Rimon Chouchu66P into punchP43.3%
backdash into Sokutai3K43.3%
backdash into Hekishou43P32.5%
backdash into Koboku214P32.5%
crouch dash forward into Koboku214P32.5%
evade down32.5%
evade down into crouch dash forward32.5%
Tsutenhou (Deflect)4P+K+G21.6%
crouch dash forward into Jouho Touken6P21.6%
crouch dash forward into Youhou33P21.6%

40 further openings account for the other 45 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

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