VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

isw0323

  • Jacky
  • Lion
Career matches1,018
Career win rate52.5%
Round win rate50.9%
Peak rank25
Distinct opponents199
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1239 #3,330 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

Akira2581541040550.3%
Jacky24132775558.3%
Lion2071482367.6%

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

1,959 of 1,960 rounds counted

8.6 inputs a second (514 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.75211,594
Jacky7.8470223
Lion8.5510142

By opponent's character

Akira8.6515320
Jacky8.3496161
Sarah8.7523145
Shun8.8528146
Kage8.6515134
Wolf8.8528135
Aoi8.6515118
Lion9.0539119
Pai8.9533119
Brad8.249277
Jeffry8.450665
Taka8.047965
El Blaze8.249061
Lau8.752161
Vanessa8.551265
Jean8.350053
Eileen8.551138
Goh8.651836
Dural7.947418
Lei Fei8.349623

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

Akira83434051.8%-1.6
Jacky41212051.2%-3.4
Sarah38231560.5%+11.8
Shun38231560.5%+3.9
Kage34191555.9%+1.1
Wolf3462817.6%-26.8
Aoi31151648.4%-5.8
Lion3125680.7%+27.6
Pai29121741.4%-4.2
Brad2012860.0%+2.0
Jeffry1881044.4%-0.7
Taka178947.1%-0.4
El Blaze169756.2%+10.1
Lau159660.0%+6.4
Vanessa159660.0%+6.4
Jean136746.1%+1.9
Eileen94544.4%-6.7
Goh94544.4%-13.9
Dural52340.0%-23.1
Lei Fei52340.0%-22.6

1 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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 Fence66343251.5%+1.0
Half Fence64333151.6%+0.4
Open51302158.8%+2.5
Full Fence50252550.0%-2.4
Breakable Half Fence46212545.6%-7.2
Single Wall45232251.1%+2.0
Octagon42212150.0%-5.1
Breakable Full Fence41212051.2%-3.5
Rectangle40241660.0%+13.0
Full Fence and Open25151060.0%+8.2

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
Walls28351.2%52.1%-0.9
No walls16253.7%52.1%+1.6

Walls against open: -2.4 points (95% range -12.9 to +8.0), p 0.651 — 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

maeK55 (Rank 21)2026/10/1654180.0%
Super-J-McWild (Rank 26)2026/10/1493633.3%
なっちゃんねる (Rank 26)2026/10/1451420.0%
dalmax72 (Rank 27)2026/10/1453260.0%
ryu2811 (Rank 27)2026/10/14111109.1%
48歳技覚えられないよ (Rank 26)2026/10/1361516.7%
mikage-maruko (Rank 21)2026/10/09660100.0%
K.K.カブキモノ (Rank 23)2026/10/0785362.5%
manekinecogames (Rank 23)2026/10/07106460.0%
omuretukun (Rank 24)2026/10/0443175.0%
j-kubo55 (Rank 21)2026/10/021816288.9%
KAORUman1102 (Rank 21)2026/10/02550100.0%
clear-success03 (Rank 24)2026/10/0264266.7%
ASSERT(m_pThink); (Rank 21)2026/09/3053260.0%
juha-papa (Rank 21)2026/09/30660100.0%
kim4439 (Rank 20)2026/09/29660100.0%
smogh (Rank 21)2026/09/29440100.0%
jaded_sixer3 (Rank 18)2026/09/2954180.0%
かっつん! (Rank 21)2026/09/2754180.0%
委員ちょ (Rank 21)2026/09/22660100.0%
tomiruri1120 (Rank 26)2026/09/2262433.3%
cjnholife (Rank 25)2026/09/2262433.3%
VF (Rank 21)2026/09/09770100.0%
moga_moga24 (Rank 26)2026/09/02159660.0%
たぱ (Rank 12)2026/07/2898188.9%

Round openings

Every character

backdash into evade up30518.2%
Rimon Chouchu66P1056.2%
backdash into guardG1036.1%
Rimon Chouchu66P into forward dash905.4%
backdash into evade down895.3%
backdash into punchP694.1%
Jouho Senshou46P613.6%
backdash into throw escape533.2%
backdash into backward movement382.3%
backdash into Jouho Senshou46P352.1%
backdash291.7%
guardG into backdash291.7%
crouch dash back into evade down271.6%
crouch dash back into guardG231.4%
guardG into evade up171.0%

228 further openings account for the other 606 rounds.

Counted from 428 of the 501 matches played. The rest were not pulled for openings.

Akira

Career
410–405 · 50.3%
This season
409 matches · 48.9%
Peak rank
25

First hit in 56.1% of 1,335 rounds. Won 52.2% of the rounds they struck first, 48.8% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 11.4% of rounds, against 3.7% in their other rounds.
  • Against Pai: backs off first in 78.2% of rounds, against 59.7% against everyone else.
  • After opening the round before by backing off: backs off first in 64.2% of rounds, against 49.8% after anything else.
  • After the opponent opened the round before by waiting: moves in first in 11.0% of rounds, against 4.5% after anything else.
  • After losing a round: backs off first in 64.1% of rounds, against 53.4% after winning one.
  • When behind: backs off first in 65.5% of rounds, against 56.6% when ahead or level.
  • In round 1: opens with “backdash into evade up” in 27.1% of rounds, against 16.5% in their other rounds.
  • On Half Fence stages: opens with “backdash into G guard” in 11.7% of rounds, against 5.4% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 26.9% of rounds, against 13.9% after anything else.

How is this tested?

backdash into evade up25819.2%
Rimon Chouchu66P1057.8%
Rimon Chouchu66P into forward dash906.7%
backdash into guardG866.4%
backdash into evade down654.8%
Jouho Senshou46P614.5%
backdash into punchP584.3%
backdash into throw escape463.4%
backdash into Jouho Senshou46P352.6%
backdash into backward movement292.2%
backdash251.9%
guardG into backdash241.8%
forward dash into throwP+G141.0%
guardG into evade up131.0%
backdash into throwP+G120.9%

147 further openings account for the other 421 rounds.

Counted from 343 of the 409 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
Akira20–9 · 69%8–13 · 38%too few to test
Kage7–8 · 47%6–5 · 55%too few to test
Pai6–10 · 38%3–4 · 43%too few to test
Shun5–5 · 50%9–4 · 69%too few to test
Jacky8–4 · 67%1–2 · 33%too few to test
Lion7–1 · 88%9–2 · 82%too few to test
Wolf3–9 · 25%2–5 · 29%too few to test
Aoi8–7 · 53%2–3 · 40%too few to test
Sarah9–5 · 64%2–4 · 33%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.

66 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?

Jacky

Career
77–55 · 58.3%
This season
55 matches · 58.2%
Peak rank
24

First hit in 55.7% of 192 rounds. Won 63.5% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up189.3%
backdash into evade down147.2%
crouch dash back into evade down136.7%
crouch dash back into guardG136.7%
backdash into guardG73.6%
backdash into Middle Kick3K63.1%
backdash into punchP52.6%
evade down into punchP52.6%
evade down into guardG42.1%
guardG into Middle Kick3K42.1%
Side Hook Turn44P into Double Back Knuckle4PP31.6%
backdash into Spin Heel Sword4K+G31.6%
backdash into backward movement31.6%
backdash into crouch31.6%
backdash into crouch dash forward31.6%

69 further openings account for the other 90 rounds.

Counted from 48 of the 55 matches played. The rest were not pulled for openings.

Lion

Career
48–23 · 67.6%
This season
37 matches · 75.7%
Peak rank
20

First hit in 53.2% of 139 rounds. Won 68.9% of the rounds they struck first, 56.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2920.3%
backdash into evade down107.0%
backdash into guardG107.0%
backdash into backward movement64.2%
backdash into punchP64.2%
backdash into throw escape53.5%
backdash42.8%
guardG into backdash42.8%
no input32.1%
Tenshin Ryou'inkyaku6K+G21.4%
backdash into Ni In'you4PP21.4%
backdash into crouch dash back21.4%
backward movement into Tougeki Rensui1PP21.4%
backward movement into evade up21.4%
backward movement into punchP21.4%

49 further openings account for the other 54 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 (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: 9 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)