VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

posakira

  • Akira
Career matches1,434
Career win rate56.4%
Round win rate48.8%
Peak rank33
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1634 #1,135 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

Jacky3389650938756.8%
Akira3353830023855.8%

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

393 of 547 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

Jacky10.8648198
Akira11.5690195

By opponent's character

Jacky11.468261
Wolf12.071940
Jean11.468350
Jeffry11.267524
Brad11.669335
Goh10.261124
Pai11.266936
Akira9.154610
Lei Fei10.965333
Sarah11.267220
Lau8.651310
Lion10.16058
Aoi10.462310
El Blaze10.261110
Kage12.675412
Vanessa11.46845
Eileen11.56905

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

Jacky2015575.0%+24.0
Wolf168850.0%+5.5
Jean126650.0%+3.2
Jeffry1221016.7%-33.8
Brad118372.7%+19.3
Goh103730.0%-15.9
Pai106460.0%+8.4
Akira94544.4%-0.8
Lei Fei82625.0%-23.4
Sarah73442.9%-6.2
Lau52340.0%-11.9
Lion52340.0%-6.0
Aoi32166.7%+12.3
El Blaze31233.3%-8.3
Kage32166.7%+29.5
Vanessa31233.3%-7.2
Eileen1010.0%-45.3

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

Octagon24111345.8%-1.2
Open2091145.0%-5.0
Rectangle2011955.0%+10.6
Full Fence159660.0%+13.9
Breakable Half Fence127558.3%+8.8
Half Fence106460.0%+8.0
Low Fence107370.0%+21.5
Single Wall103730.0%-12.7
Breakable Full Fence91811.1%-47.1
Full Fence and Open31233.3%-15.5

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
Walls9050.0%48.7%+1.3
No walls4047.5%47.6%-0.1

Walls against open: +1.4 points (95% range -17.2 to +20.0), p 0.883 — 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

Hi:D (Rank 35)2026/10/102020.0%
lapislazuli (Rank 36)2026/09/293030.0%
ジャキる。 (Rank 31)2026/09/2964266.7%
ぶーん (Rank 32)2026/09/1032166.7%
マンジャロ打ちたい (Rank 33)2026/08/2831233.3%
elf4sale (Rank 31)2026/08/2841325.0%
구닥스트렌져 (Rank 33)2026/08/2885362.5%
IIOld2Play (Rank 29)2026/07/24330100.0%
JeanKujo (Rank 31)2026/07/243030.0%
MaBoy (Rank 33)2026/07/2073442.9%
続きは敗れている… (Rank 36)2026/07/0231233.3%
北斗神拳 弐ノ羅将 (Rank 33)2026/07/0232166.7%
ohtenki (Rank 30)2026/06/3021150.0%
れもん@のびしろF (Rank 29)2026/06/30220100.0%
hiNo공팔일삼 (Rank 32)2026/06/15330100.0%
jiwoonpk (Rank 29)2026/06/1532166.7%
ちょいそる (Rank 33)2026/06/02220100.0%
クレウル (Rank 32)2026/05/2252340.0%
ゲッパー (Rank 37)2026/05/0531233.3%
sraosha1 (Rank 28)2026/04/2432166.7%
ncub5030 (Rank 28)2026/04/162020.0%
バルゴ・デミーラ (Rank 35)2026/04/093030.0%
入れ込むかもしれない (Rank 29)2026/04/0221150.0%
どろパイ (Rank 33)2026/04/0221150.0%
ManEater (Rank 35)2026/03/2732166.7%

Round openings

Every character

forward dash into evade up407.7%
backdash into evade down275.2%
forward dash into guardG275.2%
forward dash into evade down265.0%
Dash Hammer Kick66K into High Angle Upper Kick6K244.6%
crouch into Squat Straight2P214.0%
Rimon Chouchu66P into Jouho Touken6P193.6%
backdash into evade up132.5%
backward movement into forward dash122.3%
forward dash into Yakuho Chouchu666P122.3%
evade down into backdash112.1%
forward dash into Jouho Touken6P81.5%
forward dash into punchP81.5%
evade down into guardG71.3%
forward dash71.3%

134 further openings account for the other 259 rounds.

Counted from 130 of the 138 matches played. The rest were not pulled for openings.

Jacky

Career
509–387 · 56.8%
This season
74 matches · 46.0%
Peak rank
33

First hit in 45.6% of 296 rounds. Won 52.6% of the rounds they struck first, 41.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 21.8% of rounds, against 9.0% in their other rounds.
  • In round 4 or later: opens with “crouch into 2P Squat Straight” in 14.1% of rounds, against 4.5% in their other rounds.

How is this tested?

forward dash into evade up289.3%
Dash Hammer Kick66K into High Angle Upper Kick6K248.0%
crouch into Squat Straight2P217.0%
forward dash into evade down196.3%
backdash into evade down165.3%
forward dash into guardG165.3%
backward movement into forward dash103.3%
forward dash into Dash Hammer Kick66K72.3%
forward dash into Squat Straight2P72.3%
backdash into evade up62.0%
evade down into backdash51.7%
evade down into guardG51.7%
Low Spin Kick1K+G into punchP41.3%
forward dash into Middle Smash6P41.3%
forward dash into punchP41.3%

80 further openings account for the other 124 rounds.

Akira

Career
300–238 · 55.8%
This season
64 matches · 51.6%
Peak rank
33

First hit in 50.9% of 216 rounds. Won 62.7% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P198.6%
forward dash into Yakuho Chouchu666P125.4%
forward dash into evade up125.4%
backdash into evade down115.0%
forward dash into guardG115.0%
forward dash into Jouho Touken6P83.6%
backdash into evade up73.2%
forward dash into evade down73.2%
evade down into backdash62.7%
forward dash into Senzankou66P+K62.7%
forward dash52.3%
forward dash into Souka Housui3P+K52.3%
crouch dash forward into forward dash41.8%
crouch dash forward into throw escape41.8%
forward dash into Rimon Chouchu66P41.8%

63 further openings account for the other 100 rounds.

Counted from 56 of the 64 matches played. The rest were not pulled for openings.

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 (11 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: 2 of 11 tests hold up
  • Akira: not tested (too few rounds)