VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

skellio

  • Jacky
  • Jeffry
Career matches498
Career win rate38.4%
Round win rate40.7%
Peak rank21
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1153 #3,536 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

Akira2131510720834.0%
Jacky21166778946.4%
Dural—146842.9%
Jeffry1631233.3%

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

373 of 388 rounds counted

5.1 inputs a second (306 a minute) this season. Faster than 3% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky4.8289223
Akira5.5330142
Jeffry5.73398

By opponent's character

Akira4.929751
Pai5.331644
Jacky4.828742
Sarah4.929546
Shun5.633739
Goh5.331724
Aoi5.231021
Kage5.432622
El Blaze4.728321
Wolf5.532715
Eileen6.136612
Lion5.533212
Jeffry4.92926
Lau3.92315
Vanessa4.024010
Brad5.53303

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

Akira134930.8%-13.0
Pai135838.5%-3.7
Jacky125741.7%+14.8
Sarah128466.7%+35.5
Shun106460.0%+23.1
Goh82625.0%-18.6
Aoi62433.3%+0.3
Kage61516.7%-18.3
El Blaze52340.0%+8.3
Wolf4040.0%-29.4
Eileen3030.0%-22.1
Lion3030.0%-26.7
Jeffry2020.0%-25.4
Lau21150.0%+12.2
Vanessa21150.0%-11.7
Brad1010.0%-47.7

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 Half Fence2191242.9%+9.1
Breakable Full Fence168850.0%+16.0
Octagon1531220.0%-11.8
Low Fence113827.3%-14.1
Single Wall103730.0%+1.8
Full Fence and Open93633.3%+0.4
Rectangle74357.1%+9.3
Open51420.0%-20.1
Half Fence42250.0%-1.6
Full Fence31233.3%-8.7

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
Walls6640.9%37.2%+3.7
No walls2626.9%35.3%-8.4

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

まなつのかじつ (Rank 21)2026/10/1632166.7%
GWO (Rank 24)2026/10/102020.0%
パニガーレ (Rank 24)2026/10/1082625.0%
banpal946317 (Rank 14)2026/10/102020.0%
cjnholife (Rank 24)2026/10/1031233.3%
BOX9026 (Rank 25)2026/10/082020.0%
UNIQ (Rank 23)2026/09/304040.0%
potimaru1059 (Rank 21)2026/09/3052340.0%
たかティン (Rank 23)2026/09/09107370.0%
mikage-maruko (Rank 21)2026/09/0921150.0%
iideth (Rank 24)2026/09/092020.0%
dalmax72 (Rank 21)2026/09/0853260.0%
あなたのかみさま (Rank 23)2026/09/082020.0%
siaclo0325 (Rank 22)2026/09/0842250.0%
jarry666 (Rank 22)2026/09/082020.0%
snaggy-miner78 (Rank 15)2026/09/0821150.0%
VR38-XX (Rank 21)2026/09/0841325.0%
bladez (Rank 18)2026/07/29220100.0%
ちゃんたてん (Rank 14)2026/07/29220100.0%
yabo (Rank 22)2026/07/252020.0%
ヒロキ (Rank 15)2026/07/25220100.0%
jet-tekoki-lee (Rank 12)2026/06/242020.0%
HOSOGl_KAZUKO (Rank 23)2026/06/242020.0%
KUROKUROSAWA (Rank 21)2026/06/242020.0%
あゆむ (Rank 11)2026/05/062020.0%

Round openings

Every character

Spinning Back Knuckle4P into Double Back Knuckle4PP268.2%
Jouho Senshou46P247.6%
Rimon Chouchu66P247.6%
Dash Hammer Kick66K165.0%
Kaikyusei4P into Jirou Tanzan4PP+K154.7%
Double Dragon9K103.1%
Slide Shuffle (Deflect)4P+K+G92.8%
Slant Back Knuckle1P into Rage Kick1PK82.5%
Slide Shuffle (Deflect)4P+K+G into crouch82.5%
Spinning Back Knuckle4P into Spinning Arm Kick4PK82.5%
Smash Straight Jab3PP into Lightning Back Knuckle3PPP72.2%
guardG72.2%
Rimon Chouchu66P into backward movement61.9%
backdash into Spin Heel Sword4K+G61.9%
crouch into Lightning Back Knuckle3PPP61.9%

93 further openings account for the other 137 rounds.

Counted from 83 of the 102 matches played. The rest were not pulled for openings.

Jacky

Career
77–89 · 46.4%
This season
58 matches · 48.3%
Peak rank
21

First hit in 41.9% of 155 rounds. Won 61.5% of the rounds they struck first, 38.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Spinning Back Knuckle4P into Double Back Knuckle4PP2616.2%
Dash Hammer Kick66K1610.0%
Double Dragon9K106.2%
Slide Shuffle (Deflect)4P+K+G95.6%
Slant Back Knuckle1P into Rage Kick1PK85.0%
Slide Shuffle (Deflect)4P+K+G into crouch85.0%
Spinning Back Knuckle4P into Spinning Arm Kick4PK85.0%
Smash Straight Jab3PP into Lightning Back Knuckle3PPP74.4%
backdash into Spin Heel Sword4K+G63.8%
crouch into Lightning Back Knuckle3PPP63.8%
Beat KnuckleP+K into Beat & Back KnuckleP+KP31.9%
High Angle Upper Kick6K31.9%
guardG into Lightning Back Knuckle3PPP31.9%
throwP+G31.9%
Chopping Blow2P+K into Switch StepP+K+G21.2%

35 further openings account for the other 42 rounds.

Counted from 41 of the 58 matches played. The rest were not pulled for openings.

Akira

Career
107–208 · 34.0%
This season
42 matches · 21.4%
Peak rank
21

First hit in 57.0% of 149 rounds. Won 31.8% of the rounds they struck first, 32.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Senshou46P2416.1%
Rimon Chouchu66P2416.1%
Kaikyusei4P into Jirou Tanzan4PP+K1510.1%
Rimon Chouchu66P into backward movement64.0%
Souka Housui3P+K53.4%
guardG53.4%
backdash into Jouho Senshou46P42.7%
backward movement into Jouho Senshou46P42.7%
backward movement into Jouho Touken6P42.7%
Utankyaku66K into Renkantai66KK32.0%
crouch dash forward into Souka Housui3P+K32.0%
guardG into Jouho Senshou46P32.0%
Chouyoushu1P21.3%
Jouho Touken6P21.3%
Jouho Touken6P into Sayu Kaikyu4PP21.3%

37 further openings account for the other 43 rounds.

Counted from 40 of the 42 matches played. The rest were not pulled for openings.

Jeffry

Career
1–2 · 33.3%
This season
2 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Elbow66P112.5%
Elbow Butt6P into throwP+G112.5%
Hammer Slide1P into kickK112.5%
Heavy Back Knuckle4P112.5%
Heavy Back Knuckle4P into crouch112.5%
Overblow Shoulder66P+K112.5%
Side Kick3K112.5%
crouch into Side Kick3K112.5%

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

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