VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

cherryboy1234

  • Jacky
  • Kage
  • Lion
Career matches666
Career win rate78.2%
Round win rate57.9%
Peak rank34
Distinct opponents30
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1691 #844 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

Akira342612105180.5%
Kage332041614378.9%
Jacky301961465074.5%
Lion2654180.0%

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

215 of 254 rounds counted

10.9 inputs a second (656 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky11.267596
Kage10.562997
Akira11.870617
Lion11.16655

By opponent's character

Wolf11.568934
Sarah11.870522
Jean10.462231
Pai10.865018
Akira11.770414
El Blaze10.261022
Jeffry11.267117
Shun11.568816
Goh10.663415
Lau10.965713
Vanessa9.75808
Taka9.45645

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

Wolf98188.9%+23.3
Sarah85362.5%-4.3
Jean74357.1%-1.6
Pai64266.7%-6.1
Akira54180.0%+7.9
El Blaze52340.0%-23.1
Jeffry54180.0%+16.5
Shun43175.0%-0.6
Goh32166.7%-0.0
Lau31233.3%-26.3
Jacky21150.0%-6.4
Vanessa220100.0%+28.2
Taka1010.0%-77.6

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

Rectangle128466.7%-5.2
Full Fence108280.0%+18.1
Breakable Half Fence74357.1%-9.7
Half Fence64266.7%+8.4
Open52340.0%-21.0
Low Fence43175.0%-0.5
Breakable Full Fence330100.0%+30.7
Octagon32166.7%-7.3
Single Wall220100.0%+36.9
Full Fence and Open110100.0%+22.7

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
Walls4170.7%67.0%+3.7
No walls1163.6%66.1%-2.4

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

Melt (Rank 34)2026/10/07220100.0%
猫鼻 (Rank 32)2026/10/0732166.7%
きつね (Rank 29)2026/10/07220100.0%
mitorakujo (Rank 29)2026/09/24220100.0%
calmknight[냠냠] (Rank 29)2026/09/2321150.0%
さざび (Rank 30)2026/09/23220100.0%
ツッチー (Rank 36)2026/08/2421150.0%
be-shedded (Rank 30)2026/08/24110100.0%
ニャン=カス (Rank 32)2026/08/23220100.0%
うらうちゃん (Rank 36)2026/08/2332166.7%
tamaneen (Rank 30)2026/08/2032166.7%
[VirtuAnalytics]SuperGolden (Rank 32)2026/07/302020.0%
lapislazuli (Rank 35)2026/07/0652340.0%
拳四郎 (Rank 34)2026/07/0621150.0%
3万円CHALLENGE_TV めぐむ (Rank 30)2026/07/06110100.0%
orz (Rank 29)2026/07/0665183.3%
フルメタル (Rank 26)2026/07/0621150.0%
BANANA (Rank 29)2026/07/0442250.0%
力戦将棋チャンネル (Rank 26)2026/06/021010.0%
jackgnhang (Rank 28)2026/06/02110100.0%
michinoku1ritabi (Rank 25)2026/05/241010.0%
たまあき (Rank 30)2026/05/12110100.0%
五寸釘くん (Rank 35)2026/05/1221150.0%
ぷこ (Rank 30)2026/05/12220100.0%
kazu (Rank 31)2026/04/26110100.0%

Round openings

Every character

backdash into evade up167.2%
Hiji'uchi6P114.9%
Middle Smash6P114.9%
backdash into evade down83.6%
crouch dash back into guardG83.6%
Squat Straight2P73.1%
evade down into guardG73.1%
Hagakure-ryu In Raijingeki46P+K62.7%
crouch dash back into evade up62.7%
Low Spin Kick1K+G52.2%
Standing Knee Kick4K52.2%
evade down into throw escape52.2%
Jizuridan2P41.8%
Ura Tsumujigeri44K41.8%
backdash into Gen'you4K+G41.8%

76 further openings account for the other 116 rounds.

Counted from 52 of the 60 matches played. The rest were not pulled for openings.

Kage

Career
161–43 · 78.9%
This season
24 matches · 66.7%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P1112.0%
Hagakure-ryu In Raijingeki46P+K66.5%
backdash into evade up55.4%
Jizuridan2P44.3%
Ura Tsumujigeri44K44.3%
backdash into Gen'you4K+G44.3%
crouch dash back into guardG44.3%
evade down into guardG44.3%
Nakageri3K into guardG33.3%
backdash into Ryu'eikyaku66K33.3%
crouch dash back into evade up33.3%
Kouten63214P22.2%
Nakageri3K22.2%
Tsumujigeri2K+G22.2%
backdash into Doukudaki46K22.2%

26 further openings account for the other 33 rounds.

Counted from 22 of the 24 matches played. The rest were not pulled for openings.

Jacky

Career
146–50 · 74.5%
This season
25 matches · 64.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P1112.8%
backdash into evade up89.3%
Squat Straight2P78.1%
backdash into evade down67.0%
Low Spin Kick1K+G55.8%
Standing Knee Kick4K55.8%
Low Spin Kick1K+G into guardG33.5%
crouch dash back into evade up33.5%
evade down into evade up33.5%
evade down into throw escape33.5%
Middle Spin Kick46K+G22.3%
Squat Straight2P into evade down22.3%
backdash into Spinning Back Knuckle4P22.3%
backdash into punchP22.3%
evade down into backdash22.3%

21 further openings account for the other 22 rounds.

Counted from 20 of the 25 matches played. The rest were not pulled for openings.

Akira

Career
210–51 · 80.5%
This season
10 matches · 80.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Housui2P into forward dash37.5%
backdash into evade up37.5%
evade down into guardG37.5%
Housui2P25.0%
Housui2P into Rimon Chouchu66P25.0%
Jouho Senshou46P25.0%
Rimon Chouchu66P25.0%
Rimon Chouchu66P into forward dash25.0%
crouch dash back into Youhou33P25.0%
crouch dash back into guardG25.0%
crouch dash forward into forward dash25.0%
Housui2P into crouch dash back12.5%
Housui2P into punchP12.5%
Jouho Senshou46P into forward movement12.5%
Koboku214P12.5%

11 further openings account for the other 11 rounds.

Counted from 9 of the 10 matches played. The rest were not pulled for openings.

Lion

Career
4–1 · 80.0%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P120.0%
Katousui2P120.0%
crouch dash back into guardG120.0%
crouch dash forward into guardG120.0%
evade up into Touho Soushu2P+K120.0%

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

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