VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

gamataka_7

  • Jacky
Career matches2,771
Career win rate47.8%
Round win rate46.7%
Peak rank26
Distinct opponents109
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1366 #2,832 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

Akira262,1651,0331,13247.7%
Jacky2558127930248.0%
Brad—25121348.0%

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

874 of 1,176 rounds counted

8.2 inputs a second (489 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.3499692
Jacky7.6453182

By opponent's character

Goh8.0482120
Wolf8.249192
Aoi8.249197
Akira8.450661
Pai8.450775
Sarah8.047861
El Blaze7.947769
Jean8.350045
Jeffry7.947431
Shun7.947331
Jacky8.350130
Taka8.047838
Kage7.746031
Dural8.651624
Lei Fei8.450623
Lau8.752513
Brad7.545215
Lion8.953610
Vanessa8.45038

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

Goh35171848.6%+9.1
Wolf32151746.9%+5.9
Aoi31171454.8%+12.3
Akira28111739.3%+2.5
Pai26111542.3%-2.5
Sarah2291340.9%+0.2
El Blaze2114766.7%+24.8
Jean1851327.8%-26.0
Jeffry123925.0%-24.1
Shun124833.3%-16.7
Jacky116554.5%+13.1
Taka105550.0%+0.2
Kage95455.6%-6.0
Dural62433.3%+5.4
Lei Fei61516.7%-31.9
Lau53260.0%-8.2
Brad4040.0%-45.6
Eileen3030.0%-42.0
Lion3030.0%-39.3
Vanessa330100.0%+52.0

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Open43232053.5%+11.4
Single Wall43192444.2%+2.3
Breakable Full Fence35152042.9%-7.7
Half Fence33181554.5%+17.2
Low Fence33161748.5%-1.5
Octagon31131841.9%-4.1
Breakable Half Fence27101737.0%-6.9
Rectangle2061430.0%-13.1
Full Fence1951426.3%-12.1
Full Fence and Open84450.0%+0.3

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16540.6%43.5%-2.9
No walls11948.7%44.9%+3.9

Walls against open: -6.7 points (95% range -19.2 to +5.7), p 0.290 — 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

Penoco (Rank 25)2026/10/133030.0%
弾丸(だんまる) (Rank 28)2026/10/1353260.0%
カプリッチョ (Rank 28)2026/10/1232166.7%
dalmax72 (Rank 21)2026/09/3031191261.3%
ゅろぽ (Rank 25)2026/09/0983537.5%
ぽん (Rank 25)2026/08/04125741.7%
[Garnet]agingcurvedAjeossi (Rank 25)2026/07/2951420.0%
紫荆一头牛 (Rank 23)2026/07/2863350.0%
TERA (Rank 26)2026/07/21104640.0%
fazz00r (Rank 25)2026/07/2172528.6%
砂の橋 (Rank 26)2026/07/2031233.3%
mikkunn3277 (Rank 23)2026/07/1765183.3%
hahaha (Rank 28)2026/07/1752340.0%
こて (Rank 24)2026/07/0931233.3%
mmmsm (Rank 26)2026/07/0854180.0%
μ (Rank 27)2026/07/0265183.3%
KAZ-morimorimiso- (Rank 26)2026/07/023030.0%
★★★★★ (Rank 28)2026/06/266060.0%
☆瞳氷☆ (Rank 23)2026/06/1553260.0%
イチゲン (Rank 27)2026/06/1131233.3%
La@Stea☆ (Rank 26)2026/06/0951420.0%
タイヨウ (Rank 26)2026/05/2232166.7%
GaaMANジール (Rank 24)2026/05/1482625.0%
HIROCHILL (Rank 25)2026/05/0531233.3%
kimxxxtt (Rank 24)2026/04/2132166.7%

Round openings

Every character

crouch into Housui2P656.0%
Satei3K+G into Fukko3K+GP+K343.1%
Chouyoushu1P282.6%
crouch into Souka Housui3P+K262.4%
backdash into guardG242.2%
guardG242.2%
Rimon Chouchu66P into Jouho Touken6P232.1%
guardG into Jouho Senshou46P232.1%
guardG into evade up222.0%
backdash into Jouho Senshou46P211.9%
Jouho Touken6P201.9%
forward dash181.7%
Koboku214P171.6%
Souka Housui3P+K161.5%
guardG into forward dash161.5%

269 further openings account for the other 705 rounds.

Counted from 271 of the 297 matches played. The rest were not pulled for openings.

Akira

Career
1,033–1,132 · 47.7%
This season
201 matches · 46.3%
Peak rank
26

First hit in 57.2% of 801 rounds. Won 49.1% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 11.6% of rounds, against 3.9% in their other rounds.
  • Against Aoi: waits first in 39.8% of rounds, against 29.0% against everyone else.
  • After winning a round: backs off first in 24.9% of rounds, against 13.1% after losing one.
  • In round 4 or later: opens with “3K+G Satei into 3K+GP+K Fukko” in 7.9% of rounds, against 2.9% in their other rounds.

How is this tested?

crouch into Housui2P658.0%
Satei3K+G into Fukko3K+GP+K344.2%
Chouyoushu1P283.5%
crouch into Souka Housui3P+K263.2%
Rimon Chouchu66P into Jouho Touken6P232.9%
guardG into Jouho Senshou46P232.9%
guardG into evade up222.7%
backdash into Jouho Senshou46P212.6%
Jouho Touken6P202.5%
backdash into guardG202.5%
forward dash182.2%
Koboku214P172.1%
Souka Housui3P+K162.0%
guardG151.9%
guardG into forward dash151.9%

164 further openings account for the other 445 rounds.

Counted from 199 of the 201 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
Goh5–3 · 62%7–8 · 47%too few to test
Wolf7–7 · 50%3–5 · 38%too few to test
Aoi3–8 · 27%7–3 · 70%too few to test
Pai5–5 · 50%4–6 · 40%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.

2 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
279–302 · 48.0%
This season
96 matches · 39.6%
Peak rank
25

First hit in 48.0% of 269 rounds. Won 42.6% of the rounds they struck first, 40.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K134.7%
Long Stride Back Knuckle4P+K103.6%
Slide Shuffle (Deflect)4P+K+G into Double Back Knuckle4PP103.6%
Middle Smash6P into Middle Smash Back Knuckle6PP93.3%
crouch into guardG93.3%
guardG93.3%
crouch into Squat Straight2P82.9%
High Angle Upper Kick6K into forward dash72.5%
crouch into Low Spin Kick1K+G62.2%
forward movement into kickK62.2%
kickK into High Angle Upper Kick6K62.2%
Slide Shuffle (Deflect)4P+K+G into Long Stride Back Knuckle4P+K51.8%
backdash into Spin Heel Sword4K+G51.8%
kickK into Double Spinning KickKK51.8%
punchP51.8%

109 further openings account for the other 161 rounds.

Counted from 72 of the 96 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 (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: 4 of 15 tests hold up
  • Jacky: not tested (too few rounds)