VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

野獣

  • Jeffry
Career matches213
Career win rate76.5%
Round win rate69.0%
Peak rank26
Distinct opponents8
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1604 Not ranked yet: the list needs 50 matches. See 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

Akira26121932876.9%
Jeffry2192702276.1%

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.

Against each character

Aoi440100.0%+24.8
Sarah32166.7%-19.0
Wolf220100.0%+27.4
Jeffry1010.0%-93.4
Pai110100.0%+20.3

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

Full Fence32166.7%-19.0
Breakable Full Fence220100.0%+15.9
Half Fence220100.0%+26.4
Octagon220100.0%+25.3
Full Fence and Open110100.0%+17.4
Low Fence1010.0%-93.4

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
Walls988.9%81.2%+7.7
No walls10.0%84.9%-84.9

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

meine (Rank 26)2026/03/2832166.7%
ちゃんさき (Rank 22)2026/03/28110100.0%
和那 (Rank 21)2026/03/28110100.0%
tonchan145656 (Rank 19)2026/03/281010.0%
brutalokina (Rank 24)2026/03/28110100.0%
moroQamazingdelicious (Rank 24)2026/03/28110100.0%
fazz00r (Rank 28)2026/03/28220100.0%
龍仙人【鬼手仏心】 (Rank 26)2026/03/28110100.0%

Round openings

Every character

crouch into Souka Housui3P+K49.5%
forward dash into forward punch+kick6P+K37.1%
forward movement into punchP37.1%
Rimon Chouchu66P into Jouho Touken6P24.8%
crouch into Side Kick3K24.8%
evade up into crouch dash back24.8%
forward dash into Souka Housui3P+K24.8%
throwP+G24.8%
Chouyoushu1P12.4%
Geimon Tessen46P+K+G into HoukenP+K+G12.4%
Senzankou66P+K into HoukenP+K+G12.4%
Toe Kick2K12.4%
Tsunami Beat3K+G into crouch12.4%
backdash into Full Swing Upper33P12.4%
backdash into Kenka Hook46P12.4%

15 further openings account for the other 15 rounds.

Akira

Career
93–28 · 76.9%
This season
7 matches · 85.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Souka Housui3P+K414.3%
forward dash into forward punch+kick6P+K310.7%
Rimon Chouchu66P into Jouho Touken6P27.1%
evade up into crouch dash back27.1%
forward dash into Souka Housui3P+K27.1%
forward movement into punchP27.1%
throwP+G27.1%
Chouyoushu1P13.6%
Geimon Tessen46P+K+G into HoukenP+K+G13.6%
Senzankou66P+K into HoukenP+K+G13.6%
backdash into evade up13.6%
backdash into throw escape13.6%
evade down into Souka Housui3P+K13.6%
evade up into evade down13.6%
evade up into forward dash13.6%

3 further openings account for the other 3 rounds.

Jeffry

Career
70–22 · 76.1%
This season
4 matches · 75.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Side Kick3K214.3%
Toe Kick2K17.1%
Tsunami Beat3K+G into crouch17.1%
backdash into Full Swing Upper33P17.1%
backdash into Kenka Hook46P17.1%
crouch into Ducking Low2K+G17.1%
crouch into Low Knuckle2P17.1%
crouch into Sunlit Body Upper3P+K17.1%
crouch into Tsunami Beat3K+G17.1%
evade up into Side Kick3K17.1%
evade up into crouch dash forward17.1%
forward dash into Ducking Low2K+G17.1%
forward movement into punchP17.1%

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

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