VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

urthr(keyboard)

  • Jeffry
Career matches2,752
Career win rate49.4%
Round win rate49.7%
Peak rank26
Distinct opponents58
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1334 #2,994 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

Akira262,2031,0811,12249.1%
Jeffry2454927927050.8%

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

604 of 604 rounds counted

7.0 inputs a second (420 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.8411509
Akira7.947295

By opponent's character

Akira6.9413136
Shun6.941572
Aoi7.041762
Taka6.841045
Jeffry6.539340
Brad7.444641
Jacky7.042339
Goh8.148620
Lau7.243123
Lion7.142421
Pai7.545022
El Blaze6.841118
Sarah7.242916
Wolf6.941616
Kage6.538812
Jean7.84669
Lei Fei6.84098
Vanessa6.74044

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

Akira34151944.1%-5.5
Shun1914573.7%+12.8
Aoi169756.2%+15.6
Taka115645.5%-5.4
Jeffry106460.0%+10.7
Brad93633.3%-22.2
Jacky95455.6%+2.9
Goh52340.0%-12.6
Lau53260.0%-3.3
Lion51420.0%-13.4
Pai53260.0%+30.4
El Blaze42250.0%+16.0
Sarah4040.0%-54.0
Wolf42250.0%+15.0
Kage32166.7%+17.1
Jean2020.0%-38.6
Lei Fei21150.0%+6.4
Vanessa1010.0%-75.0

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Rectangle2113861.9%+14.7
Octagon1911857.9%+8.0
Open1981142.1%+0.1
Single Wall146842.9%-7.2
Breakable Half Fence139469.2%+21.6
Full Fence and Open135838.5%-11.2
Breakable Full Fence115645.5%-8.1
Half Fence116554.5%-5.7
Full Fence103730.0%-18.5
Low Fence52340.0%-12.4

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
Walls8555.3%51.3%+4.0
No walls3842.1%46.0%-3.9

Walls against open: +7.9 points (95% range -10.4 to +26.3), p 0.398 — 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

HoAssYoAss (Rank 26)2026/10/1732166.7%
UNIQ (Rank 25)2026/10/1732166.7%
ハミィ(DQ10の使者) (Rank 23)2026/10/1331233.3%
yabo (Rank 23)2026/10/1231233.3%
hellohair (Rank 23)2026/10/1231233.3%
osAnKIRA (Rank 23)2026/10/1285362.5%
kkd8281 (Rank 21)2026/10/1132166.7%
下P撃ち過ぎですか!? (Rank 26)2026/10/1163350.0%
O.J.A (Rank 21)2026/10/1186275.0%
FreddieKing (Rank 27)2026/10/1131233.3%
無槪念野獸/무개념야수 (Rank 27)2026/10/1131233.3%
TAIDADA (Rank 27)2026/10/1042250.0%
格雷希欧 (Rank 24)2026/10/1032166.7%
도룡밖에난몰라/RSA (Rank 22)2026/10/1032166.7%
108 (Rank 26)2026/10/1031233.3%
seobin_papa (Rank 27)2026/10/1032166.7%
SpaceKnight (Rank 27)2026/10/0531233.3%
dalmax72 (Rank 23)2026/10/0553260.0%
tamakorogashi (Rank 23)2026/10/0531233.3%
送分童子 (Rank 23)2026/09/2753260.0%
a39611619 (Rank 22)2026/09/2731233.3%
あなたのかみさま (Rank 24)2026/09/1254180.0%
jhs9657 (Rank 23)2026/09/1232166.7%
haohwhite (Rank 25)2026/08/2332166.7%
PKG (Rank 28)2026/08/2331233.3%

Round openings

Every character

crouch dash forward into throwP+G104.7%
crouch dash back into Fukko3K+GP+K94.2%
crouch dash back into Toe Kick2K73.3%
crouch dash forward into evade down62.8%
Satei3K+G into Fukko3K+GP+K52.4%
crouch dash back into evade down52.4%
crouch dash back into punchP52.4%
crouch dash back41.9%
crouch dash forward into punchP41.9%
guardG41.9%
punchP into throwP+G41.9%
Hell Dunk Elbow2P+K31.4%
Stunner KnuckleKP into Stunner Head ButtKPP31.4%
crouch dash back into Toe Kick Hammer2KP31.4%
crouch dash forward into Ducking Low2K+G31.4%

104 further openings account for the other 137 rounds.

Counted from 51 of the 148 matches played. The rest were not pulled for openings.

Jeffry

Career
279–270 · 50.8%
This season
125 matches · 50.4%
Peak rank
24

First hit in 50.4% of 117 rounds. Won 57.6% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Toe Kick2K76.0%
crouch dash forward into throwP+G76.0%
crouch dash back into evade down43.4%
crouch dash forward into evade down43.4%
crouch dash forward into punchP43.4%
Hell Dunk Elbow2P+K32.6%
Stunner KnuckleKP into Stunner Head ButtKPP32.6%
crouch dash back32.6%
crouch dash back into Toe Kick Hammer2KP32.6%
crouch dash forward into Ducking Low2K+G32.6%
crouch dash forward into Low Knuckle2P32.6%
punchP into Double KnucklePP32.6%
crouch dash back into Arrow Knuckle1P+K21.7%
crouch dash back into Grizzly Hammer1PP21.7%
crouch dash back into Heel Drop6K+G21.7%

58 further openings account for the other 64 rounds.

Counted from 28 of the 125 matches played. The rest were not pulled for openings.

Akira

Career
1,081–1,122 · 49.1%
This season
23 matches · 43.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Fukko3K+GP+K99.5%
Satei3K+G into Fukko3K+GP+K55.3%
crouch dash back into punchP44.2%
punchP into throwP+G44.2%
crouch dash forward into throwP+G33.2%
guardG33.2%
guardG into SoutoP+K33.2%
punchP33.2%
punchP into Hachimon KaidaPP33.2%
Chouzan Housui46P+K22.1%
Jouho Senshou46P into forward movement22.1%
ZanshuK+G into Youshi SaikenK+GP22.1%
backdash into Fukko3K+GP+K22.1%
backdash into Souka Housui3P+K22.1%
crouch dash back into Chutenshou2K+GP22.1%

39 further openings account for the other 46 rounds.

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

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