VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ゲキカラ

  • Eileen
  • Jacky
  • El Blaze
Career matches1,437
Career win rate59.4%
Round win rate52.2%
Peak rank36
Distinct opponents11
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1608 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

Akira3578745832958.2%
Eileen3648328020358.0%
Kage—115862974.8%
Jacky2751292256.9%
El Blaze26110100.0%

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

64 of 69 rounds counted

8.5 inputs a second (510 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Eileen7.947230
Jacky7.846721
Akira11.468313

By opponent's character

Brad7.645812
Goh7.54538
Jacky7.947613
Shun8.953413
Eileen12.27304
Lei Fei8.85281
Pai11.06594
Sarah8.14844
Wolf8.14845

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

Brad3030.0%-55.6
Goh3030.0%-49.5
Jacky330100.0%+40.9
Shun32166.7%+8.3
Eileen110100.0%+62.9
Lei Fei1010.0%-70.5
Pai110100.0%+62.9
Sarah110100.0%+48.6
Wolf110100.0%+43.1

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 Full Fence41325.0%-30.5
Full Fence21150.0%-21.9
Full Fence and Open220100.0%+38.1
Half Fence2020.0%-51.9
Single Wall220100.0%+56.5
Low Fence110100.0%+48.6
Open110100.0%+62.9
Rectangle110100.0%+35.8

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
Walls933.3%54.4%-21.1
No walls4100.0%48.8%+51.2

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

ぶーん (Rank 33)2026/08/30330100.0%
あなたのかみさま (Rank 25)2026/08/3021150.0%
windowkhs (Rank 30)2026/08/302020.0%
TOMORV (Rank 26)2026/08/30110100.0%
きみのれんれん (Rank 38)2026/05/25110100.0%
junkman (Rank 36)2026/05/25110100.0%
マーレさん (Rank 33)2026/05/251010.0%
NEWTYPE (Rank 38)2026/05/173030.0%
初代マサオ (Rank 38)2026/05/17110100.0%
村長~災禍の中心~ (Rank 38)2026/05/17110100.0%
きてぃ☆ (Rank 29)2026/05/161010.0%

Round openings

Every character

backdash into guardG68.7%
Senzankou66P+K into throwP+G45.8%
forward dash into guardG45.8%
Hikou Senshi66K into kickK34.3%
backdash into Enkou Kenka46P34.3%
Bil Jee6P+K22.9%
Housui2P22.9%
crouch dash forward into guardG22.9%
forward dash into Jouho Touken6P22.9%
guardG into Douchu6P22.9%
guardG into backdash22.9%
offensive move into kickK22.9%
punchP22.9%
Dash Hammer Kick66K into High Angle Upper Kick6K11.4%
Douchu6P11.4%

31 further openings account for the other 31 rounds.

Eileen

Career
280–203 · 58.0%
This season
8 matches · 50.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG516.7%
Hikou Senshi66K into kickK310.0%
backdash into Enkou Kenka46P310.0%
guardG into Douchu6P26.7%
offensive move into kickK26.7%
Douchu6P13.3%
Enkou Kenka46P13.3%
Jinraishou6P+K into Sayu Gekishou6P+KP13.3%
Tenshin Rinheki1P into evade down13.3%
crouch dash forward into punchP13.3%
forward dash into Enkou Kenka46P13.3%
forward dash into Enkou RensouPP13.3%
forward movement into punchP13.3%
guardG into Enkou Kenka46P13.3%
guardG into Enkou Toutou3P+K13.3%

5 further openings account for the other 5 rounds.

Jacky

Career
29–22 · 56.9%
This season
5 matches · 40.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Bil Jee6P+K29.5%
crouch dash forward into guardG29.5%
forward dash into guardG29.5%
Dash Hammer Kick66K into High Angle Upper Kick6K14.8%
Jab StraightPP into Jab Double StraightPPP14.8%
backdash into High Angle Upper Kick6K14.8%
backdash into Middle Smash6P14.8%
backdash into Middle Smash Sword6PK14.8%
backdash into Slant Back Knuckle1P14.8%
evade up into Spinning KickK+G14.8%
evade up into evade down14.8%
forward movement into evade up14.8%
guardG into Beat KnuckleP+K14.8%
guardG into Bil Jee6P+K14.8%
guardG into Double Back Knuckle4PP14.8%

3 further openings account for the other 3 rounds.

Akira

Career
458–329 · 58.2%
This season
3 matches · 100.0%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senzankou66P+K into throwP+G430.8%
Housui2P215.4%
forward dash into Jouho Touken6P215.4%
backdash into Jouho Touken6P17.7%
backdash into throwP+G17.7%
evade down into forward dash17.7%
forward dash into guardG17.7%
punchP17.7%

El Blaze

Career
1–0 · 100.0%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

High-Speed Jab46P into backdash120.0%
backdash into Jab~High KickPK120.0%
backdash into guardG120.0%
backward movement into evade up120.0%
forward dash into guardG120.0%

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

  • Eileen: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)