VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

なお

  • Jacky
  • Pai
Career matches2,409
Career win rate54.7%
Round win rate52.1%
Peak rank29
Distinct opponents119
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1531 #1,802 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

Akira291,14359454952.0%
Jacky291,02154847353.7%
Pai282451757071.4%

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

1,012 of 1,624 rounds counted

7.2 inputs a second (434 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.7460342
Jacky7.0417490
Pai7.2431180

By opponent's character

Jacky7.5447112
Akira7.6455112
Lau7.0419103
Wolf7.444671
Shun7.243186
Sarah6.941359
Goh7.242952
Jeffry7.444455
Pai7.041837
Kage7.243063
Vanessa7.042170
El Blaze7.041735
Aoi7.243243
Lion7.846629
Lei Fei7.444341
Brad7.444425
Jean6.538715
Eileen6.63984

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

Jacky61283345.9%-6.6
Akira51282354.9%-0.5
Lau3224875.0%+16.7
Wolf32201262.5%+10.3
Shun30131743.3%-0.8
Sarah23101343.5%-9.2
Goh1961331.6%-22.9
Jeffry1912763.2%+7.3
Pai1912763.2%+8.5
Kage1710758.8%-2.3
Vanessa1761135.3%-13.3
El Blaze1610662.5%+12.7
Aoi158753.3%+1.7
Lion145935.7%-18.9
Lei Fei116554.5%+10.1
Brad107370.0%+11.9
Dural440100.0%+28.3
Jean4040.0%-28.4
Eileen32166.7%+8.7
Taka31233.3%-14.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Breakable Full Fence50282256.0%-1.8
Breakable Half Fence48242450.0%-10.9
Low Fence45242153.3%+5.0
Full Fence44261859.1%+4.5
Rectangle44251956.8%+3.4
Open37221559.5%+8.5
Single Wall34142041.2%-14.1
Octagon30161453.3%+10.0
Half Fence29161355.2%+8.8
Full Fence and Open159660.0%+8.0

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24555.1%53.9%+1.2
No walls11651.7%51.3%+0.4

Walls against open: +0.7 points (95% range -11.4 to +12.9), p 0.905 — 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

ヘニオ (Rank 34)2026/10/1051420.0%
BANANA (Rank 30)2026/09/1451420.0%
orz (Rank 30)2026/09/121661037.5%
フルメタル (Rank 26)2026/09/1276185.7%
カプリッチョ (Rank 28)2026/09/1254180.0%
アルコール中学 (Rank 25)2026/09/0552340.0%
Light (Rank 26)2026/08/3162433.3%
うらら (Rank 25)2026/08/0276185.7%
はげまん (Rank 28)2026/07/2062433.3%
gans.sk602 (Rank 32)2026/07/2051420.0%
RyuKawa (Rank 29)2026/07/11103730.0%
大晨儿vlggo222 (Rank 25)2026/07/0575271.4%
うをん (Rank 29)2026/07/041881044.4%
うめおに。 (Rank 27)2026/06/2772528.6%
xenon335 (Rank 26)2026/06/2281712.5%
Sinabro (Rank 28)2026/06/2074357.1%
osAnKIRA (Rank 23)2026/06/0776185.7%
SouzaTheo (Rank 23)2026/06/07550100.0%
ガンジャッキー (Rank 24)2026/05/2776185.7%
聖☆奈♡♡ (Rank 26)2026/05/1785362.5%
えいさん@VF静岡 (Rank 26)2026/05/105050.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 27)2026/05/1063350.0%
kuni_sato (Rank 24)2026/05/1085362.5%
入れ込むかもしれない (Rank 27)2026/05/1051420.0%
カキツバタ (Rank 15)2026/04/1265183.3%

Round openings

Every character

backdash into evade up20312.8%
Satei3K+G into Goko Shutsudou3K+GP1056.6%
Senzankou66P+K into throwP+G1016.3%
forward movement into punchP986.2%
Souka Housui3P+K513.2%
Senzankou66P+K462.9%
backdash into punchP442.8%
Honshin Soukyaku1K+G362.3%
Low Spin Kick1K+G352.2%
Rimon Chouchu66P352.2%
Spinning Back Knuckle4P into Double Back Knuckle4PP301.9%
backdash into Goko Shutsudou3K+GP301.9%
Groin Kick6K+G291.8%
Slant Back Knuckle1P into Rage Kick1PK291.8%
Middle Spin Kick46K+G281.8%

221 further openings account for the other 691 rounds.

Counted from 391 of the 400 matches played. The rest were not pulled for openings.

Akira

Career
594–549 · 52.0%
This season
187 matches · 51.9%
Peak rank
29

First hit in 47.5% of 764 rounds. Won 51.0% of the rounds they struck first, 52.4% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 67.9% of rounds, against 48.4% in their other rounds.
  • On Single Wall stages: backs off first in 54.4% of rounds, against 35.8% on the other stages.
  • After opening the round before by backing off: backs off first in 56.0% of rounds, against 35.5% after anything else.
  • In round 1: opens with “66P+K Senzankou” in 13.4% of rounds, against 3.6% in their other rounds.
  • Against Jacky: opens with “backdash into evade up” in 26.9% of rounds, against 14.6% against everyone else.
  • On Single Wall stages: opens with “backdash into evade up” in 32.0% of rounds, against 14.4% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 30.8% of rounds, against 17.8% after anything else.
  • After losing a round: opens with “3P+K Souka Housui” in 13.3% of rounds, against 3.0% after winning one.
  • When behind: opens with “3P+K Souka Housui” in 12.9% of rounds, against 5.2% when ahead or level.

How is this tested?

backdash into evade up13117.1%
Satei3K+G into Goko Shutsudou3K+GP10513.7%
Senzankou66P+K into throwP+G10113.2%
Souka Housui3P+K516.7%
Senzankou66P+K466.0%
Rimon Chouchu66P354.6%
backdash into punchP354.6%
backdash into Goko Shutsudou3K+GP303.9%
forward movement into punchP283.7%
backdash into Chouzan Housui46P+K162.1%
backdash into Tetsuzankou (Hontei Goko Hazankou)3K+GPP+K111.4%
backdash into Youhou33P81.0%
Chouyoushu1P70.9%
backdash into Koboku214P70.9%
backdash into Souka Housui3P+K70.9%

76 further openings account for the other 148 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky3–13 · 19%13–6 · 68%too few to test
Akira7–7 · 50%4–7 · 36%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.

How is this tested?

Jacky

Career
548–473 · 53.7%
This season
155 matches · 50.3%
Peak rank
29

First hit in 49.4% of 581 rounds. Won 55.0% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 69.2% of rounds, against 45.4% in their other rounds.
  • Against Akira: backs off first in 58.3% of rounds, against 33.0% against everyone else.
  • After opening the round before by backing off: backs off first in 60.8% of rounds, against 31.4% after anything else.
  • When behind: moves in first in 14.2% of rounds, against 4.2% when ahead or level.
  • In round 1: opens with “4P Spinning Back Knuckle into 4PP Double Back Knuckle” in 14.4% of rounds, against 2.0% in their other rounds.
  • Against Jeffry: opens with “6K+G Groin Kick” in 18.9% of rounds, against 3.6% against everyone else.
  • After losing a round: opens with “forward movement into P punch” in 11.2% of rounds, against 4.0% after winning one.
  • When behind: opens with “forward movement into P punch” in 11.6% of rounds, against 2.5% when ahead or level.

How is this tested?

backdash into evade up569.5%
forward movement into punchP417.0%
Low Spin Kick1K+G356.0%
Spinning Back Knuckle4P into Double Back Knuckle4PP305.1%
Groin Kick6K+G294.9%
Slant Back Knuckle1P into Rage Kick1PK294.9%
Middle Spin Kick46K+G284.8%
backdash into Middle Spin Kick46K+G233.9%
backward movement into Groin Kick6K+G233.9%
Dash Hammer Kick66K162.7%
backdash into Rage Kick1PK152.6%
backdash into Slant Back Knuckle1P152.6%
punchP into Punch High KickPK152.6%
Spinning Kick Turn44K111.9%
Dragon Combination 11P+K101.7%

90 further openings account for the other 211 rounds.

Counted from 146 of the 155 matches played. The rest were not pulled for openings.

Pai

Career
175–70 · 71.4%
This season
58 matches · 63.8%
Peak rank
28

First hit in 60.1% of 238 rounds. Won 58.0% of the rounds they struck first, 52.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Honshin Soukyaku1K+G3615.1%
forward movement into punchP2912.2%
Hansenpu44K into Touku Kouhaikyaku44KK229.2%
backdash into evade up166.7%
Tenshin Oushoushou46P+K into forward movement145.9%
backward movement into Ryoushou6P+K125.0%
Hansenpu44K114.6%
Ensei Toukyaku46K72.9%
Senchutai3K72.9%
backdash into Ensei Toukyaku46K62.5%
crouch into Senchutai3K62.5%
Enbu Renkyaku6K+G41.7%
backward movement into Danshitsu6K41.7%
up-forward kick+guard9K+G41.7%
backdash into Honshin Soukyaku1K+G31.3%

43 further openings account for the other 57 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 (30 here; about 1.5 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: 9 of 15 tests hold up
  • Jacky: 8 of 15 tests hold up
  • Pai: not tested (too few rounds)