VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

GOD_of_LIFELINE

  • Jacky
  • Kage
  • Lion
  • Goh
Career matches642
Career win rate78.0%
Round win rate62.4%
Peak rank33
Distinct opponents50
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1730 #652 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

Akira332912266577.7%
Jacky311701313977.1%
Kage331601322882.5%
Lion262112957.1%
Goh26000—

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

253 of 356 rounds counted

11.2 inputs a second (671 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira11.7701116
Jacky10.965380
Kage10.361944
Lion11.368010
Goh12.27343

By opponent's character

Akira11.368034
Aoi11.267231
Jean11.166515
Jacky11.368017
Kage11.76999
Shun11.368024
Brad9.858919
Taka11.166626
Lau11.971618
Pai10.764317
Wolf11.971420
Sarah11.56904
El Blaze10.86517
Jeffry11.87064
Dural10.56283
Goh10.56315

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

Akira107370.0%-0.9
Aoi86275.0%+5.0
Jean84450.0%-24.0
Jacky76185.7%+26.7
Kage73442.9%-25.9
Shun770100.0%+30.4
Brad64266.7%-5.8
Taka64266.7%-1.0
Lau52340.0%-38.2
Pai550100.0%+30.2
Wolf54180.0%+2.0
Sarah32166.7%-6.1
Vanessa31233.3%-46.5
Eileen220100.0%+28.2
El Blaze220100.0%+34.8
Jeffry220100.0%+29.9
Lion220100.0%+19.9
Dural110100.0%+23.0
Goh1010.0%-80.8

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

Low Fence1714382.3%+15.3
Breakable Half Fence1411378.6%+4.4
Breakable Full Fence119281.8%+14.5
Full Fence117463.6%-5.4
Open96366.7%-9.7
Octagon85362.5%-13.1
Half Fence65183.3%+16.2
Single Wall64266.7%-0.6
Rectangle32166.7%-9.2
Full Fence and Open21150.0%-17.1

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
Walls5373.6%71.6%+2.0
No walls3275.0%71.0%+4.0

Walls against open: -2.0 points (95% range -22.2 to +18.1), p 0.844 — 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

@nanbuno_fishing (Rank 32)2026/10/17220100.0%
いかちゃPC直した (Rank 30)2026/10/0932166.7%
Yuki (Rank 32)2026/10/09220100.0%
yas_md (Rank 33)2026/09/2721150.0%
SHUSHUSHU (Rank 31)2026/09/2721150.0%
ゲッパー (Rank 34)2026/09/12220100.0%
マグロ親方 (Rank 31)2026/09/0832166.7%
滝太郎(Takitarou) (Rank 31)2026/09/082020.0%
寿司眼鉄 (Rank 36)2026/08/22220100.0%
delicioso (Rank 33)2026/08/1831233.3%
ちょいそる (Rank 28)2026/08/18440100.0%
don'tthink,feel. (Rank 30)2026/08/18220100.0%
LEO (Rank 33)2026/08/02220100.0%
やんくみ (Rank 33)2026/08/0231233.3%
ふぇに (Rank 34)2026/08/0221150.0%
カミナリおやじ (Rank 31)2026/07/25440100.0%
鳩男 (Rank 29)2026/07/25220100.0%
しぐりこ (Rank 25)2026/05/20330100.0%
山口犬 (Rank 28)2026/05/16220100.0%
しゅが~nsr (Rank 26)2026/05/1631233.3%
MikuMartineau (Rank 31)2026/05/1331233.3%
マクシミリアン15世 (Rank 33)2026/04/12220100.0%
いとー (Rank 29)2026/04/12220100.0%
Ray'ne (Rank 31)2026/04/1252340.0%
MaxMuncy (Rank 24)2026/04/08220100.0%

Round openings

Every character

backdash into evade up3410.7%
Housui2P into forward dash154.7%
Rimon Chouchu66P into forward dash154.7%
backdash into evade down154.7%
Middle Smash6P113.5%
Hiji'uchi6P103.1%
crouch dash back into guardG92.8%
Middle Spin Kick46K+G82.5%
Standing Knee Kick4K82.5%
Low Spin Kick1K+G72.2%
backdash into punchP72.2%
Jouho Senshou46P51.6%
Squat Straight2P51.6%
backward movement into evade up51.6%
crouch dash back into evade up51.6%

101 further openings account for the other 159 rounds.

Counted from 80 of the 90 matches played. The rest were not pulled for openings.

Akira

Career
226–65 · 77.7%
This season
43 matches · 72.1%
Peak rank
33

First hit in 54.1% of 135 rounds. Won 68.5% of the rounds they struck first, 54.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Housui2P into forward dash1510.9%
Rimon Chouchu66P into forward dash1510.9%
backdash into evade up1510.9%
backdash into evade down96.5%
crouch dash back into guardG75.1%
Jouho Senshou46P53.6%
backdash into punchP53.6%
Koboku214P42.9%
Rimon Chouchu66P42.9%
Housui2P into forward movement32.2%
backdash into Jouho Senshou46P32.2%
backward movement into evade up32.2%
evade down into evade up32.2%
punchP into forward dash32.2%
Housui2P21.4%

35 further openings account for the other 42 rounds.

Counted from 37 of the 43 matches played. The rest were not pulled for openings.

Jacky

Career
131–39 · 77.1%
This season
28 matches · 64.3%
Peak rank
31

First hit in 50.0% of 110 rounds. Won 61.8% of the rounds they struck first, 52.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1715.2%
Middle Smash6P119.8%
Middle Spin Kick46K+G87.1%
Standing Knee Kick4K87.1%
Low Spin Kick1K+G76.2%
Squat Straight2P54.5%
backdash into evade down43.6%
backdash into High Angle Upper Kick6K32.7%
backdash into Jab Double StraightPPP32.7%
crouch dash forward into throw escape32.7%
Groin Kick6K+G21.8%
Low Spin Kick1K+G into guardG21.8%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward21.8%
backdash into Slide Shuffle (Deflect)4P+K+G21.8%
backdash into punchP21.8%

30 further openings account for the other 33 rounds.

Counted from 26 of the 28 matches played. The rest were not pulled for openings.

Kage

Career
132–28 · 82.5%
This season
15 matches · 86.7%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P1016.4%
throw escape58.2%
guardG into throw escape46.6%
Hagakure-ryu In Raijingeki46P+K34.9%
Engetsugeri9K+G23.3%
Nakageri3K into evade down23.3%
Rasen4P23.3%
Ura Tsumujigeri44K23.3%
backdash into evade down23.3%
backdash into evade up23.3%
backdash into guardG23.3%
backdash into throw escape23.3%
evade down into guardG23.3%
Doukudaki46K11.6%
Jakenshou214P+K11.6%

19 further openings account for the other 19 rounds.

Lion

Career
12–9 · 57.1%
This season
3 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ukoushin46P+K250.0%
crouch dash back into evade up250.0%

Counted from 1 of the 3 matches played. The rest were not pulled for openings.

Goh

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

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Maegeri3K into Batousatsu3KP133.3%
backward movement into evade up133.3%
forward dash into Soukyu46P133.3%

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)
  • Jacky: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Goh: not tested (too few rounds)