VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

a.k.a とりてん

  • Jacky
  • Shun
Career matches19,563
Career win rate49.7%
Round win rate49.9%
Peak rank40
Distinct opponents382
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1804 #363 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

Akira4019,4379,6469,79149.6%
Jacky28121715058.7%
Shun2653260.0%

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

5,257 of 6,100 rounds counted

7.8 inputs a second (471 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.94725,147
Jacky7.3440107
Shun6.94163

By opponent's character

Akira7.8467504
Jacky8.0482515
Vanessa8.1483397
Lau7.9472379
Lion8.0478402
Kage7.8470378
Sarah7.8467296
Wolf7.7459288
Lei Fei7.8466251
Goh7.6459277
Brad7.7465257
Aoi7.8468229
Pai8.2495183
Jean7.8468221
Shun7.9472149
Eileen7.9473144
Jeffry7.8466129
El Blaze7.6454138
Taka7.645898
Dural8.249222

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

Akira155629340.0%-10.0
Jacky142796355.6%+4.6
Vanessa114605452.6%+4.8
Lau109476243.1%-6.4
Lion109644558.7%+8.4
Kage107525548.6%-0.9
Sarah92583463.0%+11.7
Wolf84424250.0%+0.2
Lei Fei72363650.0%-2.2
Goh71393254.9%+4.4
Brad70294141.4%-5.8
Aoi63362757.1%+6.7
Pai61362559.0%+6.5
Jean60263443.3%-11.5
Shun57312654.4%+9.3
Eileen40152537.5%-8.8
Jeffry39162341.0%-9.8
El Blaze37191851.4%-0.7
Taka30102033.3%-13.1
Dural62433.3%-18.7

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Low Fence182889448.4%-3.0
Open174938153.5%+4.0
Single Wall168868251.2%+1.9
Breakable Full Fence154807452.0%+1.8
Half Fence154708445.5%-5.4
Breakable Half Fence148767251.4%+1.2
Full Fence140677347.9%-2.1
Octagon140608042.9%-7.4
Rectangle115694660.0%+11.8
Full Fence and Open70294141.4%-9.2

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls85149.6%49.9%-0.3
No walls52451.0%50.1%+0.8

Walls against open: -1.2 points (95% range -6.5 to +4.2), p 0.672 — 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

montanmo (Rank 38)2026/10/13115645.5%
妹に運転を教える (Rank 39)2026/10/1321111052.4%
デネ (Rank 42)2026/10/13114736.4%
あむざん (Rank 42)2026/10/12127558.3%
ひかる (Rank 42)2026/10/122191242.9%
ピーエス (Rank 39)2026/10/12137653.9%
どっせプレビに出たい (Rank 41)2026/10/12137653.9%
自作マニア@むめい。 (Rank 42)2026/10/10116554.5%
愛蒔らぶり (Rank 41)2026/10/1022101245.5%
みんみんさん (Rank 36)2026/10/101210283.3%
フルレバ (Rank 37)2026/10/1036201655.6%
atototto1000 (Rank 38)2026/10/06116554.5%
Okaka_vfes (Rank 38)2026/10/061961331.6%
かべごん (Rank 38)2026/09/30137653.9%
RUSH (Rank 38)2026/09/291512380.0%
しょべるん (Rank 40)2026/09/292091145.0%
ゲッパー (Rank 38)2026/09/27134930.8%
ノハナさん (Rank 41)2026/09/27178947.1%
ミスターDOPPO 山田勝巳 (Rank 42)2026/09/25115645.5%
えなお (Rank 36)2026/09/25114736.4%
苦道訓|kudoukun_goh (Rank 41)2026/09/13135838.5%
うるヲ参拾 (Rank 39)2026/09/13117463.6%
expensive-sand (Rank 38)2026/09/05103730.0%
くりたろう (Rank 39)2026/07/161971236.8%
いえす (Rank 41)2026/07/02168850.0%

Round openings

Every character

forward dash into Jouho Touken6P71712.7%
Rimon Chouchu66P3947.0%
forward dash into throwP+G2544.5%
Rimon Chouchu66P into forward dash2454.3%
crouch dash forward into forward dash2324.1%
crouch dash forward into Jouho Touken6P1993.5%
guardG into Jouho Touken6P1713.0%
crouch dash forward into throwP+G1382.4%
forward dash into crouch dash forward1142.0%
Rimon Chouchu66P into backdash1081.9%
crouch into Jouho Touken6P1071.9%
forward movement into punchP1051.9%
crouch dash forward into guardG991.8%
Rimon Chouchu66P into crouch dash forward971.7%
crouch dash forward into Rimon Chouchu66P951.7%

285 further openings account for the other 2,573 rounds.

Counted from 1,403 of the 1,518 matches played. The rest were not pulled for openings.

Akira

Career
9,646–9,791 · 49.6%
This season
1,489 matches · 50.0%
Peak rank
40

First hit in 51.8% of 5,495 rounds. Won 52.7% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 12.3% of rounds, against 9.2% in their other rounds.
  • Against Sarah: backs off first in 25.0% of rounds, against 9.0% against everyone else.
  • On Rectangle stages: waits first in 18.3% of rounds, against 12.4% on the other stages.
  • After opening the round before by backing off: backs off first in 15.9% of rounds, against 8.5% after anything else.
  • After winning a round: backs off first in 12.6% of rounds, against 5.9% after losing one.
  • When ahead: waits first in 16.9% of rounds, against 10.7% when level or behind.
  • In round 1: opens with “crouch dash forward into forward dash” in 6.3% of rounds, against 3.5% in their other rounds.
  • Against Lion: opens with “forward dash into 6P Jouho Touken” in 26.4% of rounds, against 12.0% against everyone else.
  • After opening the round before with “forward dash into 6P Jouho Touken”: opens with “forward dash into 6P Jouho Touken” in 23.2% of rounds, against 13.8% after anything else.
  • After losing a round: opens with “forward dash into 6P Jouho Touken” in 18.7% of rounds, against 11.3% after winning one.
  • When behind: opens with “66P Rimon Chouchu into forward dash” in 6.8% of rounds, against 3.2% when ahead or level.

How is this tested?

forward dash into Jouho Touken6P71712.9%
Rimon Chouchu66P3947.1%
forward dash into throwP+G2544.6%
Rimon Chouchu66P into forward dash2454.4%
crouch dash forward into forward dash2314.2%
crouch dash forward into Jouho Touken6P1993.6%
guardG into Jouho Touken6P1713.1%
crouch dash forward into throwP+G1332.4%
Rimon Chouchu66P into backdash1081.9%
forward dash into crouch dash forward1081.9%
crouch into Jouho Touken6P1071.9%
forward movement into punchP1041.9%
Rimon Chouchu66P into crouch dash forward971.8%
crouch dash forward into Rimon Chouchu66P951.7%
crouch dash forward into guardG901.6%

250 further openings account for the other 2,485 rounds.

Counted from 1,374 of the 1,489 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira36–51 · 41%14–28 · 33%+5.1
Jacky48–36 · 57%19–19 · 50%+8.2
Vanessa28–27 · 51%26–13 · 67%-14.0
Lau26–31 · 46%13–15 · 46%too few to test
Lion35–27 · 56%17–12 · 59%too few to test
Kage27–22 · 55%9–19 · 32%too few to test
Sarah27–14 · 66%22–15 · 59%+9.0
Wolf13–24 · 35%18–13 · 58%-25.7
Goh20–14 · 59%14–16 · 47%too few to test
Brad13–21 · 38%12–17 · 41%too few to test
Lei Fei21–20 · 51%9–6 · 60%too few to test
Pai20–16 · 56%7–6 · 54%too few to test
Aoi13–11 · 54%11–6 · 65%too few to test
Jean10–16 · 38%12–9 · 57%too few to test
Shun14–11 · 56%12–8 · 60%too few to test
Eileen11–19 · 37%4–4 · 50%too few to test
Jeffry10–12 · 45%6–6 · 50%too few to test
El Blaze6–4 · 60%10–11 · 48%too few to test
Taka3–12 · 20%4–7 · 36%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

115 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jacky

Career
71–50 · 58.7%
This season
28 matches · 53.6%
Peak rank
28

First hit in 56.6% of 106 rounds. Won 63.3% of the rounds they struck first, 43.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into guardG98.4%
punchP into Jab StraightPP87.5%
punchP76.5%
forward dash into crouch dash forward65.6%
crouch dash forward into throwP+G54.7%
crouch dash forward into Dash Hammer Kick66K43.7%
Middle Smash6P32.8%
crouch dash forward into evade down32.8%
crouch into Squat Straight2P32.8%
evade up into crouch dash forward32.8%
guardG32.8%
backdash into Beat & Back KnuckleP+KP21.9%
backdash into Spin Heel Sword4K+G21.9%
crouch dash back into evade down21.9%
crouch dash back into guardG21.9%

40 further openings account for the other 45 rounds.

Shun

Career
3–2 · 60.0%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Tenshin Benshu4P+K133.3%
forward dash into Gyou'in Haishu3P133.3%
forward dash into Tenshin Benshu4P+K133.3%

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 (18 here; about 0.9 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: 11 of 18 tests hold up
  • Jacky: not tested (too few rounds)
  • Shun: not tested (too few rounds)