VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

QUASI

  • Jeffry
Career matches1,954
Career win rate44.1%
Round win rate48.7%
Peak rank26
Distinct opponents88
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1234 #3,350 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

Akira261,8318221,00944.9%
Jeffry21123398431.7%

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

1,024 of 1,024 rounds counted

7.6 inputs a second (459 a minute) this season. Faster than 63% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.7463941
Jeffry6.941283

By opponent's character

Aoi7.5450204
Akira7.0422116
Pai7.6456106
Sarah7.545081
Kage7.645576
Lau7.545168
Jeffry8.953764
Goh8.248960
Jacky7.947451
Wolf8.349648
Jean7.847139
Shun7.243437
Lei Fei7.947417
Lion7.645414
Vanessa7.042115
Taka7.042113
Brad7.44428
El Blaze8.45027

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

Aoi50272354.0%+4.8
Akira27131448.1%-1.9
Pai26121446.1%+9.0
Sarah21101147.6%-0.6
Kage2013765.0%+12.9
Lau179852.9%-2.3
Jeffry1651131.2%-20.3
Goh146842.9%-5.5
Jacky1331023.1%-23.4
Wolf129375.0%+20.5
Jean103730.0%-11.8
Shun94544.4%-11.0
Lei Fei41325.0%-14.7
Lion42250.0%+13.8
Vanessa440100.0%+27.8
Taka3030.0%-35.4
Brad21150.0%+8.4
El Blaze220100.0%+40.2

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

Rectangle35201557.1%+7.9
Breakable Half Fence33191457.6%+14.4
Single Wall33191457.6%+5.2
Low Fence25111444.0%-0.7
Octagon2251722.7%-23.6
Full Fence2112957.1%+8.7
Full Fence and Open21111052.4%+7.4
Breakable Full Fence1951426.3%-28.1
Open1810855.6%+1.4
Half Fence1551033.3%-15.9

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14545.5%48.1%-2.6
No walls7652.6%50.6%+2.0

Walls against open: -4.6 points (95% range -20.2 to +10.9), p 0.560 — 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

しろ☆おび。@のびしろF (Rank 21)2026/10/1063350.0%
Q (Rank 24)2026/10/1042250.0%
ILAYZA (Rank 22)2026/10/1031233.3%
ttfour@サラしかできないw (Rank 23)2026/10/106060.0%
安全パイ (Rank 24)2026/10/1071614.3%
osAnKIRA (Rank 21)2026/10/1072528.6%
委員ちょ (Rank 21)2026/09/29127558.3%
みらめたる (Rank 21)2026/09/2243175.0%
chimichama (Rank 21)2026/09/22108280.0%
asteroid-belt777 (Rank 24)2026/09/2264266.7%
chibo (Rank 26)2026/09/2242250.0%
トローリロートル (Rank 22)2026/09/22440100.0%
mochi2_0918 (Rank 25)2026/09/2251420.0%
starszhouuu (Rank 23)2026/09/2251420.0%
코나미스포츠 (Rank 21)2026/09/22440100.0%
y.o.y (Rank 21)2026/09/1576185.7%
Martin1833 (Rank 24)2026/09/1551420.0%
HUN (Rank 22)2026/09/1552340.0%
Fuji-Atsuka (Rank 21)2026/09/1532166.7%
michinoku1ritabi (Rank 23)2026/09/1441325.0%
豆次郎 (Rank 22)2026/09/115050.0%
avolpe (Rank 24)2026/09/07106460.0%
Lauaki_I`mserious (Rank 22)2026/09/0643175.0%
hijunglove (Rank 21)2026/08/26550100.0%
无双殿堂 (Rank 19)2026/08/1742250.0%

Round openings

Every character

forward dash into Jouho Touken6P9910.5%
Rimon Chouchu66P into Jouho Touken6P838.8%
forward dash into throwP+G788.3%
Jouho Touken6P636.7%
guardG into Souka Housui3P+K636.7%
forward movement into punchP626.6%
Souka Housui3P+K515.4%
punchP into Jouho Touken6P434.6%
guardG373.9%
crouch into Souka Housui3P+K353.7%
evade down into Jouho Senshou46P242.5%
forward dash212.2%
evade down into backward movement181.9%
guardG into Chouyoushu1P141.5%
guardG into Jouho Touken6P131.4%

92 further openings account for the other 240 rounds.

Counted from 234 of the 254 matches played. The rest were not pulled for openings.

Akira

Career
822–1,009 · 44.9%
This season
233 matches · 51.5%
Peak rank
26

First hit in 60.5% of 939 rounds. Won 51.1% of the rounds they struck first, 48.8% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: waits first in 34.2% of rounds, against 21.7% after anything else.
  • After being hit first in the round before: attacks straight away in 42.5% of rounds, against 30.8% after landing the first hit.
  • In round 4 or later: opens with “G guard into 3P+K Souka Housui” in 11.7% of rounds, against 4.9% in their other rounds.

How is this tested?

forward dash into Jouho Touken6P9910.5%
Rimon Chouchu66P into Jouho Touken6P838.8%
forward dash into throwP+G788.3%
Jouho Touken6P636.7%
guardG into Souka Housui3P+K636.7%
forward movement into punchP616.5%
Souka Housui3P+K515.4%
punchP into Jouho Touken6P434.6%
guardG373.9%
crouch into Souka Housui3P+K353.7%
evade down into Jouho Senshou46P242.5%
forward dash212.2%
evade down into backward movement181.9%
guardG into Chouyoushu1P141.5%
guardG into Jouho Touken6P131.4%

90 further openings account for the other 238 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi16–16 · 50%7–4 · 64%too few to test
Pai10–9 · 53%1–2 · 33%too few to test
Akira8–9 · 47%3–1 · 75%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?

Jeffry

Career
39–84 · 31.7%
This season
21 matches · 19.1%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Knee Attack6K133.3%
forward movement into punchP133.3%
guardG into forward punch+kick+guard6P+K+G133.3%

Counted from 1 of the 21 matches played. The rest were not pulled for openings.

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 (15 here; about 0.8 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: 3 of 15 tests hold up
  • Jeffry: not tested (too few rounds)