VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

☆大神中尉☆

  • Jacky
  • Pai
  • Wolf
Career matches3,289
Career win rate51.0%
Round win rate59.1%
Peak rank28
Distinct opponents11
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1544 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

Akira241,35566469149.0%
Wolf281,13357855551.0%
Jacky2642123718456.3%
Pai2638019718351.8%

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

15 of 142 rounds counted

6.0 inputs a second (358 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Akira6.035815

By opponent's character

Akira5.13053
Taka6.237112

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

Akira1712570.6%+1.8
Lau65183.3%+22.9
Pai54180.0%+15.1
Taka32166.7%-3.0
Wolf3030.0%-77.7
Aoi220100.0%+13.9

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

Half Fence74357.1%-10.8
Full Fence54180.0%+18.1
Open54180.0%+2.0
Breakable Full Fence32166.7%+1.6
Full Fence and Open32166.7%-8.0
Octagon32166.7%-3.0
Rectangle330100.0%+33.4
Single Wall31233.3%-46.4
Breakable Half Fence21150.0%-7.2
Low Fence220100.0%+26.4

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
Walls2369.6%65.6%+4.0
No walls1070.0%76.9%-6.9

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

Y-F8 (Rank 24)2026/06/1432166.7%
kanreki-jijii (Rank 21)2026/06/14110100.0%
makorati (Rank 25)2026/04/2243175.0%
coo (Rank 21)2026/04/22220100.0%
めかざわ (Rank 25)2026/04/223030.0%
hotman_jet795 (Rank 26)2026/04/22117463.6%
jieraiya39 (Rank 26)2026/04/22220100.0%
j-molosky (Rank 24)2026/04/2232166.7%
nanoka-222 (Rank 24)2026/04/22220100.0%
Whoru?I'mSorry. (Rank 22)2026/04/2232166.7%
taku5211 (Rank 22)2026/04/22220100.0%

Round openings

Every character

Rimon Chouchu66P1812.7%
Souka Housui3P+K139.2%
forward movement into punchP107.0%
crouch dash back into Koboku214P42.8%
punchP into kickK42.8%
Kaikyusei4P into Sayu Kaikyu4PP32.1%
backdash into Hekishou43P32.1%
backdash into Souka Housui3P+K32.1%
evade down into Koboku214P32.1%
Fujinkyaku2K+G21.4%
Quick Shoulder66P+K21.4%
Sensaitai2K into Renka Sentai2KK21.4%
backdash into Fujinkyaku2K+G21.4%
backdash into Jirou Tanzan4PP+K21.4%
backdash into Jouho Senshou46P21.4%

64 further openings account for the other 69 rounds.

Akira

Career
664–691 · 49.0%
This season
25 matches · 72.0%
Peak rank
24

First hit in 54.9% of 102 rounds. Won 62.5% of the rounds they struck first, 60.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P1817.6%
Souka Housui3P+K1312.8%
forward movement into punchP65.9%
crouch dash back into Koboku214P43.9%
Kaikyusei4P into Sayu Kaikyu4PP32.9%
backdash into Hekishou43P32.9%
backdash into Souka Housui3P+K32.9%
evade down into Koboku214P32.9%
Fujinkyaku2K+G22.0%
backdash into Fujinkyaku2K+G22.0%
backdash into Jirou Tanzan4PP+K22.0%
backdash into Jouho Senshou46P22.0%
backdash into Youhou33P22.0%
punchP into kickK22.0%
HoukenP+K+G into throw escape11.0%

36 further openings account for the other 36 rounds.

Jacky

Career
237–184 · 56.3%
This season
4 matches · 25.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP321.4%
crouch into Lightning Back Knuckle3PPP214.3%
crouch into Low Spin Kick1K+G214.3%
Slant Back Knuckle1P into Rage Kick1PK17.1%
Smash Straight Jab3PP into Lightning Back Knuckle3PPP17.1%
Spinning Kick Turn44K17.1%
crouch into Double Back Knuckle4PP17.1%
crouch into Rage Kick1PK17.1%
evade up into Double Spinning KickKK17.1%
forward dash into Slide Shuffle (Deflect)4P+K+G17.1%

Pai

Career
197–183 · 51.8%
This season
4 matches · 75.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sensaitai2K into Renka Sentai2KK215.4%
backdash into Souka Raigekishou3PPP215.4%
Hi'en Tankyaku9K17.7%
Koutankyaku66K into Renkan Tanheki66KP17.7%
Souka Rensui3PP into Souka Raigekishou3PPP17.7%
backdash into Honshin Soukyaku1K+G17.7%
crouch dash back into kickK17.7%
crouch into Honshin Soukyaku1K+G17.7%
forward dash into Ryoushou6P+K17.7%
guardG into Souanshou3P+K17.7%
punchP into kickK17.7%

Wolf

Career
578–555 · 51.0%
This season
3 matches · 100.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Quick Shoulder66P+K215.4%
backdash into Short Shoulder46P+K215.4%
Comet Hook1P into Knuckle Part1PP17.7%
Jab StraightPP into One Two UpperPPP17.7%
backdash into Heavy Middle Kick3K+G17.7%
backdash into Heavy Toe Kick4K+G17.7%
backdash into Rolling Elbow43P17.7%
crouch into Low Hammer2P17.7%
evade up into guardG17.7%
forward movement into punchP17.7%
punchP into kickK17.7%

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)
  • Pai: not tested (too few rounds)
  • Wolf: not tested (too few rounds)