VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

Shura1025

  • Jacky
Career matches5,537
Career win rate50.3%
Round win rate49.4%
Peak rank36
Distinct opponents316
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1573 #1,525 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

Akira365,1832,5902,59350.0%
Jacky3135419416054.8%

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

5,169 of 5,602 rounds counted

5.8 inputs a second (350 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.93534,891
Jacky4.9294278

By opponent's character

Akira6.1366668
Jacky5.9352643
Aoi5.8345400
Jean5.8347451
El Blaze5.6336291
Kage5.7343298
Goh5.6338293
Lion6.1364296
Wolf5.8346287
Lau5.9353243
Shun5.6338223
Jeffry5.8346193
Pai6.0358199
Sarah5.7343181
Brad6.0363123
Lei Fei5.7340142
Vanessa5.633875
Taka5.432362
Dural6.036167
Eileen5.834634

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

Akira174858948.9%+0.5
Jacky167699841.3%-7.9
Aoi111674460.4%+11.1
Jean109525747.7%-4.5
El Blaze85394645.9%-1.8
Kage80364445.0%-2.9
Goh76433356.6%+10.8
Lion75284737.3%-15.1
Wolf73343946.6%-5.0
Lau71363550.7%+3.7
Shun62372559.7%+10.6
Jeffry59372262.7%+13.7
Pai49272255.1%+7.1
Sarah48232547.9%-9.1
Brad35152042.9%-4.8
Lei Fei35171848.6%-5.4
Vanessa22111150.0%-1.3
Taka179852.9%+0.7
Dural157846.7%+1.8
Eileen107370.0%+16.5

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Rectangle182998354.4%+5.3
Half Fence157758247.8%-0.1
Breakable Half Fence147668144.9%-7.1
Single Wall137647346.7%-2.0
Low Fence128715755.5%+6.9
Open127705755.1%+6.0
Full Fence124517341.1%-8.9
Octagon122665654.1%+3.9
Breakable Full Fence114516344.7%-6.3
Full Fence and Open54292553.7%+4.7

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
Walls84648.2%49.8%-1.6
No walls39252.3%49.1%+3.2

Walls against open: -4.7 points (95% range -10.9 to +1.4), p 0.132 — 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

のみ (Rank 36)2026/10/1830151550.0%
B軍団 (Rank 36)2026/10/18148657.1%
MaBoy (Rank 34)2026/10/18135838.5%
Bird-Tat (Rank 33)2026/10/181510566.7%
zakisan (Rank 37)2026/10/18134930.8%
PuzzG/ぱず爺 (Rank 38)2026/10/18159660.0%
ぬっき~@ (Rank 36)2026/10/132081240.0%
ぷこ (Rank 36)2026/10/13113827.3%
躑躅 (Rank 35)2026/10/121641225.0%
エリオ (Rank 38)2026/10/12138561.5%
LEO (Rank 30)2026/10/1134201458.8%
ふぇに (Rank 35)2026/09/2736231363.9%
onigiryy_14 (Rank 35)2026/09/271610662.5%
[VirtuAnalytics]SuperGolden (Rank 32)2026/09/271912763.2%
BANANA (Rank 30)2026/09/141911857.9%
★闘将拉麵男★ (Rank 36)2026/09/12115645.5%
majide (Rank 32)2026/09/06116554.5%
fwnd1396 (Rank 35)2026/09/06127558.3%
orz (Rank 28)2026/09/06127558.3%
Ray'ne (Rank 33)2026/09/06179852.9%
무파ZeroBlue (Rank 34)2026/09/06147750.0%
ぺーくんだよ (Rank 36)2026/08/301531220.0%
Umemon2026 (Rank 36)2026/08/30110110.0%
荒川ひかり (Rank 32)2026/08/02135838.5%
さいたま梅澤/T.Umezawa (Rank 30)2026/06/211612475.0%

Round openings

Every character

Rimon Chouchu66P87918.5%
backdash into Jouho Senshou46P81217.1%
evade down into Hekishou43P49610.4%
evade down into Koboku214P3597.5%
forward dash into Jouho Touken6P2274.8%
backdash into Goko Shutsudou3K+GP1372.9%
Jouho Touken6P into backdash1212.5%
Housui2P1142.4%
Rimon Chouchu66P into forward dash741.6%
Housui2P into forward dash721.5%
backdash into Tetsuzankou (Hontei Goko Hazankou)3K+GPP+K651.4%
Housui2P into crouch dash back611.3%
guardG531.1%
Jouho Senshou46P521.1%
evade down511.1%

195 further openings account for the other 1,181 rounds.

Counted from 1,165 of the 1,373 matches played. The rest were not pulled for openings.

Akira

Career
2,590–2,593 · 50.0%
This season
1,306 matches · 48.9%
Peak rank
36

First hit in 54.3% of 4,633 rounds. Won 53.2% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 5.3% of rounds, against 2.0% in their other rounds.
  • Against Shun: evades first in 41.4% of rounds, against 22.0% against everyone else.
  • On Rectangle stages: backs off first in 33.2% of rounds, against 24.2% on the other stages.
  • After opening the round before by waiting: waits first in 13.6% of rounds, against 1.6% after anything else.
  • After the opponent opened the round before by moving in: backs off first in 29.2% of rounds, against 23.6% after anything else.
  • After winning a round: attacks straight away in 46.0% of rounds, against 33.0% after losing one.
  • When ahead: attacks straight away in 44.9% of rounds, against 34.6% when level or behind.
  • In round 2: opens with “backdash into 46P Jouho Senshou” in 22.0% of rounds, against 15.9% in their other rounds.
  • Against Shun: opens with “evade down into 214P Koboku” in 27.1% of rounds, against 6.9% against everyone else.
  • On Octagon stages: opens with “evade down into 214P Koboku” in 11.2% of rounds, against 7.3% on the other stages.
  • After opening the round before with “66P Rimon Chouchu”: opens with “backdash into 46P Jouho Senshou” in 24.2% of rounds, against 16.0% after anything else.
  • After winning a round: opens with “66P Rimon Chouchu” in 24.0% of rounds, against 14.5% after losing one.
  • When ahead: opens with “66P Rimon Chouchu” in 24.2% of rounds, against 16.0% when level or behind.

How is this tested?

Rimon Chouchu66P87918.9%
backdash into Jouho Senshou46P81217.4%
evade down into Hekishou43P49610.6%
evade down into Koboku214P3597.7%
forward dash into Jouho Touken6P2274.9%
backdash into Goko Shutsudou3K+GP1372.9%
Jouho Touken6P into backdash1212.6%
Housui2P1142.4%
Rimon Chouchu66P into forward dash741.6%
Housui2P into forward dash721.5%
backdash into Tetsuzankou (Hontei Goko Hazankou)3K+GPP+K651.4%
Housui2P into crouch dash back611.3%
guardG531.1%
Jouho Senshou46P521.1%
evade down501.1%

167 further openings account for the other 1,091 rounds.

Counted from 1,143 of the 1,306 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
Akira43–52 · 45%24–22 · 52%-7.7
Jacky32–52 · 38%17–20 · 46%-10.0
Aoi34–28 · 55%14–9 · 61%too few to test
Goh20–15 · 57%11–11 · 50%too few to test
Kage28–30 · 48%1–5 · 17%too few to test
El Blaze20–22 · 48%10–11 · 48%too few to test
Jean16–28 · 36%14–7 · 67%too few to test
Lau18–12 · 60%9–11 · 45%too few to test
Lion11–20 · 35%7–12 · 37%too few to test
Wolf12–18 · 40%15–7 · 68%too few to test
Jeffry24–9 · 73%10–7 · 59%too few to test
Sarah12–15 · 44%10–9 · 53%too few to test
Shun16–11 · 59%13–6 · 68%too few to test
Pai19–9 · 68%3–5 · 38%too few to test
Lei Fei12–11 · 52%4–3 · 57%too few to test
Brad8–5 · 62%2–11 · 15%too few to test
Vanessa5–7 · 42%5–4 · 56%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.

163 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
194–160 · 54.8%
This season
67 matches · 61.2%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slide Shuffle (Deflect)4P+K+G into punchP1415.4%
backdash into Spin Heel Sword4K+G1314.3%
Middle Smash6P99.9%
Squat Straight2P77.7%
Slant Back Knuckle1P into Rage Kick1PK55.5%
crouch dash back into Long Stride Back Knuckle4P+K44.4%
forward dash into High Angle Upper Kick6K44.4%
Bil Jee6P+K into forward movement33.3%
Bil Jee6P+K22.2%
Long Stride Back Knuckle4P+K22.2%
Low Spin Kick1K+G22.2%
Spin Heel Sword4K+G22.2%
Squat Straight2P into backdash22.2%
backdash into Bil Jee6P+K22.2%
backdash into Long Stride Back Knuckle4P+K22.2%

16 further openings account for the other 18 rounds.

Counted from 22 of the 67 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 (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: 13 of 18 tests hold up
  • Jacky: not tested (too few rounds)