VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Cool-Scare-Crow

  • Jacky
  • Jeffry
Career matches1,232
Career win rate57.4%
Round win rate47.8%
Peak rank27
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1475 #2,183 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

Akira2774740034753.5%
Jacky2633720513260.8%
Jeffry241481024668.9%

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

877 of 957 rounds counted

5.8 inputs a second (348 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.9354676
Jacky5.5333173
Jeffry5.332128

By opponent's character

Jacky5.9353147
Akira5.6338117
Sarah5.733983
Pai5.633582
Kage5.834572
Lei Fei5.734167
Aoi5.935453
Goh6.237356
Wolf6.639844
Jeffry5.834919
Lau5.633821
Vanessa6.036020
Shun5.432225
Jean5.633418
Brad6.136517
El Blaze5.935524
Eileen5.432412

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

Jacky37142337.8%+2.2
Akira3192229.0%-7.2
Sarah24111345.8%-1.8
Pai2014670.0%+0.7
Kage1910952.6%-5.4
Lei Fei1871138.9%-3.1
Aoi1441028.6%-11.4
Goh145935.7%+11.5
Wolf126650.0%+10.7
Jeffry106460.0%+22.8
Lau95455.6%+5.8
Vanessa94544.4%-17.6
Shun73442.9%-14.0
Jean63350.0%+2.7
Brad52340.0%+6.6
El Blaze52340.0%-3.0
Eileen330100.0%+40.1

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

Breakable Half Fence40231757.5%+4.7
Full Fence35142140.0%-9.0
Breakable Full Fence2691734.6%-4.9
Half Fence2471729.2%-20.7
Single Wall2214863.6%+14.8
Open2181338.1%-4.9
Rectangle1991047.4%+7.1
Low Fence1811761.1%+21.4
Octagon1861233.3%-0.7
Full Fence and Open1331023.1%-6.6

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16242.0%45.4%-3.4
No walls6154.1%44.9%+9.2

Walls against open: -12.6 points (95% range -26.3 to +1.0), p 0.070 — 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

illa_NoiZe (Rank 26)2026/10/1063350.0%
Crashing_Blow2003 (Rank 34)2026/09/2252340.0%
tzmarbles (Rank 21)2026/09/2276185.7%
KitsuneNoClue (Rank 21)2026/09/1532166.7%
Noggy (Rank 26)2026/09/1531233.3%
B34TD0WN (Rank 29)2026/07/2731233.3%
Keris (Rank 25)2026/07/2795455.6%
n.fang (Rank 39)2026/07/2791811.1%
STOPMOTION (Rank 27)2026/07/27134930.8%
Nohara (Rank 23)2026/07/2741325.0%
VF31998 (Rank 30)2026/07/271971236.8%
FissionMailed (Rank 23)2026/07/27660100.0%
Mx.Up! (Rank 26)2026/07/2763350.0%
DDRMONKEY (Rank 28)2026/07/2061516.7%
󠀡󠀡 (Rank 24)2026/07/2062433.3%
UltimateFireball (Rank 26)2026/07/065050.0%
Radamyr (Rank 30)2026/07/02123925.0%
JackoRCB (Rank 36)2026/07/02103730.0%
TeamKhris (Rank 24)2026/06/2585362.5%
onuelito (Rank 33)2026/06/104040.0%
Kingbison (Rank 29)2026/06/0563350.0%
The8thOne (Rank 26)2026/05/2754180.0%
ChineseSpareRibs (Rank 34)2026/05/1882625.0%
DDT (Rank 22)2026/05/1153260.0%
Lemon (Rank 22)2026/04/1642250.0%

Round openings

Every character

backdash into Koboku214P9910.7%
guardG758.1%
backdash434.6%
punchP434.6%
backward movement into Jouho Touken6P303.2%
evade up into Youhou33P272.9%
punchP into kickK222.4%
back punch+kick4P+K212.3%
evade up192.0%
evade up into Jouho Senshou46P192.0%
Jouho Senshou46P161.7%
backdash into guardG151.6%
evade down151.6%
backdash into Jouho Senshou46P141.5%
evade up into backward movement141.5%

182 further openings account for the other 457 rounds.

Counted from 234 of the 243 matches played. The rest were not pulled for openings.

Akira

Career
400–347 · 53.5%
This season
170 matches · 43.5%
Peak rank
27

First hit in 47.0% of 641 rounds. Won 47.5% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 29.8% of rounds, against 17.0% in their other rounds.
  • Against Akira: backs off first in 56.1% of rounds, against 35.1% against everyone else.
  • After the opponent opened the round before by waiting: waits first in 32.5% of rounds, against 16.6% after anything else.
  • Against Sarah: opens with “backdash into 214P Koboku” in 26.5% of rounds, against 13.6% against everyone else.

How is this tested?

backdash into Koboku214P9915.3%
guardG517.9%
backdash314.8%
backward movement into Jouho Touken6P304.6%
punchP304.6%
evade up into Youhou33P274.2%
back punch+kick4P+K213.2%
evade up into Jouho Senshou46P192.9%
Jouho Senshou46P162.5%
backdash into guardG152.3%
backdash into Jouho Senshou46P142.2%
evade up into backward movement142.2%
evade up into backdash132.0%
evade up into evade down132.0%
backdash into evade down121.9%

101 further openings account for the other 243 rounds.

Counted from 161 of the 170 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
Jacky5–16 · 24%6–5 · 55%too few to test
Sarah6–7 · 46%3–3 · 50%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.

9 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
205–132 · 60.8%
This season
61 matches · 44.3%
Peak rank
26

First hit in 39.7% of 234 rounds. Won 51.6% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG239.8%
evade up177.3%
punchP into kickK146.0%
evade up into High Angle Upper Kick6K104.3%
punchP into Jab StraightPP104.3%
punchP93.9%
Middle Kick3K83.4%
Slide Shuffle (Deflect)4P+K+G into crouch83.4%
evade down into High Angle Upper Kick6K83.4%
backdash into Spin Heel Sword4K+G73.0%
Middle Kick3K into guardG62.6%
evade down62.6%
punchP into Punch High KickPK62.6%
punchP into Standing Knee Kick4K52.1%
Groin Kick6K+G41.7%

56 further openings account for the other 93 rounds.

Jeffry

Career
102–46 · 68.9%
This season
12 matches · 58.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash919.1%
punchP48.5%
evade down36.4%
backdash into Full Swing Upper33P24.3%
evade down into Hell Dunk Elbow2P+K24.3%
evade down into Kenka Hook46P24.3%
evade up into Hell Dunk Elbow2P+K24.3%
punchP into kickK24.3%
Destruction WaveK+G12.1%
Hammer Slide1P into crouch12.1%
Hell Dunk Elbow2P+K12.1%
Knee Push4K into Knee Push Wild Hook4KP12.1%
backdash into Full Swing Double Hammer41236P+K12.1%
backdash into Grizzly Hammer1PP12.1%
backdash into Hammer Slide1P12.1%

14 further openings account for the other 14 rounds.

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: 4 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)