VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

kuja1114

  • Jacky
Career matches641
Career win rate71.6%
Round win rate50.9%
Peak rank36
Distinct opponents39
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1722 #694 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

Akira3643930313669.0%
Jacky301771344375.7%
Wolf—2522388.0%

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

292 of 338 rounds counted

9.0 inputs a second (540 a minute) this season. Faster than 87% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.0542235
Jacky8.953457

By opponent's character

Jean9.054244
Shun8.853025
Vanessa8.953133
Lau8.853130
Lion9.355630
Wolf10.060021
Jacky8.752223
Jeffry9.05428
Taka8.551020
El Blaze8.953218
Sarah9.053815
Akira10.36188
Brad8.65167
Eileen8.55087
Goh9.15483

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

Jean119281.8%+27.2
Shun94544.4%-11.5
Vanessa83537.5%-12.0
Lau75271.4%+30.2
Lion73442.9%-1.8
Wolf74357.1%-0.3
Jacky51420.0%-37.3
Jeffry52340.0%-14.2
Taka51420.0%-25.4
El Blaze42250.0%-7.9
Sarah440100.0%+57.5
Akira220100.0%+38.2
Aoi2020.0%-63.1
Brad2020.0%-55.9
Eileen220100.0%+48.7
Goh1010.0%-53.5
Pai110100.0%+28.5

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

Octagon1771041.2%-11.2
Full Fence134930.8%-24.1
Breakable Full Fence118372.7%+23.4
Single Wall116554.5%-2.3
Half Fence107370.0%+18.5
Full Fence and Open52340.0%-18.9
Low Fence52340.0%-13.3
Rectangle220100.0%+43.0
Breakable Half Fence1010.0%-60.4

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
Walls5451.9%51.9%-0.1
No walls1650.0%55.3%-5.3

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

みんみんさん (Rank 36)2026/10/0453260.0%
PuzzG/ぱず爺 (Rank 37)2026/10/0453260.0%
のーむ (Rank 39)2026/10/0431233.3%
のみ (Rank 36)2026/10/042020.0%
Melt (Rank 35)2026/09/2464266.7%
LEO (Rank 35)2026/09/2421150.0%
ニトロ (Rank 36)2026/09/242020.0%
ぼっさん (Rank 36)2026/09/1332166.7%
BANANA (Rank 32)2026/09/13220100.0%
たけぞう (Rank 32)2026/09/132020.0%
USUSU (Rank 36)2026/07/2721150.0%
hikabun (Rank 35)2026/07/26220100.0%
かえる (Rank 38)2026/07/263030.0%
HIROCHILL (Rank 30)2026/07/26330100.0%
Light (Rank 33)2026/07/04110100.0%
自作マニア@いにしえ (Rank 34)2026/06/3021150.0%
RUSH (Rank 38)2026/06/30220100.0%
指無しライダー (Rank 38)2026/06/2853260.0%
のびもあ (Rank 36)2026/06/18220100.0%
テクノモデル (Rank 34)2026/05/2521150.0%
じゃんぬ兄(公認) (Rank 36)2026/05/2331233.3%
ぬっき~@ (Rank 34)2026/05/0521150.0%
★闘将拉麵男★ (Rank 33)2026/04/1232166.7%
【揺るがぬ般若】Savann (Rank 26)2026/03/282020.0%
mitorakujo (Rank 25)2026/03/2821150.0%

Round openings

Every character

forward dash into throw escape7120.9%
forward dash into throwP+G3610.6%
backdash into evade down267.7%
evade up into Rimon Chouchu66P102.9%
throw escape102.9%
evade up into forward dash92.6%
backward movement into evade down82.4%
Housui2P61.8%
backdash into Jouho Senshou46P61.8%
Jouho Touken6P51.5%
Slide Shuffle (Deflect)4P+K+G into evade down51.5%
forward dash51.5%
throwP+G into evade down51.5%
Senzankou66P+K into throwP+G41.2%
Slide Shuffle (Deflect)4P+K+G41.2%

85 further openings account for the other 130 rounds.

Akira

Career
303–136 · 69.0%
This season
62 matches · 51.6%
Peak rank
36

First hit in 63.0% of 254 rounds. Won 54.4% of the rounds they struck first, 40.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into throw escape7027.0%
forward dash into throwP+G3613.9%
backdash into evade down197.3%
evade up into Rimon Chouchu66P103.9%
throw escape93.5%
backward movement into evade down72.7%
Housui2P62.3%
backdash into Jouho Senshou46P62.3%
evade up into forward dash62.3%
Jouho Touken6P51.9%
forward dash51.9%
Senzankou66P+K into throwP+G41.5%
forward dash into Jouho Touken6P41.5%
Rimon Chouchu66P31.2%
crouch into Housui2P31.2%

50 further openings account for the other 66 rounds.

Jacky

Career
134–43 · 75.7%
This season
20 matches · 55.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down78.6%
Slide Shuffle (Deflect)4P+K+G into evade down56.2%
throwP+G into evade down56.2%
Slide Shuffle (Deflect)4P+K+G44.9%
punchP into Jab StraightPP44.9%
Dash Hammer Kick66K into kickK33.7%
Jab StraightPP into Jab Double StraightPPP33.7%
backdash into Slide Shuffle (Deflect)4P+K+G33.7%
crouch into Squat Straight2P33.7%
evade up into backdash33.7%
evade up into forward dash33.7%
Groin Kick6K+G into Spinning KickK+G22.5%
Groin Kick6K+G into kickK22.5%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward22.5%
backdash into Smash Straight Jab3PP22.5%

28 further openings account for the other 30 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 (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)