VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

送分童子

  • Jacky
Career matches1,562
Career win rate44.0%
Round win rate49.5%
Peak rank27
Distinct opponents81
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1269 #3,242 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

Akira2797443454044.6%
Kage—40115724439.1%
Jacky24187979051.9%

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

950 of 950 rounds counted

8.6 inputs a second (517 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.1544535
Jacky8.1484415

By opponent's character

Akira9.1548138
Brad8.4504115
Jeffry8.249394
Kage8.249190
Pai9.154872
Goh8.752159
Shun8.249453
Jacky9.054247
Aoi8.350030
Dural9.255234
Jean8.249334
Lau8.551229
Wolf8.350035
Eileen8.450227
Lion9.657424
Sarah8.651825
Taka9.154623
Lei Fei8.852817
Vanessa6.53914

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

Akira38231560.5%+6.6
Brad28181064.3%+19.7
Jeffry23131056.5%-0.8
Kage2213959.1%+15.9
Pai189950.0%-1.2
Goh1441028.6%-19.5
Shun146842.9%-18.1
Jacky115645.5%+1.5
Aoi81712.5%-30.5
Dural84450.0%+7.8
Jean83537.5%-3.8
Lau83537.5%-16.1
Wolf83537.5%-7.9
Eileen63350.0%+8.7
Lion62433.3%-25.1
Sarah63350.0%+2.3
Taka62433.3%-6.7
Lei Fei42250.0%+14.3
Vanessa1010.0%-42.6

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

Single Wall32171553.1%-2.0
Full Fence3092130.0%-16.8
Half Fence28151353.6%+12.1
Breakable Full Fence27111640.7%-4.4
Octagon2517868.0%+15.9
Open23101343.5%-4.0
Rectangle1912763.2%+9.8
Low Fence1812666.7%+15.8
Breakable Half Fence1741323.5%-29.1
Full Fence and Open115645.5%+0.5

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
Walls14646.6%47.8%-1.2
No walls7353.4%51.7%+1.7

Walls against open: -2.9 points (95% range -16.5 to +10.7), p 0.673 — 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

AiokometeZ (Rank 25)2026/10/1852340.0%
みらめたる (Rank 21)2026/10/1875271.4%
maeK55 (Rank 22)2026/10/1042250.0%
ゅろぽ (Rank 22)2026/09/2731233.3%
偷桃 (Rank 22)2026/09/2731233.3%
urthr(keyboard) (Rank 23)2026/09/2752340.0%
ちぇびーまるやま (Rank 22)2026/09/2731233.3%
富美 (Rank 24)2026/09/1394544.4%
きーすけ (Rank 22)2026/09/1342250.0%
bladez (Rank 21)2026/09/091714382.3%
はれんちぶるどっく (Rank 22)2026/09/0652340.0%
ありがとナス (Rank 27)2026/08/2531233.3%
忘本朱の父 (Rank 26)2026/07/2883537.5%
强撸灰飞烟灭 (Rank 22)2026/07/27330100.0%
hahaha (Rank 28)2026/07/2731233.3%
*NIL-NEON* (Rank 22)2026/07/2743175.0%
Chomelungma-GTR (Rank 27)2026/07/2652340.0%
neco (Rank 22)2026/07/2631233.3%
Akama-HALO (Rank 29)2026/06/304040.0%
TaKaArAsHi573 (Rank 27)2026/06/2973442.9%
BigCat (Rank 23)2026/06/241312192.3%
orz (Rank 26)2026/06/2073442.9%
鳶飛戾天,魚躍於淵 (Rank 25)2026/06/1941325.0%
莫丝 (Rank 21)2026/06/14770100.0%
bombomhuang (Rank 21)2026/06/13440100.0%

Round openings

Every character

Senzankou66P+K into throwP+G11012.2%
Jab StraightPP into Jab Double StraightPPP424.7%
Rimon Chouchu66P374.1%
forward dash into Jouho Touken6P364.0%
backdash into Jouho Senshou46P353.9%
backdash into High Angle Upper Kick6K293.2%
Rimon Chouchu66P into forward dash273.0%
backdash into ZanshuK+G262.9%
backdash into evade up252.8%
backdash into Long Stride Back Knuckle4P+K232.5%
backdash into throw escape222.4%
backdash into Beat & Back KnuckleP+KP192.1%
backdash into Youhou33P182.0%
forward dash into Long Stride Back Knuckle4P+K171.9%
Senzankou66P+K161.8%

170 further openings account for the other 421 rounds.

Counted from 225 of the 237 matches played. The rest were not pulled for openings.

Akira

Career
434–540 · 44.6%
This season
135 matches · 48.9%
Peak rank
27

First hit in 49.9% of 531 rounds. Won 51.7% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Senzankou66P+K into throwP+G11020.5%
Rimon Chouchu66P376.9%
forward dash into Jouho Touken6P366.7%
backdash into Jouho Senshou46P356.5%
Rimon Chouchu66P into forward dash275.0%
backdash into ZanshuK+G264.8%
backdash into Youhou33P183.4%
Senzankou66P+K163.0%
forward dash into Jouho Senshou46P152.8%
forward dash into Rimon Chouchu66P152.8%
backdash into evade up142.6%
Jouho Senshou46P91.7%
Housui2P81.5%
forward dash into evade up81.5%
backdash into throw escape71.3%

84 further openings account for the other 155 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–9 · 50%9–2 · 82%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?

Jacky

Career
97–90 · 51.9%
This season
102 matches · 50.0%
Peak rank
24

First hit in 46.3% of 365 rounds. Won 52.7% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Jab StraightPP into Jab Double StraightPPP4211.4%
backdash into High Angle Upper Kick6K297.9%
backdash into Long Stride Back Knuckle4P+K236.3%
backdash into Beat & Back KnuckleP+KP195.2%
forward dash into Long Stride Back Knuckle4P+K174.6%
backdash into throw escape154.1%
backdash into evade up113.0%
Squat Straight2P102.7%
backdash into Beat KnuckleP+K102.7%
Middle Smash6P82.2%
forward dash into Low Spin Kick1K+G82.2%
forward dash into evade up82.2%
Step-in Middle Kick66K+G71.9%
Dash Hammer Kick66K61.6%
Dash Hammer Kick66K into forward dash61.6%

82 further openings account for the other 148 rounds.

Counted from 90 of the 102 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 (27 here; about 1.4 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: 0 of 15 tests hold up
  • Jacky: 0 of 12 tests hold up