VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

KNR

  • Jacky
  • Jean
Career matches3,520
Career win rate60.6%
Round win rate54.2%
Peak rank42
Distinct opponents36
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1914 #113 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

Akira423,0831,8441,23959.8%
Jacky3429218510763.4%
Jean331451044171.7%

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

534 of 744 rounds counted

9.4 inputs a second (566 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.4566520
Jean9.757914

By opponent's character

Kage9.7579133
El Blaze9.154578
Jacky9.456276
Wolf9.657611
Shun9.657761
Goh9.355712
Vanessa8.853136
Sarah9.154832
Taka10.36193
Lion9.054127
Lau9.859110
Aoi9.355915
Akira10.864712
Brad10.059914
Jean10.66377
Jeffry10.26137

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

Kage32191359.4%+5.0
El Blaze23101343.5%-14.1
Jacky2071335.0%-12.7
Wolf2015575.0%+15.7
Shun157846.7%+2.1
Goh148657.1%-5.7
Vanessa114736.4%-3.3
Lei Fei93633.3%-13.5
Sarah990100.0%+15.1
Taka85362.5%+2.4
Lion72528.6%-9.8
Lau65183.3%+27.6
Aoi440100.0%+15.7
Akira31233.3%-58.7
Brad32166.7%-4.8
Jean220100.0%+51.3
Jeffry220100.0%+28.9
Pai110100.0%+16.1

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

Open27141351.9%-5.2
Full Fence25151060.0%+1.6
Rectangle24111345.8%-6.8
Octagon2115671.4%+18.5
Single Wall1912763.2%+16.5
Breakable Full Fence1710758.8%+8.2
Full Fence and Open146842.9%-18.9
Half Fence128466.7%-1.3
Breakable Half Fence105550.0%-7.5
Low Fence106460.0%-12.7

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
Walls10958.7%56.1%+2.6
No walls5657.1%56.4%+0.7

Walls against open: +1.8 points (95% range -13.2 to +16.8), p 0.810 — 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

Denkai (Rank 43)2662023.1%
JustFRAMEshawty (Rank 42)1981142.1%
n.fangy (Rank 37)1712570.6%
RushdownTurtle(RDT) (Rank 36)159660.0%
onuelito (Rank 39)129375.0%
BLACKALERT!!! (Rank 42)114736.4%
Nate__theRipper (Rank 39)106460.0%
live4eva_ (Rank 42)82625.0%
own1jef123 (Rank 35)82625.0%
Splatgoon (Rank 27)660100.0%
XTN (Rank 39)53260.0%
iKillYouXChicken (Rank 38)51420.0%
Setsuna_X (Rank 31)32166.7%
ShinAssassin669 (Rank 35)32166.7%
Shoaibowza (Rank 17)31233.3%
ToasterBonanza (Rank 16)330100.0%
y2d (Rank 36)32166.7%
BillCutting0666 (Rank 22)220100.0%
Crashing_Blow2003 (Rank 32)220100.0%
Joebobshaw (Rank 1)220100.0%
Kais438 (Rank 21)220100.0%
MoldMonkey93 (Rank 26)220100.0%
STRESSEMEStreet (Rank 39)21150.0%
SugarBear (Rank 35)220100.0%
ZAYTRIGGY (Rank 20)220100.0%

Most played opponents, most recent first

Splatgoon (Rank 27)2026/08/04660100.0%
Nate__theRipper (Rank 39)2026/08/02106460.0%
iKillYouXChicken (Rank 38)2026/08/0251420.0%
Denkai (Rank 43)2026/08/022662023.1%
BillCutting0666 (Rank 22)2026/08/02220100.0%
ShinAssassin669 (Rank 35)2026/08/0232166.7%
BLACKALERT!!! (Rank 42)2026/07/16114736.4%
SugarBear (Rank 35)2026/07/16220100.0%
Setsuna_X (Rank 31)2026/07/1632166.7%
onuelito (Rank 39)2026/07/16129375.0%
MoldMonkey93 (Rank 26)2026/07/16220100.0%
ZAYTRIGGY (Rank 20)2026/07/04220100.0%
n.fangy (Rank 37)2026/07/041712570.6%
JustFRAMEshawty (Rank 42)2026/06/251981142.1%
Shoaibowza (Rank 17)2026/06/2031233.3%
Kais438 (Rank 21)2026/06/17220100.0%
Crashing_Blow2003 (Rank 32)2026/06/17220100.0%
Joebobshaw (Rank 1)2026/06/11220100.0%
live4eva_ (Rank 42)2026/05/2982625.0%
RushdownTurtle(RDT) (Rank 36)2026/05/15159660.0%
own1jef123 (Rank 35)2026/05/1582625.0%
ToasterBonanza (Rank 16)2026/05/15330100.0%
y2d (Rank 36)2026/05/1532166.7%
XTN (Rank 39)2026/05/0453260.0%
STRESSEMEStreet (Rank 39)2026/05/0421150.0%

Round openings

Every character

backdash into evade up11916.0%
Rimon Chouchu66P into crouch dash forward618.2%
Rimon Chouchu66P into forward dash567.5%
Rimon Chouchu66P395.2%
backdash into Rimon Chouchu66P344.6%
backdash into Youhou33P324.3%
backdash into throwP+G324.3%
Senzankou66P+K into throwP+G314.2%
backdash into Koboku214P314.2%
backdash into Jouho Touken6P223.0%
backdash into Yakuho Chouchu666P192.5%
backdash into evade down162.1%
Rimon Chouchu66P into evade down152.0%
backdash into crouch dash forward141.9%
backdash into Chouzan Housui46P+K91.2%

117 further openings account for the other 214 rounds.

Akira

Career
1,844–1,239 · 59.8%
This season
175 matches · 55.4%
Peak rank
42

First hit in 59.4% of 695 rounds. Won 55.7% of the rounds they struck first, 51.1% of the rounds they were struck first.

Significant Tells

  • After opening the round before by attacking: attacks straight away in 47.5% of rounds, against 28.3% after anything else.
  • When ahead: moves in first in 9.9% of rounds, against 3.1% when level or behind.
  • On Full Fence stages: opens with “66P Rimon Chouchu” in 14.4% of rounds, against 4.1% on the other stages.

How is this tested?

backdash into evade up11316.3%
Rimon Chouchu66P into crouch dash forward618.8%
Rimon Chouchu66P into forward dash568.1%
Rimon Chouchu66P395.6%
backdash into Rimon Chouchu66P344.9%
backdash into Youhou33P324.6%
Senzankou66P+K into throwP+G314.5%
backdash into Koboku214P314.5%
backdash into throwP+G314.5%
backdash into Jouho Touken6P223.2%
backdash into Yakuho Chouchu666P192.7%
backdash into evade down162.3%
Rimon Chouchu66P into evade down152.2%
backdash into crouch dash forward142.0%
backdash into Chouzan Housui46P+K91.3%

94 further openings account for the other 172 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage12–9 · 57%4–1 · 80%too few to test
El Blaze5–7 · 42%2–3 · 40%too few to test
Jacky4–3 · 57%2–6 · 25%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
185–107 · 63.4%
This season
10 matches · 50.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G720.0%
Beat KnuckleP+K into Beat & Back KnuckleP+KP617.1%
backdash into evade up617.1%
backdash into Beat & Back KnuckleP+KP411.4%
Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK25.7%
Low Spin Kick1K+G into backdash12.9%
Low Spin Kick1K+G into guardG12.9%
Middle Smash6P into Middle Smash Back Knuckle6PP12.9%
Middle Smash6P into forward movement12.9%
Slant Back Knuckle1P into backdash12.9%
Slant Back Knuckle1P into backward movement12.9%
backdash into Beat KnuckleP+K12.9%
backdash into Spin Heel Sword4K+G12.9%
backdash into throwP+G12.9%
evade up into Slant Back Knuckle1P12.9%

Jean

Career
104–41 · 71.7%
This season
4 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Gyaku Seikenzuki66P321.4%
backdash into Tate'enpi~Tenkai Hizageri33PK214.3%
Harai'uke (Deflect)4P+K+G into KagizukiPPP17.1%
Harai'uke (Deflect)4P+K+G into KounirenPP17.1%
Hizageri4K into Kousenshu4KP17.1%
Yoko'enpi6P17.1%
backdash into Gyaku Seikenzuki66P17.1%
backdash into Yamakuzushi6K17.1%
forward dash into Ryoutezuki66P+K17.1%
forward dash into Yoko'enpi6P17.1%
forward dash into evade down17.1%

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 (13 here; about 0.7 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: 3 of 13 tests hold up
  • Jacky: not tested (too few rounds)
  • Jean: not tested (too few rounds)