VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

beatboxer_1048

  • Kage
  • Jacky
Career matches737
Career win rate71.1%
Round win rate56.0%
Peak rank35
Distinct opponents47
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1728 #662 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

Akira3541729112669.8%
Kage341961425472.5%
Jacky31124913373.4%

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

316 of 350 rounds counted

11.3 inputs a second (676 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira11.8709148
Kage10.361988
Jacky11.267180

By opponent's character

Pai11.769948
Goh11.267330
Jacky11.770028
Kage11.468430
Shun11.468331
Brad11.971424
El Blaze10.362016
Akira10.864814
Lion10.864815
Eileen10.46226
Jeffry10.060016
Vanessa10.865013
Lau11.569112
Aoi11.36804
Jean11.66949
Taka11.16669
Dural11.36764
Sarah11.06584
Wolf12.57513

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

Pai124833.3%-35.8
Goh85362.5%+9.2
Jacky75271.4%+16.4
Kage73442.9%-22.3
Shun73442.9%-15.9
Brad660100.0%+34.8
El Blaze65183.3%+23.1
Akira52340.0%-16.2
Lion52340.0%-15.6
Eileen440100.0%+36.0
Jeffry440100.0%+38.9
Vanessa42250.0%-14.5
Lau3030.0%-56.2
Aoi21150.0%-3.3
Jean220100.0%+41.8
Taka220100.0%+52.8
Dural110100.0%+30.7
Sarah1010.0%-48.9
Wolf110100.0%+41.7

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

Low Fence1711664.7%+5.2
Breakable Full Fence148657.1%-2.3
Octagon96366.7%+9.3
Open74357.1%-0.4
Rectangle75271.4%+12.8
Single Wall74357.1%-4.2
Breakable Half Fence65183.3%+17.1
Full Fence63350.0%-6.7
Half Fence52340.0%-22.3
Full Fence and Open41325.0%-34.7

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
Walls4761.7%59.9%+1.8
No walls3161.3%60.0%+1.3

Walls against open: +0.5 points (95% range -24.2 to +25.1), p 0.969 — 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

ぽこぺん太@能登VF部 (Rank 32)2026/09/2421150.0%
うをん (Rank 32)2026/09/24220100.0%
え~る (Rank 34)2026/09/0243175.0%
vivid_dot4 (Rank 35)2026/08/312020.0%
シゲオ (Rank 35)2026/08/312020.0%
ニトロ (Rank 36)2026/08/3053260.0%
こまがわ (Rank 39)2026/08/302020.0%
Umemon2026 (Rank 37)2026/08/3053260.0%
かえる (Rank 38)2026/08/30220100.0%
ペケ壱 (Rank 30)2026/08/29220100.0%
猫鼻 (Rank 31)2026/08/29220100.0%
纏 (Rank 32)2026/08/02220100.0%
jinjin (Rank 29)2026/07/2631233.3%
天一 (Rank 34)2026/07/252020.0%
ekd (Rank 33)2026/07/2521150.0%
りてりん (Rank 29)2026/07/25220100.0%
黒シャツ (Rank 32)2026/07/2131233.3%
ちょいそる (Rank 35)2026/07/21220100.0%
gairoku88 (Rank 31)2026/07/202020.0%
orz (Rank 27)2026/06/15220100.0%
マーウォ (Rank 33)2026/06/133030.0%
xu.simon29 (Rank 32)2026/05/25220100.0%
けいすけ新宿 (Rank 33)2026/05/252020.0%
いとー (Rank 29)2026/04/12220100.0%
花形満 (Rank 31)2026/04/122020.0%

Round openings

Every character

backdash into evade up318.9%
Hiji'uchi6P164.6%
backdash into evade down164.6%
Housui2P into forward dash133.7%
Middle Smash6P133.7%
Rimon Chouchu66P into forward dash133.7%
crouch dash back into evade down113.1%
crouch dash back into evade up82.3%
evade down into evade up82.3%
Jakenshou214P+K72.0%
Koboku214P72.0%
Ura Tsumujigeri44K72.0%
Housui2P61.7%
backdash into Gen'you4K+G61.7%
backdash into punchP61.7%

114 further openings account for the other 182 rounds.

Akira

Career
291–126 · 69.8%
This season
36 matches · 52.8%
Peak rank
35

First hit in 60.1% of 148 rounds. Won 48.3% of the rounds they struck first, 50.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up149.5%
Housui2P into forward dash138.8%
Rimon Chouchu66P into forward dash138.8%
backdash into evade down96.1%
Koboku214P74.7%
Housui2P64.0%
backdash into punchP64.0%
crouch dash back into evade down64.0%
crouch dash back into evade up64.0%
Jouho Senshou46P53.4%
evade down into evade up53.4%
Geimon Tessen46P+K+G42.7%
Chouyoushu1P32.0%
Rimon Chouchu66P32.0%
backdash into crouch dash back32.0%

36 further openings account for the other 45 rounds.

Kage

Career
142–54 · 72.5%
This season
32 matches · 68.8%
Peak rank
34

First hit in 52.5% of 122 rounds. Won 64.1% of the rounds they struck first, 62.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P1613.1%
backdash into evade up108.2%
Jakenshou214P+K75.7%
Ura Tsumujigeri44K75.7%
backdash into Gen'you4K+G64.9%
Jizuridan2P54.1%
backdash into evade down54.1%
Nakageri3K into guardG43.3%
Doukudaki46K32.5%
Hagakure-ryu In Raijingeki46P+K32.5%
Nakageri3K32.5%
backdash into Ryu'eikyaku66K32.5%
Soumenwari1P+K21.6%
backdash into Doukudaki46K21.6%
backdash into Ryubisen44K+G21.6%

39 further openings account for the other 44 rounds.

Jacky

Career
91–33 · 73.4%
This season
19 matches · 57.9%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P1316.2%
backdash into evade up78.8%
crouch dash back into evade down56.2%
Low Spin Kick1K+G45.0%
Low Spin Kick1K+G into guardG45.0%
Squat Straight2P45.0%
Standing Knee Kick4K33.8%
crouch dash back into guardG33.8%
backdash into evade down22.5%
backward movement into evade up22.5%
Groin Kick6K+G11.2%
High Angle Upper Kick6K11.2%
Jumping Savate8K+G into evade up11.2%
Middle Smash6P into Middle Smash Sword6PK11.2%
Middle Smash6P into kickK11.2%

28 further openings account for the other 28 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)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)