VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

バナッパ_Twitch

  • Jacky
Career matches301
Career win rate65.1%
Round win rate51.4%
Peak rank25
Distinct opponents36
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1404 #2,627 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

Akira25169967356.8%
Jacky251321003275.8%

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

238 of 323 rounds counted

8.7 inputs a second (521 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.7521238

By opponent's character

Lau8.953334
Shun8.349845
Aoi9.75809
Akira8.953637
Jacky9.556831
Pai8.24937
Brad8.350115
Lei Fei8.853012
Jean8.350015
Goh8.95323
Kage7.54477
Lion8.85267
Sarah8.04828
Taka7.54515
Eileen8.34963

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

Lau117463.6%+15.2
Shun116554.5%+9.0
Aoi106460.0%+4.5
Akira82625.0%-18.7
Jacky81712.5%-37.2
Pai61516.7%-40.5
Brad54180.0%+14.6
Lei Fei54180.0%+26.6
Jean41325.0%-20.6
Goh220100.0%+44.9
Kage21150.0%+1.7
Lion21150.0%-4.7
Sarah220100.0%+28.8
Taka220100.0%+42.6
Eileen110100.0%+22.2

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

Full Fence189950.0%-4.0
Open127558.3%+11.9
Single Wall119281.8%+29.8
Low Fence81712.5%-45.2
Breakable Full Fence73442.9%-9.0
Breakable Half Fence73442.9%+0.5
Octagon75271.4%+13.4
Half Fence53260.0%+2.7
Rectangle21150.0%+1.7

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
Walls4652.2%52.4%-0.2
No walls3154.8%52.3%+2.6

Walls against open: -2.8 points (95% range -29.4 to +23.9), p 0.840 — 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

anachan194 (Rank 23)2026/10/17110100.0%
Crippler08r (Rank 21)2026/10/17110100.0%
MAXマンピー (Rank 21)2026/10/17110100.0%
nakamine0824 (Rank 23)2026/10/172020.0%
カミナリおやじ (Rank 27)2026/10/176060.0%
ねね (Rank 27)2026/10/1721150.0%
きつね (Rank 26)2026/10/1731233.3%
yoshi21cc (Rank 28)2026/10/1732166.7%
E-BB1 (Rank 27)2026/10/1742250.0%
abcde-9m (Rank 27)2026/10/171010.0%
Shurkn-_-pap03 (Rank 26)2026/10/1561516.7%
Penoco (Rank 25)2026/10/1432166.7%
tamaneen (Rank 26)2026/09/30220100.0%
Martin1833 (Rank 24)2026/09/2221150.0%
cjnholife (Rank 24)2026/08/2821150.0%
timyotora (Rank 21)2026/08/27220100.0%
Drunk_Monkey3110 (Rank 26)2026/08/272020.0%
smogh (Rank 21)2026/08/27440100.0%
naowai (Rank 21)2026/07/2365183.3%
pirozhkovich (Rank 18)2026/04/03220100.0%
Fuji_Atsuka (Rank 14)2026/03/2943175.0%
bonjour (Rank 15)2026/03/284040.0%
壱色淸淨 (Rank 25)2026/03/2832166.7%
☆ぬ~ま☆ (Rank 23)2026/03/281010.0%
ガリバー (Rank 28)2026/03/281010.0%

Round openings

Every character

backdash into evade up3218.3%
Rimon Chouchu66P126.9%
forward dash into Jouho Touken6P116.3%
forward movement into punchP116.3%
Housui2P52.9%
Jouho Touken6P52.9%
Souka Housui3P+K52.9%
backdash into Chouzan Housui46P+K52.9%
Senzankou66P+K into throwP+G42.3%
Slant Back Knuckle1P into Rage Kick1PK42.3%
Souka Housui3P+K into guardG42.3%
backdash into Souka Housui3P+K42.3%
backdash into Youhou33P42.3%
forward dash into forward punch+kick6P+K42.3%
Chouyoushu1P31.7%

45 further openings account for the other 62 rounds.

Counted from 43 of the 79 matches played. The rest were not pulled for openings.

Akira

Career
96–73 · 56.8%
This season
71 matches · 53.5%
Peak rank
25

First hit in 50.4% of 137 rounds. Won 63.8% of the rounds they struck first, 58.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2719.3%
Rimon Chouchu66P128.6%
forward dash into Jouho Touken6P117.9%
Housui2P53.6%
Jouho Touken6P53.6%
Souka Housui3P+K53.6%
backdash into Chouzan Housui46P+K53.6%
Senzankou66P+K into throwP+G42.9%
Souka Housui3P+K into guardG42.9%
backdash into Souka Housui3P+K42.9%
backdash into Youhou33P42.9%
forward dash into forward punch+kick6P+K42.9%
Chouyoushu1P32.1%
backdash into Jouho Senshou46P32.1%
Rimon Chouchu66P into forward dash21.4%

34 further openings account for the other 42 rounds.

Counted from 35 of the 71 matches played. The rest were not pulled for openings.

Jacky

Career
100–32 · 75.8%
This season
8 matches · 37.5%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP925.7%
backdash into evade up514.3%
Slant Back Knuckle1P into Rage Kick1PK411.4%
backdash into Middle Spin Kick46K+G38.6%
backdash into Dash Hammer Kick66K25.7%
backdash into Slant Back Knuckle1P25.7%
backdash into Spin Heel Sword4K+G25.7%
Low Spin Kick1K+G12.9%
Slide Shuffle (Deflect)4P+K+G into Middle Smash6P12.9%
backdash into Low Spin Kick1K+G12.9%
backdash into punchP12.9%
forward dash into Slant Back Knuckle1P12.9%
guardG into Rage Kick1PK12.9%
guardG into punchP12.9%
punchP into Double Back Knuckle4PP12.9%

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)