VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

下汁

  • Jacky
  • Wolf
  • Jeffry
  • Kage
Career matches4,233
Career win rate46.6%
Round win rate52.2%
Peak rank27
Distinct opponents138
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1456 #2,295 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

Akira273,1101,4421,66846.4%
Jacky2691140950244.9%
Jeffry22152836954.6%
Wolf2342301271.4%
Kage21189950.0%

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

1,399 of 1,399 rounds counted

6.2 inputs a second (375 a minute) this season. Faster than 24% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.43831,092
Jacky5.9355183
Wolf5.533187
Jeffry5.734119
Kage5.432318

By opponent's character

Akira6.5388189
Pai6.3380129
Goh6.0358103
Lion6.237499
El Blaze6.035986
Sarah6.438490
Aoi6.237069
Brad6.338171
Kage6.035878
Jacky6.840978
Jeffry6.639570
Wolf6.237568
Lau6.237255
Vanessa6.237458
Shun6.035741
Eileen5.734242
Jean6.035833
Taka5.734428
Lei Fei6.337912

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

Akira47291861.7%+8.3
Pai32161650.0%-3.9
Goh2417770.8%+13.7
Lion24111345.8%-5.5
El Blaze22121054.5%-9.3
Sarah2213959.1%-0.7
Aoi1991047.4%-10.2
Brad1913668.4%+8.7
Kage1913668.4%+11.4
Jacky1813572.2%+25.4
Jeffry179852.9%+5.3
Wolf1751229.4%-19.2
Lau148657.1%+11.4
Vanessa149564.3%-8.6
Shun113827.3%-36.8
Eileen106460.0%+6.6
Jean83537.5%-11.7
Taka71614.3%-35.7
Lei Fei32166.7%+13.1

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.

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 Fence46242252.2%-9.8
Octagon45232251.1%-8.2
Breakable Full Fence40192147.5%-6.0
Half Fence38241463.2%+11.0
Full Fence36231363.9%+10.7
Single Wall36181850.0%-3.5
Rectangle34231167.7%+11.3
Open28151353.6%+0.2
Breakable Half Fence157846.7%-7.0
Full Fence and Open1410471.4%+15.5

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20857.2%55.2%+2.1
No walls11051.8%56.4%-4.6

Walls against open: +6.6 points (95% range -4.8 to +18.0), p 0.255 — 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

けけみや (Rank 27)2026/10/1143175.0%
HayanieMozu (Rank 23)2026/10/02440100.0%
あかげら (Rank 25)2026/10/0297277.8%
ぴろ (Rank 24)2026/10/0253260.0%
たかティン (Rank 24)2026/10/0275271.4%
パパ (Rank 27)2026/09/2941325.0%
dalmax72 (Rank 23)2026/09/2963350.0%
old_whirlwind_barbarian (Rank 22)2026/09/2941325.0%
ちゃんたてん (Rank 23)2026/09/2742250.0%
sevenstars3160 (Rank 27)2026/09/274040.0%
ひろくん (Rank 25)2026/09/2753260.0%
jc88_earth (Rank 26)2026/09/09440100.0%
Jyuryoku_Eileen (Rank 25)2026/09/0674357.1%
soreagle (Rank 22)2026/09/06440100.0%
ぬ (Rank 21)2026/09/0665183.3%
a032682 (Rank 26)2026/08/31550100.0%
prestidigitator0 (Rank 26)2026/08/3142250.0%
Sun-sin (Rank 21)2026/08/2954180.0%
要你命3000 (Rank 25)2026/08/2942250.0%
なっちゃんねる (Rank 25)2026/08/2883537.5%
ziend-2525 (Rank 25)2026/08/2842250.0%
6132da (Rank 24)2026/08/2863350.0%
失礼!スマッシュ☆彡 (Rank 27)2026/08/2841325.0%
Might小麥豆漿 (Rank 17)2026/08/2887187.5%
かつや (Rank 21)2026/08/2343175.0%

Round openings

Every character

guardG805.9%
backdash into Koboku214P785.7%
guardG into punchP584.2%
guardG into forward dash463.4%
backdash into Jouho Senshou46P453.3%
backdash into guardG413.0%
backdash into evade down382.8%
guardG into Jouho Touken6P382.8%
guardG into backdash302.2%
backdash292.1%
Rimon Chouchu66P into forward dash282.0%
guardG into crouch dash back272.0%
crouch dash back into guardG261.9%
Rimon Chouchu66P241.8%
backdash into forward dash221.6%

236 further openings account for the other 755 rounds.

Counted from 338 of the 347 matches played. The rest were not pulled for openings.

Akira

Career
1,442–1,668 · 46.4%
This season
272 matches · 52.9%
Peak rank
27

First hit in 51.1% of 1,067 rounds. Won 54.7% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 43.2% of rounds, against 29.9% in their other rounds.
  • Against Pai: moves in first in 17.9% of rounds, against 5.7% against everyone else.
  • After losing a round: waits first in 36.5% of rounds, against 23.2% after winning one.
  • When behind: waits first in 36.1% of rounds, against 25.5% when ahead or level.
  • In round 1: opens with “G guard” in 9.4% of rounds, against 4.1% in their other rounds.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 16.5% of rounds, against 2.5% against everyone else.
  • After opening the round before with “backdash into 214P Koboku”: opens with “backdash into 214P Koboku” in 20.3% of rounds, against 5.1% after anything else.
  • After landing the first hit of the round before: opens with “backdash into 214P Koboku” in 7.4% of rounds, against 5.2% after being hit first.

How is this tested?

backdash into Koboku214P787.3%
guardG585.4%
guardG into forward dash464.3%
backdash into Jouho Senshou46P454.2%
guardG into Jouho Touken6P383.5%
backdash into guardG323.0%
guardG into punchP312.9%
backdash into evade down302.8%
Rimon Chouchu66P into forward dash282.6%
guardG into backdash262.4%
Rimon Chouchu66P242.2%
crouch dash back into guardG242.2%
guardG into crouch dash back232.1%
guardG into Rimon Chouchu66P222.1%
guardG into Souka Housui3P+K222.1%

149 further openings account for the other 543 rounds.

Counted from 266 of the 272 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–10 · 58%4–1 · 80%too few to test
Pai12–8 · 60%1–1 · 50%too few to test
Lion5–4 · 56%6–9 · 40%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.

6 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jacky

Career
409–502 · 44.9%
This season
45 matches · 60.0%
Peak rank
26

First hit in 45.6% of 182 rounds. Won 65.1% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into punchP168.7%
backdash into Spin Heel Sword4K+G158.2%
backdash116.0%
crouch dash back into Spin Heel Sword4K+G84.4%
backdash into punchP73.8%
guardG73.8%
backdash into Spinning Back Knuckle4P63.3%
backdash into evade down42.2%
crouch dash back into punchP42.2%
backdash into High Angle Upper Kick6K31.6%
backdash into Low Spin Kick1K+G31.6%
backdash into Side Hook Turn44P31.6%
backdash into guardG31.6%
crouch dash back into Low Spin Kick1K+G31.6%
forward movement into Jab StraightPP31.6%

65 further openings account for the other 87 rounds.

Wolf

Career
30–12 · 71.4%
This season
21 matches · 71.4%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1315.5%
guardG into punchP910.7%
backdash into Short Shoulder46P+K44.8%
backdash into guardG33.6%
guardG into Short Shoulder46P+K33.6%
Mow Down Chop1P+K22.4%
backdash into evade down22.4%
backdash into punchP22.4%
backdash into throwP+G22.4%
backward movement into punchP22.4%
forward movement into punchP22.4%
guardG into Arrow Knuckle3P22.4%
guardG into Body Blow6P22.4%
guardG into Comet Hook1P22.4%
guardG into Screw Hook63214P22.4%

31 further openings account for the other 32 rounds.

Counted from 20 of the 21 matches played. The rest were not pulled for openings.

Jeffry

Career
83–69 · 54.6%
This season
5 matches · 80.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG315.8%
backdash into evade down210.5%
guardG into punchP210.5%
backdash into Double CrushP+KP15.3%
backdash into Knee Attack6K15.3%
backdash into evade up15.3%
backdash into punchP15.3%
backdash into throwP+G15.3%
crouch dash back into punchP15.3%
forward movement into punchP15.3%
guardG15.3%
guardG into Double KnucklePP15.3%
guardG into backdash15.3%
guardG into crouch dash back15.3%
guardG into evade down15.3%

Kage

Career
9–9 · 50.0%
This season
4 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gen'you4K+G222.2%
ResshouPP into SandangekiPPP111.1%
backdash into Jakenshou214P+K111.1%
backdash into punchP111.1%
backward movement into Rakujin Gaeri44P111.1%
backward movement into crouch dash back111.1%
guardG111.1%
punchP into ResshouPP111.1%

Counted from 2 of the 4 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 (15 here; about 0.8 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: 8 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)