VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ChineseName

  • Jeffry
  • Brad
  • Lion
Career matches431
Career win rate78.4%
Round win rate71.4%
Peak rank30
Distinct opponents7
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1633 Not ranked yet: the list needs 50 matches. See 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

Akira271651303578.8%
Jeffry30120972380.8%
Brad26100772377.0%
Lion2346341273.9%

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

77 of 77 rounds counted

7.9 inputs a second (472 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jeffry7.243533
Brad8.450222
Akira8.550815
Lion7.84717

By opponent's character

Jacky7.243223
Akira8.349823
Lei Fei8.550815
Brad8.04808
Pai7.34408

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

Jacky770100.0%+22.2
Akira660100.0%+11.7
Lei Fei32166.7%-18.7
Brad2020.0%-61.9
Pai220100.0%+4.8

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 Fence440100.0%+7.5
Low Fence440100.0%+10.5
Octagon31233.3%-43.1
Breakable Full Fence220100.0%+10.1
Breakable Half Fence220100.0%+36.1
Single Wall220100.0%+9.4

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
Walls1181.8%82.1%-0.3
No walls6100.0%91.6%+8.4

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

ShooterMcJacky (Rank 27)660100.0%
Dr.Dog,theDogDoctor (Rank 24)440100.0%
Kungfuhustle99 (Rank 29)32166.7%
Kaashif (Rank 23)220100.0%
Reginald_Greene (Rank 27)220100.0%
SC1_Signia (Rank 38)2020.0%
JessEating (Rank 11)110100.0%

Most played opponents, most recent first

Kungfuhustle99 (Rank 29)2026/10/1632166.7%
Dr.Dog,theDogDoctor (Rank 24)2026/09/26440100.0%
JessEating (Rank 11)2026/09/03110100.0%
ShooterMcJacky (Rank 27)2026/09/03660100.0%
Reginald_Greene (Rank 27)2026/09/03220100.0%
Kaashif (Rank 23)2026/09/03220100.0%
SC1_Signia (Rank 38)2026/08/052020.0%

Round openings

Every character

Dash Elbow66P into forward movement46.5%
forward dash into Middle Spin Kick66K46.5%
forward dash into guardG46.5%
Elbow Butt6P34.8%
backdash into Destruction Body3P+K34.8%
backdash into evade down34.8%
backdash into evade up34.8%
crouch dash forward into Sen'inshou3P34.8%
forward dash into Body CrushP+K34.8%
Toe Kick2K23.2%
crouch into Hammer Slide1P23.2%
forward dash into Sit Jab2P23.2%
Body CrushP+K into Double CrushP+KP11.6%
Dash Elbow66P11.6%
Destruction Body3P+K into guardG11.6%

23 further openings account for the other 23 rounds.

Jeffry

Career
97–23 · 80.8%
This season
9 matches · 100.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Elbow66P into forward movement412.1%
forward dash into guardG412.1%
Elbow Butt6P39.1%
forward dash into Body CrushP+K39.1%
Toe Kick2K26.1%
backdash into evade up26.1%
crouch into Hammer Slide1P26.1%
Body CrushP+K into Double CrushP+KP13.0%
Dash Elbow66P13.0%
Ducking Low2K+G13.0%
Elbow Butt6P into forward movement13.0%
Hell Claw236P into throwP+G13.0%
Side Kick3K13.0%
backdash into Body CrushP+K13.0%
backdash into Elbow Butt6P13.0%

5 further openings account for the other 5 rounds.

Brad

Career
77–23 · 77.0%
This season
6 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Middle Spin Kick66K418.2%
backdash into Destruction Body3P+K313.6%
backdash into evade down313.6%
forward dash into Sit Jab2P29.1%
Destruction Body3P+K into guardG14.5%
Ten Kao6K14.5%
backdash into throw escape14.5%
crouch dash back into Middle Kick3K14.5%
crouch dash forward into Kao Loy6K+G14.5%
evade up into backdash14.5%
forward dash into Dtee Sawk Dtrohng4P+K14.5%
forward dash into Jolt Double Shot3PP+K14.5%
forward dash into Jolt Upper~Spin Kick3PK14.5%
forward dash into Rapid Double JabP+K14.5%

Lion

Career
34–12 · 73.9%
This season
2 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Sen'inshou3P342.9%
Honsui3P+K114.3%
backdash into evade up114.3%
crouch dash forward into Tourou Hassou41236P114.3%
forward movement into guardG114.3%

Not counted here: Akira. Their matches 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Lion: not tested (too few rounds)