VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

UNCANNY--CHAP

  • Jean
  • Jacky
  • Taka
Career matches3,754
Career win rate49.5%
Round win rate47.7%
Peak rank30
Distinct opponents146
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1417 #2,555 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

Akira302,4691,2131,25649.1%
Jean281,24562661950.3%
Jacky2235191654.3%
Taka2152340.0%

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

766 of 1,039 rounds counted

7.8 inputs a second (468 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.9475585
Jean7.2434158
Jacky8.349718
Taka8.45025

By opponent's character

Akira8.3496120
Wolf7.947699
Jacky7.444261
Aoi7.544945
Goh7.846837
Kage8.249258
Jean7.947240
Pai8.047849
Shun7.243045
Sarah7.142735
Lau7.947434
Jeffry7.847034
Vanessa7.947217
Lion7.846626
Eileen7.746021
Lei Fei7.645622
Brad7.344110
Taka7.444113

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

Akira37152240.5%-11.0
Wolf30141646.7%+2.5
Jacky24121250.0%+0.1
Aoi1991047.4%-6.6
Goh168850.0%+5.3
Kage1610662.5%+19.8
Jean158753.3%+12.1
Pai145935.7%-10.4
Shun137653.9%+18.1
Sarah124833.3%-9.3
Lau110110.0%-41.1
Jeffry107370.0%+17.4
Vanessa94544.4%+4.6
Lion84450.0%+8.7
Eileen73442.9%-1.9
Lei Fei74357.1%+9.7
Brad42250.0%+11.0
Taka3030.0%-58.7
El Blaze220100.0%+54.7

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

Open37211656.8%+13.6
Full Fence33112233.3%-16.4
Low Fence30161453.3%+7.0
Breakable Half Fence26101638.5%-5.9
Breakable Full Fence2381534.8%-13.9
Rectangle2281436.4%-12.4
Half Fence2112957.1%+12.7
Single Wall2081240.0%-4.4
Octagon1991047.4%+1.9
Full Fence and Open95455.6%+11.3

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14440.3%46.3%-6.1
No walls8751.7%45.6%+6.2

Walls against open: -12.2 points (95% range -25.3 to +0.9), p 0.067 — 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

jackgnhang (Rank 24)2026/10/1731233.3%
VF5FSKAGE (Rank 27)2026/10/14330100.0%
yasai (Rank 24)2026/10/0742250.0%
こて (Rank 29)2026/10/0242250.0%
tanechin (Rank 26)2026/09/264040.0%
どろパイ (Rank 28)2026/09/1042250.0%
hyun-sibaru-man (Rank 26)2026/08/3132166.7%
失礼!スマッシュ☆彡 (Rank 26)2026/08/0274357.1%
金田一の少年 (Rank 26)2026/07/2797277.8%
入れ込むかもしれない (Rank 29)2026/07/2332166.7%
三輪ですが@SRGM (Rank 26)2026/07/23330100.0%
りてりん (Rank 28)2026/07/233030.0%
gairoku88 (Rank 31)2026/07/2043175.0%
BANANA (Rank 29)2026/07/1332166.7%
Light (Rank 29)2026/06/203030.0%
伍の人 (Rank 29)2026/06/183030.0%
CHASER (Rank 22)2026/06/1632166.7%
ガリバー (Rank 29)2026/06/0431233.3%
ZR615C (Rank 25)2026/05/3031233.3%
kuni_sato (Rank 23)2026/05/27330100.0%
sby (Rank 29)2026/05/0831233.3%
OgreAunt (Rank 26)2026/05/0732166.7%
肉彦さん☆彡 (Rank 29)2026/05/0631233.3%
ちょいそる (Rank 30)2026/05/0631233.3%
saku2923 (Rank 29)2026/03/2731233.3%

Round openings

Every character

Rimon Chouchu66P9810.5%
forward movement into punchP9810.5%
forward dash into Jouho Touken6P444.7%
forward dash343.6%
Yakuho Chouchu666P323.4%
forward movement into Hachimon KaidaPP303.2%
guardG303.2%
Jouho Touken6P272.9%
forward movement into KounirenPP232.5%
backdash into evade down202.1%
guardG into forward dash192.0%
guardG into throw escape141.5%
no input131.4%
evade down into guardG121.3%
Gyaku Seikenzuki66P101.1%

219 further openings account for the other 428 rounds.

Counted from 230 of the 256 matches played. The rest were not pulled for openings.

Akira

Career
1,213–1,256 · 49.1%
This season
189 matches · 47.1%
Peak rank
30

First hit in 64.1% of 666 rounds. Won 48.0% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 25.9% of rounds, against 12.8% in their other rounds.
  • Against Akira: backs off first in 26.0% of rounds, against 8.8% against everyone else.
  • After winning a round: backs off first in 15.9% of rounds, against 7.0% after losing one.
  • When ahead: backs off first in 16.9% of rounds, against 5.2% when level or behind.

How is this tested?

Rimon Chouchu66P9814.7%
forward movement into punchP6710.0%
forward dash into Jouho Touken6P446.6%
Yakuho Chouchu666P324.8%
forward movement into Hachimon KaidaPP304.5%
forward dash294.3%
Jouho Touken6P274.0%
guardG into forward dash172.5%
backdash into evade down152.2%
guardG142.1%
no input131.9%
Jouho Senshou46P101.5%
forward movement into Jouho Touken6P101.5%
punchP into Hachimon KaidaPP91.4%
backdash into Jouho Touken6P81.2%

133 further openings account for the other 244 rounds.

Counted from 166 of the 189 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
Wolf4–9 · 31%4–4 · 50%too few to test
Akira5–9 · 36%0–5 · 0%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.

23 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?

Jean

Career
626–619 · 50.3%
This season
61 matches · 42.6%
Peak rank
28

First hit in 56.4% of 250 rounds. Won 51.1% of the rounds they struck first, 36.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2911.4%
forward movement into KounirenPP239.0%
guardG155.9%
Gyaku Seikenzuki66P103.9%
Shitanagi Shutou1P93.5%
crouch into Shitamaeken2P62.4%
guardG into throw escape62.4%
backdash into evade down52.0%
forward dash52.0%
forward movement into throw escape52.0%
guardG into Oihiji4P+K52.0%
evade down into guardG41.6%
guardG into Gedan~Joudan Mawashigeri2KK41.6%
guardG into Hangetsu NirenzukiP+K41.6%
backdash into Oihiji4P+K31.2%

89 further openings account for the other 122 rounds.

Jacky

Career
19–16 · 54.3%
This season
6 matches · 33.3%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP220.0%
forward movement into Beat KnuckleP+K110.0%
guardG110.0%
guardG into Beat KnuckleP+K110.0%
guardG into High Angle Upper Kick6K110.0%
guardG into Spinning Back Knuckle4P110.0%
guardG into Spinning KickK+G110.0%
kickK110.0%
punchP110.0%

Counted from 3 of the 6 matches played. The rest were not pulled for openings.

Not counted here: Taka. 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 (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: 4 of 15 tests hold up
  • Jean: not tested (too few rounds)
  • Jacky: not tested (too few rounds)