VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

familytest

  • Jacky
  • Goh
Career matches719
Career win rate73.7%
Round win rate64.7%
Peak rank30
Distinct opponents23
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1640 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

Akira302191407963.9%
Jeffry—112951784.8%
Jean—85562965.9%
Goh2773591480.8%
Pai—70511972.9%
Wolf—55431278.2%
Jacky254839981.2%
Lion—4033782.5%
Kage—1714382.3%

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

39 of 119 rounds counted

7.5 inputs a second (452 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Akira7.545239

By opponent's character

Kage7.645816
Akira8.14863
Wolf7.74639
Lau7.04183
Lei Fei6.94164
Taka7.34384

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

Jacky64266.7%-6.1
Kage53260.0%-13.4
Goh43175.0%+7.3
Akira32166.7%-6.9
Jeffry330100.0%+37.6
Wolf31233.3%-40.4
Lion220100.0%+21.0
Lau110100.0%+29.2
Lei Fei1010.0%-74.1
Pai110100.0%+42.3
Sarah110100.0%+22.1
Taka110100.0%+29.2

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

Low Fence65183.3%+21.3
Breakable Half Fence43175.0%+8.6
Octagon43175.0%-1.2
Breakable Full Fence31233.3%-44.0
Full Fence32166.7%-7.5
Single Wall32166.7%-5.6
Full Fence and Open21150.0%-30.6
Half Fence220100.0%+28.3
Open110100.0%+37.7
Rectangle110100.0%+20.1

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
Walls1770.6%73.0%-2.4
No walls1080.0%67.6%+12.4

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

Most played opponents, most recent first

zephyr_dural (Rank 30)2026/09/11110100.0%
Sinabro (Rank 29)2026/08/28110100.0%
滝太郎(Takitarou) (Rank 30)2026/08/28110100.0%
orachau (Rank 26)2026/05/27110100.0%
whitnes (Rank 29)2026/05/271010.0%
SHUSHUSHU (Rank 28)2026/05/2721150.0%
toruko_ss500 (Rank 31)2026/05/2721150.0%
방가방가 (Rank 29)2026/05/271010.0%
hahaha (Rank 27)2026/04/2221150.0%
posakira (Rank 29)2026/04/2221150.0%
pizaman (Rank 32)2026/04/221010.0%
jackgnhang (Rank 27)2026/04/22110100.0%
NEKOz (Rank 25)2026/04/20220100.0%
申 ディレイ2!!! (Rank 28)2026/04/20220100.0%
temp002 (Rank 29)2026/04/20110100.0%
miso_kobe24 (Rank 25)2026/04/20110100.0%
GreenJacky (Rank 30)2026/04/02110100.0%
Koutya__AB (Rank 24)2026/04/02110100.0%
zxyzguy (Rank 23)2026/04/02110100.0%
fukiwa_041209 (Rank 28)2026/03/301010.0%
dij_0826 (Rank 27)2026/03/30110100.0%
桃之助 (Rank 24)2026/03/30110100.0%
ファウスト (Rank 25)2026/03/3032166.7%

Round openings

Every character

backdash into Jouho Senshou46P97.6%
backdash into evade up75.9%
crouch dash forward into Youhou33P54.2%
crouch dash forward into throw escape54.2%
Chouyoushu1P into guardG43.4%
crouch dash forward into guardG43.4%
crouch dash back into Koboku214P32.5%
crouch dash forward into forward dash32.5%
forward dash into Yakuho Chouchu666P32.5%
punchP into Punch High KickPK32.5%
Jab StraightPP into Jab Double StraightPPP21.7%
Jouho Senshou46P21.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G21.7%
Slant Back Knuckle1P into Rage Kick1PK21.7%
backdash into Soukyu46P21.7%

56 further openings account for the other 63 rounds.

Akira

Career
140–79 · 63.9%
This season
17 matches · 58.8%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jouho Senshou46P914.1%
crouch dash forward into Youhou33P57.8%
Chouyoushu1P into guardG46.2%
backdash into evade up46.2%
crouch dash forward into guardG46.2%
crouch dash forward into throw escape46.2%
crouch dash back into Koboku214P34.7%
forward dash into Yakuho Chouchu666P34.7%
Jouho Senshou46P23.1%
crouch dash forward into throwP+G23.1%
forward dash into Jouho Touken6P23.1%
guardG into Souka Housui3P+K23.1%
punchP into Hachimon KaidaPP23.1%
Rimon Chouchu66P11.6%
Yakuho Chouchu666P11.6%

16 further openings account for the other 16 rounds.

Jacky

Career
39–9 · 81.2%
This season
8 matches · 75.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Punch High KickPK310.3%
Jab StraightPP into Jab Double StraightPPP26.9%
Slant Back Knuckle1P into Rage Kick1PK26.9%
backdash into Spin Heel Sword4K+G26.9%
crouch dash forward into forward dash26.9%
High Angle Upper Kick6K13.5%
backdash into Middle Spin Kick46K+G13.5%
backdash into Rage Kick1PK13.5%
backdash into Spinning Back Knuckle4P13.5%
backdash into backward movement13.5%
backdash into evade up13.5%
backdash into guardG13.5%
crouch dash back into Spin Heel Sword4K+G13.5%
crouch dash forward into Beat KnuckleP+K13.5%
crouch dash forward into Smash Straight3P13.5%

8 further openings account for the other 8 rounds.

Goh

Career
59–14 · 80.8%
This season
6 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G27.7%
backdash into Soukyu46P27.7%
backdash into evade up27.7%
Tsukikage6K13.9%
backdash into Karura4P+K13.9%
backdash into Raijinsatsu6K+G13.9%
backdash into Sune Kudaki43P13.9%
crouch dash back into Karura4P+K13.9%
crouch dash back into Shouzuka Okuri1P+K13.9%
crouch dash forward into Haraigeri2K+G13.9%
crouch dash forward into Karura4P+K13.9%
crouch dash forward into evade down13.9%
crouch dash forward into throw escape13.9%
evade down into Kokuryusatsu Ichi46P+K13.9%
evade down into Sune'uchi2P13.9%

8 further openings account for the other 8 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)
  • Jacky: not tested (too few rounds)
  • Goh: not tested (too few rounds)