VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

とうだいタイガー

  • Jacky
Career matches520
Career win rate73.7%
Round win rate57.4%
Peak rank39
Distinct opponents39
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1893 #151 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

Akira392892088172.0%
Jacky372311755675.8%

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

223 of 263 rounds counted

10.5 inputs a second (632 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.5632223

By opponent's character

Lau10.864631
Vanessa10.361521
El Blaze10.261319
Jeffry10.764017
Lion10.462522
Akira11.066010
Goh10.76419
Kage11.267011
Lei Fei10.965417
Dural10.16039
Jacky11.166311
Sarah10.362012
Aoi9.95974
Brad9.45649
Shun10.46268
Jean10.36195
Taka8.75214
Wolf13.37984

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

Lau86275.0%+13.2
Vanessa76185.7%+21.9
El Blaze53260.0%-3.4
Jeffry53260.0%-7.1
Lion550100.0%+26.5
Akira42250.0%-16.1
Goh440100.0%+29.9
Kage41325.0%-35.2
Lei Fei43175.0%-1.9
Dural31233.3%-29.1
Jacky32166.7%+1.5
Sarah31233.3%-19.9
Aoi21150.0%-23.8
Brad2020.0%-70.3
Shun220100.0%+43.1
Jean110100.0%+41.2
Pai110100.0%+22.2
Taka1010.0%-65.7
Wolf110100.0%+21.7

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

Breakable Full Fence117463.6%-0.3
Full Fence107370.0%+1.0
Single Wall105550.0%-19.2
Rectangle86275.0%+3.9
Half Fence64266.7%+9.2
Low Fence64266.7%+2.7
Octagon63350.0%-21.8
Open550100.0%+35.0
Breakable Half Fence220100.0%+41.8
Full Fence and Open1010.0%-60.4

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
Walls4367.4%66.4%+1.1
No walls2166.7%66.0%+0.7

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

shenron0321 (Rank 42)2026/09/29110100.0%
のーむ (Rank 40)2026/09/1532166.7%
寿司眼鉄 (Rank 37)2026/09/07440100.0%
デネ (Rank 41)2026/09/072020.0%
くりたろう (Rank 39)2026/09/07330100.0%
kiyohara-j (Rank 35)2026/09/07110100.0%
FreddieKing (Rank 38)2026/09/07110100.0%
cyomiko (Rank 41)2026/09/0752340.0%
究極無敵 (Rank 38)2026/09/071010.0%
マンジャロ打ちたい (Rank 35)2026/09/0732166.7%
ビルちゃん (Rank 40)2026/09/07110100.0%
自作マニア@いにしえ (Rank 40)2026/09/072020.0%
hitosasiyubi777 (Rank 38)2026/09/06220100.0%
鬼前田太尊 (Rank 41)2026/09/062020.0%
hattori1357 (Rank 38)2026/09/0632166.7%
O-llO-l乙lO-lJ (Rank 39)2026/06/12110100.0%
おさげ (Rank 40)2026/06/1021150.0%
らうらう (Rank 37)2026/06/08220100.0%
たたみん♪ (Rank 37)2026/06/0721150.0%
panda_kage0 (Rank 35)2026/06/07220100.0%
popolion-8 (Rank 35)2026/06/05220100.0%
jefrikko (Rank 37)2026/06/052020.0%
hayaya889 (Rank 33)2026/05/30110100.0%
めろぴ。 (Rank 38)2026/04/03220100.0%
Saibo_season2 (Rank 37)2026/03/301010.0%

Round openings

Every character

Rimon Chouchu66P into Jouho Touken6P3212.2%
Senzankou66P+K into throwP+G134.9%
crouch dash back into Jouho Touken6P134.9%
backdash into evade down114.2%
backdash into evade up114.2%
crouch dash back into forward dash103.8%
crouch into Housui2P103.8%
forward movement into punchP103.8%
backdash into punchP93.4%
crouch dash back into guardG83.0%
backdash into Jouho Senshou46P72.7%
Koboku214P62.3%
backdash into Rimon Chouchu66P62.3%
crouch dash back51.9%
evade down into Rimon Chouchu66P51.9%

61 further openings account for the other 107 rounds.

Akira

Career
208–81 · 72.0%
This season
64 matches · 67.2%
Peak rank
39

First hit in 62.3% of 260 rounds. Won 59.9% of the rounds they struck first, 55.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P3212.3%
Senzankou66P+K into throwP+G135.0%
crouch dash back into Jouho Touken6P135.0%
backdash into evade down103.9%
backdash into evade up103.9%
crouch dash back into forward dash103.9%
crouch into Housui2P103.9%
forward movement into punchP103.9%
backdash into punchP93.5%
crouch dash back into guardG83.1%
backdash into Jouho Senshou46P72.7%
Koboku214P62.3%
backdash into Rimon Chouchu66P62.3%
crouch dash back51.9%
evade down into Rimon Chouchu66P51.9%

60 further openings account for the other 106 rounds.

Jacky

Career
175–56 · 75.8%
This season
1 matches · 0.0%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P133.3%
backdash into evade down133.3%
backdash into evade up133.3%

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)