VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

BubblegumCrisis

  • Pai
  • Goh
  • Jean
  • Jacky
  • Aoi
  • Kage
  • Brad
  • Lau
  • Jeffry
  • Eileen
Career matches8,190
Career win rate51.0%
Round win rate51.7%
Peak rank36
Distinct opponents245
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1524 #1,855 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

Akira365,4772,7732,70450.6%
Goh321,76689786950.8%
Pai3046623822851.1%
Jacky282331359857.9%
Jean2686424448.8%
Lau2752322061.5%
Brad2742301271.4%
Aoi2628151353.6%
Kage261881044.4%
Jeffry26178947.1%
Eileen2651420.0%

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

1,919 of 2,183 rounds counted

7.5 inputs a second (447 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.6518753
Pai6.7402872
Jean6.8409101
Jacky6.840754
Aoi6.539056
Kage7.142626
Brad7.142525
Lau7.444418
Jeffry6.94139
Eileen6.94165

By opponent's character

Akira7.5448268
Wolf7.2435223
Jacky7.6456187
Goh7.8467138
Brad7.5450124
El Blaze7.243595
Aoi7.444287
Pai7.344092
Shun7.545190
Lau7.745992
Sarah7.343884
Vanessa7.544752
Jeffry7.544856
Kage8.450580
Lion6.841071
Lei Fei7.243159
Eileen6.840847
Jean7.344034
Taka7.545336
Dural6.43864

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

Akira84552965.5%+12.5
Wolf58243441.4%-13.6
Jacky51312060.8%+6.8
Goh41221953.7%-1.6
Brad31191261.3%+5.8
El Blaze29131644.8%-8.9
Aoi26151157.7%+5.5
Pai2516964.0%+14.5
Shun24111345.8%-7.7
Lau23101343.5%-10.0
Sarah22121054.5%-3.0
Vanessa2011955.0%+1.7
Jeffry1971236.8%-15.3
Kage1971236.8%-13.8
Lion1981142.1%-7.2
Lei Fei169756.2%+2.9
Eileen116554.5%+7.5
Jean106460.0%+6.4
Taka94544.4%+0.4
Dural110100.0%+57.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 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

Rectangle77374048.0%-8.9
Single Wall69393056.5%+1.2
Breakable Half Fence64382659.4%+7.7
Full Fence60332755.0%+2.1
Breakable Full Fence46172937.0%-17.8
Octagon45212446.7%-4.0
Half Fence44242054.5%+1.0
Open44301468.2%+19.6
Low Fence43261760.5%+8.0
Full Fence and Open26151157.7%+3.1

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls33650.6%53.3%-2.7
No walls15660.9%53.3%+7.6

Walls against open: -10.3 points (95% range -19.7 to -0.9), p 0.031 — a difference this size is unlikely to be chance.

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

カミナリおやじ (Rank 31)2026/10/1641325.0%
SAZABI (Rank 31)2026/10/1491811.1%
JOHNFLOE (Rank 29)2026/10/1363350.0%
sundowner35-405 (Rank 26)2026/10/1143175.0%
猫鼻 (Rank 26)2026/10/1154180.0%
friction5108 (Rank 26)2026/10/0754180.0%
yuccin-Born_1973 (Rank 26)2026/09/2954180.0%
motty-sr86 (Rank 26)2026/09/2453260.0%
あ (Rank 27)2026/09/2342250.0%
Hi:D (Rank 28)2026/09/1483537.5%
SakuRa (Rank 23)2026/09/1443175.0%
vaqua (Rank 27)2026/09/0885362.5%
獣王(設定2) (Rank 29)2026/09/054040.0%
W_takahashi_LJ (Rank 38)2026/08/0263350.0%
fwnd1396 (Rank 33)2026/07/1896366.7%
トーマス軍団残党K (Rank 37)2026/06/3052340.0%
MaBoy (Rank 33)2026/06/23112918.2%
bh_iflg (Rank 33)2026/06/2043175.0%
アドリブ使い (Rank 34)2026/06/1953260.0%
筋トレ職人 (Rank 33)2026/06/1843175.0%
テクノモデル (Rank 36)2026/06/184040.0%
hsat0310 (Rank 35)2026/06/1152340.0%
REDdog.狂犬 (Rank 33)2026/06/1163350.0%
GuardbReaK8274 (Rank 30)2026/06/1176185.7%
zaduhkj (Rank 34)2026/04/1863350.0%

Round openings

Every character

backdash into evade up16610.0%
punchP975.8%
crouch dash back into Koboku214P784.7%
crouch dash back into guardG784.7%
crouch dash forward into Jouho Touken6P412.5%
crouch dash back into backdash382.3%
backdash into throwP+G362.2%
backdash into guardG311.9%
crouch into Honshin Soukyaku1K+G311.9%
crouch dash forward into throw escape301.8%
forward dash into throwP+G301.8%
backdash into Souka Housui3P+K291.7%
backward movement into guardG291.7%
punchP into Rimon Chouchu66P291.7%
crouch dash back281.7%

285 further openings account for the other 891 rounds.

Counted from 410 of the 525 matches played. The rest were not pulled for openings.

Akira

Career
2,773–2,704 · 50.6%
This season
228 matches · 54.0%
Peak rank
36

First hit in 49.7% of 920 rounds. Won 54.9% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 63.6% of rounds, against 49.7% in their other rounds.
  • Against Wolf: waits first in 9.3% of rounds, against 2.5% against everyone else.
  • In round 1: opens with “crouch dash back into 214P Koboku” in 13.6% of rounds, against 6.8% in their other rounds.

How is this tested?

backdash into evade up10711.6%
crouch dash back into Koboku214P788.5%
punchP444.8%
crouch dash forward into Jouho Touken6P414.5%
crouch dash forward into throw escape303.2%
backdash into Souka Housui3P+K293.1%
punchP into Rimon Chouchu66P293.1%
crouch dash back into backdash272.9%
crouch dash back into guardG242.6%
crouch dash forward into forward dash232.5%
forward dash into throwP+G232.5%
punchP into forward dash232.5%
crouch dash back into throwP+G202.2%
forward dash into evade up192.1%
crouch dash back171.8%

124 further openings account for the other 388 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira17–9 · 65%4–0 · 100%too few to test
Goh6–5 · 55%2–8 · 20%too few to test
Jacky9–8 · 53%2–3 · 40%too few to test
Wolf4–10 · 29%2–2 · 50%too few to test
Brad4–3 · 57%9–4 · 69%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.

How is this tested?

Pai

Career
238–228 · 51.1%
This season
215 matches · 52.1%
Peak rank
30

First hit in 52.8% of 405 rounds. Won 54.2% of the rounds they struck first, 51.8% of the rounds they were struck first.

Significant Tells

  • After opening the round before by attacking: attacks straight away in 48.5% of rounds, against 25.4% after anything else.

How is this tested?

punchP399.6%
crouch into Honshin Soukyaku1K+G317.6%
crouch dash back into guardG307.4%
backdash into evade up163.9%
backdash into guardG143.5%
punchP into RenshouPP133.2%
backward movement into guardG112.7%
crouch dash back into Honshin Soukyaku1K+G112.7%
punchP into RenkentaiPK112.7%
backdash into throwP+G102.5%
Ensei Haijinkyaku7K+G92.2%
Honshin Soukyaku1K+G92.2%
backward movement into backdash92.2%
crouch into Ensei Haikyaku4K92.2%
backward movement into evade down71.7%

95 further openings account for the other 177 rounds.

Counted from 100 of the 215 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–3 · 81%3–2 · 60%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.

115 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
42–44 · 48.8%
This season
24 matches · 37.5%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Maeken~Joudan MawashigeriPK109.9%
backdash into evade up65.9%
crouch dash back into guardG65.9%
backward movement into guardG55.0%
backdash into guardG44.0%
backdash into throwP+G44.0%
backward movement into backdash44.0%
punchP into crouch44.0%
backdash into evade down33.0%
crouch dash back into Yamakuzushi6K33.0%
evade down into guardG33.0%
no input33.0%
backdash22.0%
backdash into punchP22.0%
backward movement into Shitamaeken2P22.0%

35 further openings account for the other 40 rounds.

Goh

Career
897–869 · 50.8%
This season
24 matches · 50.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2324.2%
punchP1010.5%
crouch dash back into guardG66.3%
backdash into Sune Kudaki43P44.2%
backdash into evade down44.2%
backdash into throwP+G44.2%
backward movement into guardG44.2%
backward movement into backdash33.2%
crouch dash back33.2%
Sune Kudaki43P into crouch22.1%
backdash into punchP22.1%
backdash into throw escape22.1%
crouch dash back into Aragami4K22.1%
crouch dash back into backdash22.1%
crouch dash back into kickK22.1%

20 further openings account for the other 22 rounds.

Jacky

Career
135–98 · 57.9%
This season
14 matches · 78.6%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG712.7%
no input59.1%
backdash into evade up35.5%
backdash into guardG35.5%
Jab StraightPP into Jab Double StraightPPP23.6%
backward movement into guardG23.6%
crouch dash forward into Low Spin Kick1K+G23.6%
evade down into guardG23.6%
punchP23.6%
punchP into Jab StraightPP23.6%
Slide Shuffle (Deflect)4P+K+G into crouch11.8%
backdash into Middle Spin Kick46K+G11.8%
backdash into Squat Straight2P11.8%
backdash into backward movement11.8%
backdash into punchP11.8%

20 further openings account for the other 20 rounds.

Kage

Career
8–10 · 44.4%
This season
7 matches · 57.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG311.5%
backdash into throwP+G311.5%
backward movement into guardG311.5%
backdash into evade up27.7%
Ryu'eikyaku66K13.9%
backdash into Fujinkyaku46K+G13.9%
backdash into Sunebarai4P+KP13.9%
backdash into Tsumujigeri2K+G13.9%
backdash into forward dash13.9%
backward movement into Jizuridan2P13.9%
backward movement into backdash13.9%
crouch dash back into Hagaryu66K+G13.9%
crouch dash back into backdash13.9%
crouch dash back into guardG13.9%
crouch dash back into offensive move13.9%

4 further openings account for the other 4 rounds.

Brad

Career
30–12 · 71.4%
This season
6 matches · 66.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Jab~High KickPK520.0%
crouch dash back into guardG312.0%
backdash into punchP28.0%
backward movement into backdash28.0%
backdash into evade up14.0%
backdash into throwP+G14.0%
backward movement into guardG14.0%
crouch dash back into Sawk Klab6P+K14.0%
crouch dash back into Shovel Hook Double2P+KP14.0%
crouch dash back into backdash14.0%
crouch dash back into evade down14.0%
crouch dash back into forward dash14.0%
crouch dash forward into Sharp Shoot1P14.0%
no input14.0%
punchP14.0%

2 further openings account for the other 2 rounds.

Lau

Career
32–20 · 61.5%
This season
4 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up633.3%
Renkanshou3PPP into Renshou Tenshinkyaku3PPPK211.1%
punchP into RenshouPP211.1%
RenshouPP into RaigekishouPPP15.6%
RenshouPP into Renkanshou3PPP15.6%
backdash into evade down15.6%
backward movement into Hou'ou Soushou6PP15.6%
backward movement into backdash15.6%
backward movement into throw escape15.6%
crouch dash back into Chisoutai2K+G15.6%
evade down into guardG15.6%

Jeffry

Career
8–9 · 47.1%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Rising Hammer43PP111.1%
backdash into evade up111.1%
backdash into throwP+G111.1%
crouch dash back into Side Kick3K111.1%
crouch dash back into guardG111.1%
crouch dash back into throw escape111.1%
evade up into Low Knuckle2P111.1%
evade up into throwP+G111.1%
punchP into Double KnucklePP111.1%

Eileen

Career
1–4 · 20.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Enkou RensouPP120.0%
backdash into evade up120.0%
backdash into throwP+G120.0%
crouch dash back into Sokutantai3K120.0%
guardG into punchP120.0%

Not counted here: Aoi. 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 (29 here; about 1.5 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: 3 of 15 tests hold up
  • Pai: 1 of 14 tests hold up
  • Jean: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Eileen: not tested (too few rounds)