VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

sankegod

  • Sarah
  • Aoi
  • Shun
  • Jacky
Career matches5,442
Career win rate45.4%
Round win rate44.1%
Peak rank30
Distinct opponents103
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1490 #2,087 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

Akira303,4931,5041,98943.1%
Sarah2774733940845.4%
Shun2645923322650.8%
Aoi2635918217750.7%
Wolf—25712912850.2%
Jacky26127844366.1%

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

811 of 1,247 rounds counted

7.0 inputs a second (417 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah6.9412507
Aoi6.9411206
Akira8.047757
Jacky7.142841

By opponent's character

Akira7.2429179
Wolf7.344145
Jacky6.8410114
Jeffry7.042182
Pai6.941541
Brad7.042024
Shun6.740171
Sarah6.840531
Goh6.840858
Jean7.142625
El Blaze6.639434
Lion7.142525
Lau6.740315
Kage6.639826
Taka7.042117
Dural7.746316
Lei Fei6.94168

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

Akira47192840.4%+3.5
Wolf40132732.5%-11.0
Jacky34112332.4%-4.2
Jeffry2581732.0%-9.2
Pai2491537.5%-2.7
Brad22101245.5%+7.7
Shun2115671.4%+31.4
Sarah1971236.8%+0.2
Goh1881044.4%+7.2
Jean134930.8%-11.8
El Blaze117463.6%+24.9
Lion101910.0%-24.1
Lau91811.1%-28.4
Kage74357.1%+18.6
Taka63350.0%+12.7
Dural42250.0%+14.2
Lei Fei4040.0%-37.4

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.

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 Half Fence42172540.5%+6.1
Half Fence40172342.5%+1.9
Breakable Full Fence38142436.8%-2.8
Octagon3372621.2%-18.9
Rectangle28121642.9%+1.2
Low Fence27131448.1%+8.4
Single Wall25101540.0%+2.3
Full Fence23101343.5%+7.2
Open22101245.5%+6.2
Full Fence and Open1751229.4%-10.5

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20437.7%38.6%-0.9
No walls7444.6%39.4%+5.2

Walls against open: -6.1 points (95% range -19.3 to +7.1), p 0.364 — 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

remiuyu (Rank 29)2026/10/1262433.3%
chileung18 (Rank 32)2026/09/1292722.2%
Sinabro (Rank 29)2026/09/1251420.0%
pallmtree (Rank 29)2026/09/12126650.0%
FreddieKing (Rank 27)2026/08/17104640.0%
misoazy (Rank 28)2026/06/0396366.7%
oblmom (Rank 28)2026/06/0351420.0%
MikuMartineau (Rank 29)2026/06/0351420.0%
shironeko-hi (Rank 31)2026/06/0351420.0%
noko (Rank 27)2026/06/0353260.0%
neo-jet-li (Rank 29)2026/05/2742250.0%
shikemoku- (Rank 30)2026/05/2331233.3%
Light (Rank 32)2026/05/2331233.3%
E-BB1 (Rank 27)2026/05/2397277.8%
tomi79_1820 (Rank 27)2026/05/2363350.0%
獣王(設定2) (Rank 28)2026/05/1742250.0%
buenosuzonde865 (Rank 28)2026/05/1072528.6%
龍仙人【鬼手仏心】 (Rank 27)2026/05/10145935.7%
SUTEKI-_-san (Rank 29)2026/05/1062433.3%
カプリッチョ (Rank 27)2026/05/106060.0%
tubaki_ok (Rank 27)2026/05/1061516.7%
HB (Rank 31)2026/05/10103730.0%
elbowcommand (Rank 28)2026/05/10440100.0%
NekoPunchMaster (Rank 30)2026/04/2662433.3%
akimaru7 (Rank 30)2026/04/16440100.0%

Round openings

Every character

forward dash into forward movement484.2%
backdash into Crescent Heel4K+G413.6%
punchP into Punch High KickPK403.5%
Sharpsword44K into Sharpsword Combo44KK332.9%
forward dash into guardG262.3%
forward dash into punchP252.2%
Stiletto66K191.6%
Back Knuckle Turn44P into crouch171.5%
Full Spin Heel Kick9K into Heel Kick Moonsault9KP+K+G161.4%
Rising Elbow6P into Double Joint Butt6PK151.3%
Rising Elbow6P into Elbow Side Chop6PP151.3%
Jackknife Kick3K into Jackknife Middle Kick3KK131.1%
punchP into kickK131.1%
Low Spin Kick3K+G121.0%
forward dash into Valkyrie Sword1K+GK121.0%

376 further openings account for the other 805 rounds.

Counted from 288 of the 314 matches played. The rest were not pulled for openings.

Sarah

Career
339–408 · 45.4%
This season
212 matches · 40.6%
Peak rank
27

First hit in 54.0% of 735 rounds. Won 47.6% of the rounds they struck first, 42.3% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 46.2% of rounds, against 28.2% in their other rounds.
  • After winning a round: backs off first in 20.5% of rounds, against 9.5% after losing one.

How is this tested?

backdash into Crescent Heel4K+G415.5%
punchP into Punch High KickPK405.4%
forward dash into forward movement344.6%
Sharpsword44K into Sharpsword Combo44KK334.4%
Stiletto66K192.6%
Back Knuckle Turn44P into crouch172.3%
forward dash into guardG172.3%
Full Spin Heel Kick9K into Heel Kick Moonsault9KP+K+G162.1%
Rising Elbow6P into Double Joint Butt6PK152.0%
Rising Elbow6P into Elbow Side Chop6PP152.0%
forward dash into punchP141.9%
Jackknife Kick3K into Jackknife Middle Kick3KK131.8%
Low Spin Kick3K+G121.6%
forward dash into Valkyrie Sword1K+GK121.6%
Switch Kick4K111.5%

177 further openings account for the other 434 rounds.

Counted from 186 of the 212 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf5–17 · 23%0–0 · —too few to test
Jacky3–9 · 25%3–5 · 38%too few to test
Pai3–4 · 43%6–5 · 55%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.

26 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?

Aoi

Career
182–177 · 50.7%
This season
53 matches · 34.0%
Peak rank
26

First hit in 56.3% of 206 rounds. Won 49.1% of the rounds they struck first, 33.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kusanagi2K+G115.3%
Chudan Hiji'ate6P83.9%
crouch dash forward into Hou'oushu3P83.9%
Tenchi In'youP+K+G62.9%
backward movement into Hou'oushu3P52.4%
forward dash into forward movement52.4%
Chudan Hiji'ate6P into Tsumujisakura6PP41.9%
Jousei Ryusenshou214P+K41.9%
forward dash into Chudan Hiji'ate6P41.9%
forward dash into punchP41.9%
forward movement into Nirentotsu OuchuPPP41.9%
forward movement into punchP41.9%
punchP into NirentotsuPP41.9%
Hou'oushu3P31.5%
Joudan Keri'ate~DatotsuKP into Joudan Keri'ate~Datotsu~TachikazeKPK31.5%

96 further openings account for the other 129 rounds.

Akira

Career
1,504–1,989 · 43.1%
This season
29 matches · 37.9%
Peak rank
30

First hit in 53.5% of 114 rounds. Won 45.9% of the rounds they struck first, 39.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P97.9%
forward dash into forward movement87.0%
forward dash into punchP76.1%
crouch dash forward into Souka Housui3P+K65.3%
Jouho Senshou46P43.5%
backdash into guardG43.5%
forward dash into forward punch+kick6P+K43.5%
forward dash into guardG43.5%
punchP into kickK43.5%
backdash into Chouyoushu1P32.6%
crouch dash forward into guardG32.6%
Fujinkyaku2K+G into Chutenshou2K+GP21.8%
Sokutai3K21.8%
crouch dash forward into Jouho Touken6P21.8%
crouch dash forward into Youhou33P21.8%

49 further openings account for the other 50 rounds.

Shun

Career
233–226 · 50.8%
This season
11 matches · 27.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into kickK510.9%
backward movement into Kasen Zenbokushou6PP48.7%
Fukuchougeki2P36.5%
Koushinhi4P+K+G36.5%
Gyou'in Haishu3P24.3%
forward dash into Gyou'in Haishu3P24.3%
offensive move into evade up24.3%
punchP into Chougeki RigoutaiPK24.3%
Asen Kaikyaku44K12.2%
Gyou'in Haishu3P into Chougeki RigoutaiPK12.2%
Gyou'in Haishu3P into punchP12.2%
Gyoushintai3K into punchP12.2%
Honshin TankaP+K into punchP12.2%
Ryubikyaku8K+G12.2%
Tanhi ChougekiK+G12.2%

16 further openings account for the other 16 rounds.

Jacky

Career
84–43 · 66.1%
This season
9 matches · 44.4%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into High Angle Upper Kick6K24.9%
forward dash into Low Spin Kick1K+G24.9%
forward dash into Middle Spin Kick46K+G24.9%
Beat KnuckleP+K into Beat & Back KnuckleP+KP12.4%
Dash Hammer Kick66K12.4%
Dash Hammer Kick66K into kickK12.4%
Middle Smash6P12.4%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK12.4%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP12.4%
Slide Shuffle (Deflect)4P+K+G into forward movement12.4%
backdash into Dash Hammer Kick66K12.4%
backdash into High Angle Upper Kick6K12.4%
backdash into Slant Back Knuckle1P12.4%
backdash into Spin Heel Sword4K+G12.4%
backdash into Spinning Back Knuckle4P12.4%

23 further openings account for the other 23 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 (14 here; about 0.7 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

  • Sarah: 2 of 14 tests hold up
  • Aoi: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jacky: not tested (too few rounds)