VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

SANCHA-AKIRA

  • Taka
  • Lau
  • Jacky
  • Lion
  • El Blaze
  • Goh
  • Wolf
Career matches1,548
Career win rate63.7%
Round win rate57.8%
Peak rank41
Distinct opponents148
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1723 #686 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

Akira4190356633762.7%
Taka372381489062.2%
Lau381861285868.8%
Jacky3556391769.6%
Goh3453302356.6%
Wolf3453361767.9%
Lion3350321864.0%
El Blaze3397277.8%

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

1,488 of 1,506 rounds counted

9.0 inputs a second (538 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.0540915
Taka8.6514253
Lau9.255395
Jacky8.751984
Lion9.456362
El Blaze9.557129
Goh8.953626
Wolf10.261224

By opponent's character

Akira9.2552191
Jacky9.6576175
Sarah8.7520156
Jeffry9.154684
Jean8.6515108
Brad8.953687
Lei Fei8.550784
Lau9.054081
Kage8.651675
Shun9.054067
Aoi9.154770
Lion8.853064
Pai9.154552
Vanessa8.651840
Wolf8.752447
Eileen9.355937
Goh8.852831
El Blaze8.752029
Taka8.24946
Dural8.14854

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

Akira4738980.8%+22.1
Jacky44281663.6%-2.1
Sarah38241463.2%+0.7
Jeffry2520580.0%+19.3
Jean24141058.3%-5.2
Brad23101343.5%-13.7
Lei Fei2191242.9%-21.3
Lau20101050.0%-13.6
Kage1991047.4%-17.3
Shun1814477.8%+11.2
Aoi1710758.8%-6.1
Lion168850.0%-3.1
Pai137653.9%-21.2
Vanessa1110190.9%+22.6
Wolf117463.6%+9.7
Eileen94544.4%-19.5
Goh87187.5%+26.4
El Blaze74357.1%+0.5
Taka21150.0%-6.1
Dural1010.0%-42.3

1 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 Full Fence50272354.0%-8.1
Breakable Half Fence49272255.1%-10.9
Half Fence49331667.3%+9.6
Open43311272.1%+8.9
Rectangle37231462.2%+1.5
Low Fence33211263.6%+2.3
Full Fence3023776.7%+11.2
Octagon29151451.7%-13.5
Single Wall2417770.8%+8.2
Full Fence and Open126650.0%-11.0

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls24460.7%62.3%-1.7
No walls10069.0%63.1%+5.9

Walls against open: -7.6 points (95% range -19.1 to +4.0), p 0.198 — 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

Melt (Rank 35)2026/10/1543175.0%
RUSH (Rank 38)2026/10/1453260.0%
マサオ(AO) (Rank 40)2026/10/14115645.5%
ヘニオ (Rank 35)2026/10/1453260.0%
ルビーロマン葵 (Rank 33)2026/10/1264266.7%
きよ丸 (Rank 35)2026/10/0951420.0%
お~ちゃん (Rank 35)2026/10/09440100.0%
都筑まもる君 (Rank 31)2026/10/0893633.3%
攻擊型整人武器 (Rank 35)2026/10/081661037.5%
kampfarkz (Rank 33)2026/09/292012860.0%
クロサギ@はなちゃん (Rank 33)2026/09/28550100.0%
くろね@のびしろF (Rank 35)2026/09/2864266.7%
ひらがなであおき (Rank 41)2026/09/2775271.4%
panda1496 (Rank 41)2026/09/2483537.5%
ダンプよっし~2.0 (Rank 39)2026/09/1864266.7%
VF12360-PC (Rank 39)2026/09/1863350.0%
ケツバッターA (Rank 39)2026/09/1852340.0%
a_h_i_k_o (Rank 27)2026/09/15660100.0%
うるヲ参拾 (Rank 39)2026/09/1042250.0%
ちび太☆らふぁ~る (Rank 42)2026/09/0962433.3%
ゲッパー (Rank 38)2026/09/0387187.5%
ニトロ (Rank 35)2026/08/28660100.0%
イイダ (Rank 30)2026/08/27109190.0%
dalmax72 (Rank 26)2026/08/1754180.0%
Mevius1 (Rank 17)2026/05/10440100.0%

Round openings

Every character

backdash into evade up13711.1%
forward movement into punchP1018.2%
backdash into evade down766.2%
Rimon Chouchu66P665.3%
throwP+G393.2%
forward dash into throwP+G332.7%
backdash into Jouho Senshou46P302.4%
Geimon Tessen46P+K+G252.0%
backdash into Jouho Touken6P221.8%
punchP221.8%
backdash into Koboku214P201.6%
Rimon Chouchu66P into forward dash191.5%
crouch dash back into forward dash171.4%
forward dash into Jouho Touken6P151.2%
forward dash into evade up151.2%

238 further openings account for the other 598 rounds.

Counted from 307 of the 368 matches played. The rest were not pulled for openings.

Akira

Career
566–337 · 62.7%
This season
232 matches · 64.7%
Peak rank
41

First hit in 55.9% of 930 rounds. Won 60.8% of the rounds they struck first, 55.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 10.8% of rounds, against 2.4% in their other rounds.
  • Against Kage: evades first in 15.9% of rounds, against 3.8% against everyone else.
  • After losing a round: moves in first in 26.8% of rounds, against 14.9% after winning one.
  • When behind: moves in first in 29.6% of rounds, against 15.9% when ahead or level.
  • In round 2: opens with “forward movement into P punch” in 7.8% of rounds, against 4.7% in their other rounds.

How is this tested?

backdash into evade up10010.7%
Rimon Chouchu66P667.1%
backdash into evade down586.2%
forward movement into punchP515.5%
throwP+G363.9%
forward dash into throwP+G333.5%
backdash into Jouho Senshou46P303.2%
Geimon Tessen46P+K+G252.7%
backdash into Jouho Touken6P222.4%
backdash into Koboku214P202.1%
Rimon Chouchu66P into forward dash192.0%
crouch dash back into forward dash171.8%
punchP171.8%
forward dash into Jouho Touken6P151.6%
forward dash into Geimon Tessen46P+K+G121.3%

156 further openings account for the other 412 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–3 · 82%5–1 · 83%too few to test
Jacky11–4 · 73%3–1 · 75%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?

Taka

Career
148–90 · 62.2%
This season
63 matches · 66.7%
Peak rank
37

First hit in 60.6% of 160 rounds. Won 61.9% of the rounds they struck first, 65.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP3823.8%
backdash into evade up1610.0%
forward movement into Tsuppari 2PP116.9%
backdash into Kachi'age33P+K106.2%
backdash into evade down85.0%
Hiji'ate6P74.4%
backdash into Kirikabu Kudaki1P+K63.8%
crouch into Shita Harite2P42.5%
backdash into punchP31.9%
forward movement into Hiji'ate6P31.9%
forward movement into Tsuppari 3PPP31.9%
punchP into Tsuppari 2PP31.9%
Tsuppari 2PP into Tsuppari 3PPP21.2%
backdash into Aka'oni MidaremageP+K21.2%
backdash into Dohyouwari43P21.2%

35 further openings account for the other 42 rounds.

Counted from 40 of the 63 matches played. The rest were not pulled for openings.

Jacky

Career
39–17 · 69.6%
This season
21 matches · 66.7%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Middle Spin Kick46K+G713.2%
forward movement into Jab StraightPP611.3%
backdash into evade up59.4%
backdash into Spin Heel Sword4K+G47.5%
backdash into evade down47.5%
forward movement into punchP35.7%
Bil Jee6P+K into forward movement23.8%
backdash into Low Spin Kick1K+G23.8%
backdash into Step-in Middle Kick66K+G23.8%
crouch into Low Spin Kick1K+G23.8%
forward movement into Jab Double StraightPPP23.8%
punchP23.8%
Dragon Combination 11P+K into Dragon Combination: Another 11P+KK11.9%
Low Spin Kick1K+G11.9%
backdash into Beat & Back KnuckleP+KP11.9%

9 further openings account for the other 9 rounds.

Counted from 14 of the 21 matches played. The rest were not pulled for openings.

El Blaze

Career
7–2 · 77.8%
This season
7 matches · 57.1%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up413.8%
forward movement into punchP413.8%
forward dash into guardG310.3%
forward dash into evade up26.9%
throwP+G26.9%
Quick HookPP into Keen Edge ComboPPP13.5%
Short Upper3P into Combination Blow3PP13.5%
Shouda46PP into Rising Back Spin Kick46PPK13.5%
Volcano Upper4P+K13.5%
backdash into Shadow Spin Kick4PK13.5%
backdash into crouch dash forward13.5%
backdash into evade down13.5%
backdash into throwP+G13.5%
backward movement13.5%
crouch dash forward into evade down13.5%

4 further openings account for the other 4 rounds.

Lau

Career
128–58 · 68.8%
This season
23 matches · 56.5%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up827.6%
Shakashou3P into RenshouPP310.3%
forward movement into punchP26.9%
backdash into Chugeki6P13.5%
backdash into Junho Chushou33P13.5%
backdash into Kensou4P13.5%
backdash into Kosoushou46P13.5%
backdash into RenshouPP13.5%
backdash into Sako Soushou4P+K13.5%
backdash into evade down13.5%
forward movement into RenshouPP13.5%
guardG13.5%
guardG into RenshouPP13.5%
punchP13.5%
punchP into Souchuken2P13.5%

4 further openings account for the other 4 rounds.

Counted from 7 of the 23 matches played. The rest were not pulled for openings.

Goh

Career
30–23 · 56.6%
This season
6 matches · 16.7%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up315.8%
backdash into Soukyu46P210.5%
backdash into evade down210.5%
Hiji'ate6P15.3%
Sune'uchi2P into throwP+G15.3%
backdash into Karura4P+K15.3%
backdash into Kokuryusatsu Ni~Tsukami46P+KPP+G15.3%
backdash into Maegeri3K15.3%
backdash into Raikou3P15.3%
backdash into Shouzuka Okuri1P+K15.3%
crouch dash forward into Denkou3PP15.3%
crouch into Ni'oudaoshi3K+G15.3%
forward movement into punchP15.3%
guardG15.3%
throwP+G into forward movement15.3%

Counted from 4 of the 6 matches played. The rest were not pulled for openings.

Lion

Career
32–18 · 64.0%
This season
16 matches · 50.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down216.7%
forward movement into punchP216.7%
Kishitsu Kasensou43P18.3%
backdash into Fujinkyaku66K18.3%
backdash into Senkyutai1K18.3%
backdash into Tanhikyaku46K18.3%
backdash into evade up18.3%
crouch into Katousui2P18.3%
punchP18.3%
punchP into crouch18.3%

Counted from 3 of the 16 matches played. The rest were not pulled for openings.

Not counted here: Wolf. 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: 5 of 15 tests hold up
  • Taka: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lion: not tested (too few rounds)