VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

koiwanwan

  • Jean
Career matches405
Career win rate70.6%
Round win rate60.8%
Peak rank31
Distinct opponents30
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1582 #1,473 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

Akira302731888568.9%
Jean31132983474.2%

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

227 of 227 rounds counted

9.7 inputs a second (585 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira10.3621137
Jean8.852990

By opponent's character

Shun8.953330
Akira11.468220
Brad9.657818
Dural10.060123
Jacky9.758416
Sarah10.361822
Goh10.462218
Pai9.758216
Wolf10.361718
Kage8.953611
Aoi7.74608
Jeffry8.55128
Lei Fei9.35597
Lion8.85287
Jean10.76395

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

Shun85362.5%-9.1
Akira65183.3%+17.8
Brad53260.0%-22.1
Dural53260.0%-20.0
Jacky550100.0%+30.7
Sarah550100.0%+35.4
Goh42250.0%-21.7
Pai41325.0%-46.4
Wolf43175.0%+4.5
Kage330100.0%+18.6
Aoi21150.0%-2.3
Jeffry220100.0%+49.5
Lei Fei220100.0%+23.7
Lion21150.0%-15.7
Jean1010.0%-66.3

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 Fence95455.6%-12.3
Full Fence86275.0%-2.0
Open770100.0%+36.0
Rectangle75271.4%+2.4
Single Wall63350.0%-15.3
Half Fence53260.0%-20.0
Low Fence54180.0%+12.1
Breakable Half Fence440100.0%+33.5
Full Fence and Open32166.7%-3.3

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
Walls3369.7%71.5%-1.8
No walls1877.8%67.0%+10.8

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

みだれさん@能登VF部 (Rank 32)2026/08/2321150.0%
REDdog.狂犬 (Rank 33)2026/08/2321150.0%
ぷにお (Rank 27)2026/08/2331233.3%
정신건강의학과 (Rank 27)2026/08/2331233.3%
こて (Rank 28)2026/08/2321150.0%
hiropo (Rank 26)2026/07/2743175.0%
AGジャッキー (Rank 25)2026/07/27220100.0%
chimichama (Rank 21)2026/07/27220100.0%
spiral (Rank 24)2026/07/27220100.0%
Martin1833 (Rank 24)2026/07/2721150.0%
ヤーマン (Rank 32)2026/07/2731233.3%
orz (Rank 31)2026/07/2021150.0%
お~ちゃん (Rank 34)2026/07/02110100.0%
Phrazes_For_The_Young (Rank 32)2026/06/24110100.0%
B軍団 (Rank 33)2026/06/241010.0%
獣王(設定2) (Rank 31)2026/06/22110100.0%
whitnes (Rank 33)2026/06/222020.0%
방가방가 (Rank 28)2026/06/21220100.0%
TaKaArAsHi573 (Rank 27)2026/06/2132166.7%
r1s1d8 (Rank 28)2026/06/14110100.0%
音の勢-リック (Rank 26)2026/05/31220100.0%
こう (Rank 24)2026/05/31220100.0%
omuretukun (Rank 22)2026/05/31220100.0%
我變強了,但沒有禿喔 (Rank 22)2026/05/3143175.0%
a39611619 (Rank 21)2026/05/31220100.0%

Round openings

Every character

backdash into evade down3716.3%
punchP3515.4%
Rimon Chouchu66P into Jouho Touken6P94.0%
Rimon Chouchu66P83.5%
forward dash into Jouho Touken6P62.6%
crouch dash back into guardG52.2%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK41.8%
backdash into Jouho Touken6P41.8%
backdash into Yoko'enpi6P41.8%
backdash into throw escape41.8%
guardG41.8%
backdash into Kake'uchi46P31.3%
backdash into backward movement31.3%
backdash into evade up31.3%
backward movement into evade down31.3%

76 further openings account for the other 95 rounds.

Akira

Career
188–85 · 68.9%
This season
34 matches · 76.5%
Peak rank
30

First hit in 52.5% of 137 rounds. Won 68.1% of the rounds they struck first, 58.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2417.5%
punchP2115.3%
Rimon Chouchu66P into Jouho Touken6P96.6%
Rimon Chouchu66P85.8%
forward dash into Jouho Touken6P64.4%
crouch dash back into guardG53.6%
backdash into Jouho Touken6P42.9%
crouch dash forward into Rimon Chouchu66P32.2%
evade down into Jouho Touken6P32.2%
forward dash32.2%
backdash into backward movement21.5%
backdash into throw escape21.5%
backward movement into evade down21.5%
evade up into Rimon Chouchu66P21.5%
evade up into forward dash21.5%

35 further openings account for the other 41 rounds.

Jean

Career
98–34 · 74.2%
This season
24 matches · 62.5%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP1415.6%
backdash into evade down1314.4%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK44.4%
backdash into Yoko'enpi6P44.4%
backdash into Kake'uchi46P33.3%
backdash into evade up33.3%
Joudan Ushiro MawashigeriK+G into backdash22.2%
Shitanagi Shutou1P22.2%
backdash into throw escape22.2%
forward dash into Yoko'enpi6P22.2%
guardG22.2%
punchP into Yoko'enpi6P22.2%
Doumawashi Kaitengeri46K+G11.1%
Hizageri4K into Kousenshu4KP11.1%
Joudan Ushiro MawashigeriK+G into crouch dash forward11.1%

34 further openings account for the other 34 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)
  • Jean: not tested (too few rounds)