VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ryoooo-taro33

  • Jean
  • Shun
  • Lion
  • Lau
  • Pai
Career matches2,667
Career win rate77.0%
Round win rate60.3%
Peak rank39
Distinct opponents10
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1863 Not ranked yet: the list needs 50 matches. See 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

Akira372701917970.7%
Shun392702096177.4%
Jean392592025778.0%
Lau382451915478.0%
Lion372371815676.4%
Brad—1991425771.4%
Goh—1931524178.8%
Jeffry—1681274175.6%
Eileen—1611283379.5%
Jacky—1531262782.3%
Pai341531203378.4%
Aoi—1421152781.0%
Wolf—123923174.8%
Sarah—94771781.9%

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

90 of 121 rounds counted

11.0 inputs a second (658 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean10.764459
Lion11.368020
Lau9.85893
Akira12.27308

By opponent's character

Jeffry11.971433
Kage10.160724
Lau10.763914
Akira9.75818
Lion12.27308
El Blaze9.85893

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

Jeffry75271.4%+14.3
Kage63350.0%-26.2
Lau53260.0%-7.3
Jean32166.7%-23.9
Wolf330100.0%+37.2
Akira220100.0%+14.9
Lion220100.0%+38.5
Aoi1010.0%-74.7
El Blaze110100.0%+16.5

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 Half Fence74357.1%-22.8
Low Fence75271.4%+5.2
Single Wall53260.0%-12.8
Rectangle43175.0%+5.8
Full Fence220100.0%+42.4
Octagon110100.0%+22.2

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
Walls1471.4%71.5%-0.1
No walls1266.7%68.8%-2.2

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

Bird-Tat (Rank 33)2026/09/18220100.0%
ふかふか (Rank 38)2026/09/1821150.0%
くりたろう (Rank 39)2026/09/182020.0%
ぬっき~@赫眼☆赫子 (Rank 34)2026/06/15110100.0%
METALX (Rank 38)2026/06/0431233.3%
マーウォ (Rank 39)2026/05/261311284.6%
荒駒松太郎 (Rank 35)2026/04/27110100.0%
AOEアオイ (Rank 30)2026/04/2432166.7%
tomawo (Rank 34)2026/04/201010.0%
いえす (Rank 39)2026/03/27220100.0%

Round openings

Every character

backdash into throw escape108.3%
backdash into evade down65.0%
backdash into evade up54.1%
backdash into Konohana Sakuya43P+K43.3%
backdash into punchP43.3%
crouch into Haisenchu1P43.3%
backdash into Chudan Mawashigeri3K32.5%
backdash into Dantai3K32.5%
backdash into kickK32.5%
backdash into throwP+G32.5%
crouch dash back into guardG32.5%
crouch into Dantai3K32.5%
crouch into Senchutai3K32.5%
crouch into Shitamaeken2P32.5%
forward dash into throwP+G32.5%

51 further openings account for the other 61 rounds.

Jean

Career
202–57 · 78.0%
This season
13 matches · 61.5%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into throw escape915.2%
backdash into Konohana Sakuya43P+K46.8%
backdash into evade down46.8%
backdash into Chudan Mawashigeri3K35.1%
crouch into Shitamaeken2P35.1%
backdash into Gyaku Seikenzuki66P23.4%
backdash into evade up23.4%
backdash into kickK23.4%
backdash into punchP23.4%
backdash into throwP+G23.4%
crouch dash back into evade down23.4%
crouch into Hizageri4K23.4%
Gyaku Seikenzuki66P into Yoko'enpi~Uchishutou6PP11.7%
Hizageri4K into Kousenshu4KP11.7%
Shitamaeken2P into crouch11.7%

19 further openings account for the other 19 rounds.

Shun

Career
209–61 · 77.4%
This season
6 matches · 83.3%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P419.1%
forward dash into throwP+G314.3%
backdash into Haisenchu1P29.5%
crouch into Gyou'in Haishu3P29.5%
Fukuchougeki2P into backdash14.8%
Gyou'in Haishu3P into evade down14.8%
Gyou'in Haishu3P into forward dash14.8%
Haisenchu1P into guardG14.8%
backdash into Rensai Gakushu46PP14.8%
backdash into punchP14.8%
backdash into throw escape14.8%
backward movement into throw escape14.8%
crouch dash back into throw escape14.8%
forward movement into RengekiPP14.8%

Lion

Career
181–56 · 76.4%
This season
5 matches · 60.0%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Dantai3K315.0%
backdash into evade up315.0%
crouch into Dantai3K315.0%
backdash into Banchu Renkanshu6PP15.0%
backdash into Senshippo66P15.0%
backdash into Sentai4K15.0%
backdash into Tourou Soufu6P+K+G15.0%
backdash into forward punch+kick6P+K15.0%
backdash into kickK15.0%
backdash into throwP+G15.0%
backward movement into Tourou Soufu6P+K+G15.0%
crouch into Katousui2P15.0%
forward movement into punchP15.0%
guardG into forward dash15.0%

Lau

Career
191–54 · 78.0%
This season
3 matches · 100.0%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Senchutai3K330.0%
Fukko Kensou1P into Kensou4P110.0%
Fukko Kensou1P into punchP110.0%
Kosoushou46P into forward movement110.0%
backdash into Honshin Hekiken1P+K110.0%
backdash into evade down110.0%
crouch dash back into guardG110.0%
evade down into Sako Soushou4P+K110.0%

Akira

Career
191–79 · 70.7%
This season
2 matches · 100.0%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK225.0%
Housui2P into forward dash112.5%
backdash into Goko Shutsudou3K+GP112.5%
backdash into Jouho Senshou46P112.5%
backdash into punchP112.5%
crouch dash back into guardG112.5%
forward movement into punchP112.5%

Pai

Career
120–33 · 78.4%
This season
1 matches · 0.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Honrakukyaku46K+G133.3%
backdash into evade down133.3%
forward movement into punchP133.3%

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

  • Jean: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Pai: not tested (too few rounds)