VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Akira

MATSUO

  • Sarah
Career matches475
Career win rate37.7%
Round win rate37.2%
Peak rank21
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1074 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

Akira2126410316139.0%
Sarah172117613536.0%

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

167 of 207 rounds counted

6.0 inputs a second (357 a minute) this season. Faster than 17% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.432382
Akira6.539085

By opponent's character

Aoi6.035830
Goh6.438225
Jean5.231225
Lau6.739917
Lion5.935521
Shun5.432517
Jeffry7.14259
Kage5.23107
Akira6.74024
Jacky5.83515
Taka5.13084
Wolf6.74003

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

Aoi148657.1%+44.2
Goh82625.0%-15.7
Jean71614.3%-57.6
Lau62433.3%+4.6
Lion62433.3%+22.3
Shun4040.0%-32.8
Jeffry3030.0%-36.7
Kage21150.0%+33.8
Akira1010.0%-28.1
Jacky110100.0%+39.4
Taka110100.0%+39.4
Wolf1010.0%-33.1

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

Half Fence116554.5%+19.0
Full Fence104640.0%-6.5
Open92722.2%-10.9
Full Fence and Open62433.3%+25.7
Breakable Half Fence5050.0%-45.6
Single Wall43175.0%+42.9
Low Fence31233.3%+8.9
Breakable Full Fence2020.0%-34.1
Octagon2020.0%-38.1

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
Walls3033.3%41.1%-7.7
No walls1637.5%31.1%+6.4

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

ー男ー (Rank 15)117463.6%
はち割れ・練習中 (Rank 8)71614.3%
naowai (Rank 21)51420.0%
CLEARCARE (Rank 41)4040.0%
a39611619 (Rank 21)31233.3%
daisomanager (Rank 14)31233.3%
Donaya22 (Rank 21)220100.0%
KAISER (Rank 22)2020.0%
Sun-sin (Rank 16)2020.0%
hexa-RAh (Rank 24)21150.0%
lauaki3260 (Rank 8)2020.0%
minato (Rank 21)2020.0%
Mevius1 (Rank 15)1010.0%
MyOld50sGuitar (Rank 11)110100.0%
doublehighz (Rank 16)1010.0%
mao (Rank 1)110100.0%
me3393 (Rank 11)110100.0%
omuretukun (Rank 22)1010.0%
カプリッチョ (Rank 26)1010.0%
委員ちょ (Rank 17)110100.0%
忘本朱の父 (Rank 26)1010.0%

Most played opponents, most recent first

daisomanager (Rank 14)2026/10/1831233.3%
CLEARCARE (Rank 41)2026/08/284040.0%
はち割れ・練習中 (Rank 8)2026/08/2071614.3%
カプリッチョ (Rank 26)2026/08/021010.0%
hexa-RAh (Rank 24)2026/07/2021150.0%
忘本朱の父 (Rank 26)2026/07/201010.0%
minato (Rank 21)2026/06/212020.0%
omuretukun (Rank 22)2026/06/211010.0%
KAISER (Rank 22)2026/06/212020.0%
a39611619 (Rank 21)2026/06/1731233.3%
Donaya22 (Rank 21)2026/06/14220100.0%
Sun-sin (Rank 16)2026/06/092020.0%
MyOld50sGuitar (Rank 11)2026/06/07110100.0%
me3393 (Rank 11)2026/06/07110100.0%
doublehighz (Rank 16)2026/06/041010.0%
naowai (Rank 21)2026/06/0351420.0%
ー男ー (Rank 15)2026/05/25117463.6%
委員ちょ (Rank 17)2026/05/25110100.0%
lauaki3260 (Rank 8)2026/05/132020.0%
Mevius1 (Rank 15)2026/05/101010.0%
mao (Rank 1)2026/05/05110100.0%

Round openings

Every character

guardG157.7%
guardG into evade up115.6%
Souka Housui3P+K84.1%
Sharpsword44K into Sharpsword Combo44KK73.6%
Stiletto66K73.6%
evade down into guardG73.6%
guardG into Souka Housui3P+K73.6%
Rimon Chouchu66P63.1%
backdash into Switch Kick4K63.1%
evade up into guardG63.1%
guardG into Jouho Touken6P63.1%
guardG into throw escape63.1%
guardG into evade down52.6%
Round Kick8K+G42.0%
evade up into Youhou33P42.0%

64 further openings account for the other 90 rounds.

Counted from 51 of the 54 matches played. The rest were not pulled for openings.

Sarah

Career
76–135 · 36.0%
This season
29 matches · 31.0%
Peak rank
17

First hit in 44.0% of 100 rounds. Won 38.6% of the rounds they struck first, 28.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG99.0%
Sharpsword44K into Sharpsword Combo44KK77.0%
Stiletto66K77.0%
backdash into Switch Kick4K66.0%
evade down into guardG66.0%
evade up into guardG55.0%
Round Kick8K+G44.0%
guardG into evade up44.0%
Hide Side Kick (Deflect)P+K33.0%
guardG into Full Spin Heel Kick9K33.0%
guardG into Sharpsword Combo44KK33.0%
Full Spin Heel Kick9K22.0%
Sharpsword44K22.0%
Switch Kick4K22.0%
backdash into Crescent Heel4K+G22.0%

29 further openings account for the other 35 rounds.

Counted from 26 of the 29 matches played. The rest were not pulled for openings.

Akira

Career
103–161 · 39.0%
This season
25 matches · 36.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Housui3P+K88.4%
guardG into Souka Housui3P+K77.4%
guardG into evade up77.4%
Rimon Chouchu66P66.3%
guardG66.3%
guardG into Jouho Touken6P66.3%
guardG into throw escape66.3%
evade up into Youhou33P44.2%
guardG into Rimon Chouchu66P44.2%
forward dash into Rimon Chouchu66P33.2%
guardG into evade down33.2%
Tsutenhou (Deflect)4P+K+G into Jouho Senshou46P22.1%
evade up into evade down22.1%
forward movement into punchP22.1%
guardG into Koboku214P22.1%

25 further openings account for the other 27 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

  • Sarah: not tested (too few rounds)
  • Akira: not tested (too few rounds)