VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

BonnyBee2

  • Jean
  • Goh
  • Aoi
Career matches263
Career win rate47.1%
Round win rate49.7%
Peak rank23
Distinct opponents21
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1336 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

Akira23160758546.9%
Jean2273353848.0%
Goh1726121446.1%
Aoi1642250.0%

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

175 of 175 rounds counted

9.2 inputs a second (553 a minute) this season. Faster than 89% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.959384
Jean8.953453
Goh8.148532
Aoi9.65746

By opponent's character

Aoi9.356155
Jacky9.356047
Jean8.148424
Akira9.858611
Sarah8.65189
Lei Fei9.85868
Shun9.55687
Brad10.86485
Kage8.85252
Lau8.75213
Pai10.06004

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

Aoi145935.7%-22.6
Jacky113827.3%-10.4
Jean5050.0%-64.0
Akira32166.7%+18.6
Sarah330100.0%+74.3
Lei Fei220100.0%+65.8
Shun220100.0%+56.5
Brad110100.0%+52.0
Kage110100.0%+71.1
Lau110100.0%+33.7
Pai1010.0%-62.3

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

Open74357.1%+6.6
Rectangle63350.0%+8.3
Breakable Full Fence51420.0%-17.5
Breakable Half Fence51420.0%-22.2
Single Wall53260.0%+5.4
Full Fence32166.7%+16.6
Full Fence and Open31233.3%-23.6
Half Fence3030.0%-43.5

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
Walls2231.8%41.3%-9.5
No walls1258.3%53.1%+5.2

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

Jyuryoku_Eileen (Rank 22)2026/10/1161516.7%
zix (Rank 14)2026/10/085050.0%
sigma-Ti (Rank 17)2026/10/0641325.0%
DOMNSEMN (Rank 24)2026/10/0453260.0%
HOO (Rank 21)2026/10/031010.0%
unknown (Rank 24)2026/10/03330100.0%
cs2skoda (Rank 23)2026/10/022020.0%
kimxxxtt (Rank 21)2026/10/02110100.0%
blasimark (Rank 17)2026/10/02110100.0%
かっち (Rank 21)2026/09/30110100.0%
bbosick (Rank 26)2026/09/30110100.0%
asteroid-belt777 (Rank 24)2026/09/301010.0%
けつ毛バーガーking (Rank 25)2026/09/30220100.0%
TaKaArAsHi573 (Rank 24)2026/09/27110100.0%
しろ☆おび。@のびしろF (Rank 21)2026/09/18220100.0%
得尊 (Rank 20)2026/09/181010.0%
r7ivrmmy.mikihiro0125 (Rank 21)2026/09/18110100.0%
ガンジャッキー(bunbun) (Rank 25)2026/09/182020.0%
委員ちょ (Rank 21)2026/09/18110100.0%
パニガーレ (Rank 25)2026/09/182020.0%
G13 (Rank 22)2026/09/18110100.0%

Round openings

Every character

backdash into Nozuchi1P+K98.2%
backdash into evade down65.5%
backdash into backward movement43.6%
backdash32.7%
backdash into Chudan~Joudan Mawashigeri3KK32.7%
backdash into guardG32.7%
Senzankou66P+K into throwP+G21.8%
backdash into Chouyoushu1P21.8%
backdash into Gedan~Joudan Mawashigeri2KK21.8%
backdash into Yamakuzushi6K21.8%
backdash into Youhou33P21.8%
backdash into crouch dash forward21.8%
backdash into evade up21.8%
crouch into Nozuchi1P+K21.8%
crouch into Souka Housui3P+K21.8%

58 further openings account for the other 64 rounds.

Counted from 29 of the 35 matches played. The rest were not pulled for openings.

Akira

Career
75–85 · 46.9%
This season
22 matches · 54.5%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down58.1%
Senzankou66P+K into throwP+G23.2%
backdash into Chouyoushu1P23.2%
backdash into Youhou33P23.2%
backdash into crouch dash forward23.2%
backdash into evade up23.2%
backdash into guardG23.2%
crouch into Souka Housui3P+K23.2%
evade up into Rimon Chouchu66P23.2%
evade up into Tetsuzankou466P+K23.2%
forward dash into Rimon Chouchu66P23.2%
forward dash into forward punch+kick6P+K23.2%
backdash11.6%
backdash into Chouzan Housui46P+K11.6%
backdash into Fujinkyaku2K+G11.6%

32 further openings account for the other 32 rounds.

Counted from 17 of the 22 matches played. The rest were not pulled for openings.

Jean

Career
35–38 · 48.0%
This season
13 matches · 53.9%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Nozuchi1P+K918.8%
backdash into backward movement48.3%
backdash into Chudan~Joudan Mawashigeri3KK36.2%
backdash24.2%
backdash into Gedan~Joudan Mawashigeri2KK24.2%
backdash into Yamakuzushi6K24.2%
crouch into Nozuchi1P+K24.2%
forward dash into Yoko'enpi6P24.2%
guardG into throw escape24.2%
Chudan Mawashigeri3K into Chudan~Joudan Mawashigeri3KK12.1%
Harai'uke (Deflect)4P+K+G into forward dash12.1%
Harai'uke (Deflect)4P+K+G into forward movement12.1%
Tate'enpi33P12.1%
backdash into Chinshin Seichuken4PP12.1%
backdash into Chudan Mawashigeri3K12.1%

14 further openings account for the other 14 rounds.

Counted from 12 of the 13 matches played. The rest were not pulled for openings.

Not counted here: Aoi, Goh. 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 (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)