VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

tamatama-vf5

  • Kage
  • Jeffry
  • Pai
  • Aoi
  • Lau
  • Sarah
Career matches1,518
Career win rate51.1%
Round win rate49.8%
Peak rank27
Distinct opponents41
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1424 #2,503 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

Akira2772836935950.7%
Kage2546225520755.2%
Aoi21117576048.7%
Jeffry2276314540.8%
Pai2466363054.5%
Lau2243192444.2%
Sarah212691734.6%

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

177 of 317 rounds counted

7.2 inputs a second (429 a minute) this season. Faster than 50% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.746468
Kage6.740364
Jeffry6.538919
Pai6.53923
Aoi7.142811
Lau7.444412

By opponent's character

Goh7.142631
Akira7.545329
Jacky7.042227
Wolf8.550811
Brad6.538919
Aoi6.53887
El Blaze8.45024
Kage7.042213
Lau6.941218
Shun7.44429
Lion7.24299

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

Goh1211191.7%+44.2
Akira94544.4%-9.7
Jacky83537.5%-3.3
Wolf84450.0%+0.3
Brad73442.9%-8.8
Aoi63350.0%-0.4
Vanessa62433.3%-19.8
El Blaze53260.0%+3.8
Kage52340.0%-10.1
Lau42250.0%-22.8
Shun42250.0%-5.2
Lion2020.0%-35.6
Jeffry110100.0%+22.8
Lei Fei110100.0%+46.5
Pai1010.0%-47.5

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

Open157846.7%-1.7
Full Fence and Open126650.0%-7.9
Octagon104640.0%-5.1
Rectangle105550.0%-1.2
Full Fence75271.4%+18.7
Half Fence75271.4%+21.6
Low Fence53260.0%+5.0
Breakable Full Fence41325.0%-24.5
Breakable Half Fence43175.0%+7.1
Single Wall21150.0%-0.9

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
Walls4254.8%51.5%+3.2
No walls2250.0%50.0%+0.0

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

NEKOz (Rank 25)2026/07/292020.0%
naowai (Rank 21)2026/07/2732166.7%
dalmax72 (Rank 21)2026/06/2332166.7%
μ (Rank 26)2026/06/1541325.0%
all'arrabbiata563 (Rank 29)2026/06/132020.0%
入れ込むかもしれない (Rank 28)2026/06/072020.0%
ねこ吉 (Rank 23)2026/06/0441325.0%
あなたのかみさま (Rank 24)2026/06/0221150.0%
ぽん (Rank 23)2026/05/2442250.0%
龍仙人【鬼手仏心】 (Rank 26)2026/05/24110100.0%
タウリン1000 (Rank 27)2026/05/2321150.0%
TERA (Rank 25)2026/05/2332166.7%
kobaman (Rank 26)2026/05/21330100.0%
TaKaArAsHi573 (Rank 23)2026/05/2032166.7%
VirtuaLi-on (Rank 21)2026/05/19330100.0%
だんごの輪島 (Rank 21)2026/05/16110100.0%
ズサ齋藤 (Rank 24)2026/05/16220100.0%
yujiberra (Rank 21)2026/05/16220100.0%
造り酒屋の御曹司 (Rank 24)2026/05/09220100.0%
しゅが~nsr (Rank 26)2026/03/3031233.3%
Kakeog (Rank 27)2026/03/3032166.7%
ロデム (Rank 26)2026/03/302020.0%
brutalokina (Rank 23)2026/03/29220100.0%
けいすけ新宿 (Rank 28)2026/03/2931233.3%
mochi2_0918 (Rank 27)2026/03/2721150.0%

Round openings

Every character

Rimon Chouchu66P3511.0%
backdash into Jouho Senshou46P268.2%
backdash into Furikakato OtoshiK+G154.7%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G113.5%
Housui2P103.1%
Low Knuckle2P82.5%
Rimon Chouchu66P into forward dash82.5%
Hiji'uchi6P61.9%
Jizuridan2P61.9%
Souchuken61.9%
evade down into guardG61.9%
Rasen4P into Rasen Urageri4PK51.6%
evade up into Souka Housui3P+K51.6%
Hiji'uchi6P into Hagakure-ryu You Jumonji KamaeP+K+G41.3%
Housui2P into forward dash41.3%

105 further openings account for the other 162 rounds.

Akira

Career
369–359 · 50.7%
This season
42 matches · 54.8%
Peak rank
27

First hit in 68.0% of 169 rounds. Won 50.4% of the rounds they struck first, 44.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P3520.7%
backdash into Jouho Senshou46P2615.4%
Housui2P105.9%
Rimon Chouchu66P into forward dash84.7%
evade up into Souka Housui3P+K53.0%
Housui2P into forward dash42.4%
backdash into Jirou Tanzan4PP+K42.4%
backdash into Youhou33P42.4%
evade up into crouch dash forward42.4%
Chouzan Housui46P+K31.8%
backdash into Souka Housui3P+K31.8%
forward dash into throwP+G31.8%
Senzankou66P+K21.2%
Senzankou66P+K into throwP+G21.2%
backdash into Chouzan Housui46P+K21.2%

47 further openings account for the other 54 rounds.

Kage

Career
255–207 · 55.2%
This season
19 matches · 52.6%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Furikakato OtoshiK+G1519.7%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G1114.5%
Hiji'uchi6P67.9%
Jizuridan2P67.9%
Rasen4P into Rasen Urageri4PK56.6%
Hiji'uchi6P into Hagakure-ryu You Jumonji KamaeP+K+G45.3%
Jizuridan2P into evade down34.0%
backdash into Hagakure-ryu In Raijingeki46P+K34.0%
evade down into guardG34.0%
Fusenjin3P into Shippuzan3PP22.6%
Hagakure-ryu In Raijingeki46P+K22.6%
Rasen4P22.6%
Ryubisen44K+G22.6%
Hagakure-ryu In Shippujin4P+K+G11.3%
Yokoshutou4P+K into SouhajinP+K11.3%

10 further openings account for the other 10 rounds.

Jeffry

Career
31–45 · 40.8%
This season
6 matches · 50.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Knuckle2P829.6%
Heavy Back Knuckle4P into Threat StanceP+K+G311.1%
Elbow Butt6P27.4%
Sunlit Body Upper3P+K27.4%
backdash into Rising Hammer43PP27.4%
Destruction WaveK+G13.7%
Elbow Butt6P into punchP13.7%
Hammer Slide1P into Double KnucklePP13.7%
Hammer Slide1P into Grizzly Hammer1PP13.7%
Low Knuckle2P into evade down13.7%
backdash into Double Hammer Down43P13.7%
backdash into Knee Attack6K13.7%
backdash into Megaton Knuckle43P+K13.7%
backward movement into Elbow Butt6P13.7%
evade down into Low Knuckle2P13.7%

Pai

Career
36–30 · 54.5%
This season
5 matches · 40.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Honrakukyaku46K+G422.2%
Kochoukyaku4K+G316.7%
Souchuken2P316.7%
Hi'en Tankyaku9K15.6%
Honshin Soukyaku1K+G15.6%
Senchuken6P15.6%
Senchuken6P into crouch dash forward15.6%
backdash into Ensei Toukyaku46K15.6%
evade down into evade up15.6%
forward movement into punchP15.6%
punchP15.6%

Lau

Career
19–24 · 44.2%
This season
3 matches · 33.3%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P325.0%
Souchuken2P325.0%
backdash into Kosoushou46P325.0%
Souko Sensou66P+K18.3%
backdash into Honten Rakutoutai46K+G18.3%
backdash into Souko Reppa3P+K18.3%

Aoi

Career
57–60 · 48.7%
This season
3 matches · 66.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sou'unha66K218.2%
Tenchi In'youP+K+G218.2%
Jousei Ryusenshou214P+K19.1%
Kusanagi2K+G into Tenchi In'youP+K+G19.1%
Sanseigan66P+K19.1%
ShigureK+G19.1%
backdash into Soushouda46P+K19.1%
backdash into evade up19.1%
crouch dash back into Ryusen3P+K19.1%

Sarah

Career
9–17 · 34.6%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG250.0%
Rising Elbow6P125.0%
Squat Straight2P125.0%

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)
  • Kage: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Sarah: not tested (too few rounds)