VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

慶次

  • Jean
  • Lion
  • Goh
  • Jacky
  • Lau
  • Wolf
  • Taka
Career matches1,564
Career win rate70.6%
Round win rate60.7%
Peak rank32
Distinct opponents107
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1726 #666 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

Akira3236125011169.2%
Taka302431796473.7%
Goh292261458164.2%
Jean322121595375.0%
Jacky321951375870.3%
Wolf30123903373.2%
Lau30109723766.1%
Lion3195722375.8%

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

930 of 946 rounds counted

8.2 inputs a second (491 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean8.1487411
Lion8.3496181
Goh8.2491137
Jacky8.3500115
Lau8.148452
Wolf8.349628
Taka8.34986

By opponent's character

Jacky8.3498151
Akira8.3498136
Lau8.450296
Wolf8.249385
Pai8.349578
Shun7.846866
Goh8.550952
Kage8.048249
Lei Fei8.048248
Jeffry8.249535
Brad8.148430
Lion7.947528
Sarah7.947523
Jean7.746020
El Blaze8.450512
Vanessa7.243011
Aoi8.34985
Eileen7.94745

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

Jacky36251169.4%+1.3
Akira3425973.5%+4.1
Lau2720774.1%+4.0
Wolf2315865.2%-2.1
Pai1913668.4%-4.7
Shun1813572.2%+6.6
Goh1310376.9%+7.3
Kage135838.5%-34.3
Lei Fei119281.8%+12.9
Jeffry97277.8%+4.2
Brad74357.1%-16.3
Lion76185.7%+13.6
Sarah64266.7%-1.8
Jean53260.0%-7.4
El Blaze330100.0%+39.5
Vanessa31233.3%-27.8
Aoi1010.0%-68.3
Eileen110100.0%+22.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

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

Octagon36231363.9%-6.4
Single Wall3124777.4%+9.0
Half Fence30201066.7%-6.9
Low Fence2720774.1%+6.8
Breakable Full Fence2419579.2%+9.1
Full Fence2315865.2%-2.9
Open2214863.6%-3.0
Breakable Half Fence1712570.6%+3.1
Full Fence and Open1511473.3%+3.0
Rectangle52340.0%-33.0

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13567.4%70.0%-2.6
No walls8072.5%68.2%+4.3

Walls against open: -6.9 points (95% range -19.6 to +5.8), p 0.285 — no measurable difference.

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

あ (Rank 29)2026/09/30440100.0%
Nimunimusan08 (Rank 31)2026/09/30660100.0%
マクシミリアン15世 (Rank 29)2026/09/3032166.7%
びすぽ! (Rank 31)2026/09/3041325.0%
gans.sk602 (Rank 31)2026/09/2996366.7%
T_munetora (Rank 27)2026/09/2976185.7%
TAPIOKA (Rank 30)2026/09/2965183.3%
wh-ida2 (Rank 23)2026/09/2931233.3%
kampfarkz (Rank 31)2026/09/2931233.3%
AlicerLandeel (Rank 30)2026/09/2943175.0%
Kwiitter_KR (Rank 31)2026/09/2443175.0%
クロサギ@はなちゃん (Rank 30)2026/09/2453260.0%
a-week-away (Rank 29)2026/09/1976185.7%
Sinabro (Rank 28)2026/09/1754180.0%
amga5315 (Rank 31)2026/09/1731233.3%
zephyr_dural (Rank 32)2026/09/17440100.0%
はげまん (Rank 26)2026/09/1686275.0%
オムレツハンター© (Rank 34)2026/09/13330100.0%
sentakuya_k (Rank 30)2026/09/1331233.3%
YETI-2025 (Rank 29)2026/09/0643175.0%
Light (Rank 34)2026/09/0565183.3%
gigantic-show422 (Rank 31)2026/09/0332166.7%
delicioso (Rank 33)2026/08/2931233.3%
南部の釣れないルアー (Rank 33)2026/08/2732166.7%
イイダ (Rank 29)2026/08/2431233.3%

Round openings

Every character

Yoko'enpi6P929.7%
forward movement into punchP717.5%
Nozuchi1P+K485.1%
Banchu6P373.9%
forward dash into evade up252.6%
Hiji'ate212.2%
Gyaku Seikenzuki66P181.9%
forward movement into evade up171.8%
Chudan Mawashigeri3K161.7%
evade down into crouch dash forward161.7%
Chudan Mawashigeri3K into kickK121.3%
crouch dash forward into guardG121.3%
crouch dash forward into throw escape121.3%
evade up into crouch dash forward111.2%
kickK111.2%

253 further openings account for the other 528 rounds.

Jean

Career
159–53 · 75.0%
This season
101 matches · 65.3%
Peak rank
32

First hit in 52.4% of 410 rounds. Won 65.1% of the rounds they struck first, 51.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: opens with “1P+K Nozuchi” in 24.1% of rounds, against 7.3% in their other rounds.

How is this tested?

Yoko'enpi6P9222.4%
Nozuchi1P+K4811.7%
forward movement into punchP399.5%
Gyaku Seikenzuki66P184.4%
Chudan Mawashigeri3K163.9%
Chudan Mawashigeri3K into kickK122.9%
evade down into crouch dash forward112.7%
forward dash into evade up112.7%
Hizageri4K into punchP102.4%
forward movement into evade up102.4%
Gedan Mawashigeri2K92.2%
Shitazuki3P71.7%
Shitazuki3P into punchP71.7%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK71.7%
Hizageri4K into Kousenshu4KP51.2%

68 further openings account for the other 109 rounds.

Lion

Career
72–23 · 75.8%
This season
44 matches · 75.0%
Peak rank
31

First hit in 52.5% of 181 rounds. Won 62.1% of the rounds they struck first, 62.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P3720.4%
forward movement into punchP2312.7%
Dantai3K95.0%
Kousoutai2K+G95.0%
Senkyutai1K84.4%
Attai2K into Tousentai2KK+G42.2%
Banchu6P into Banchu Renkanshu6PP42.2%
In'you4P into Ni In'you4PP42.2%
crouch into Rakugekishou3PP42.2%
Koushu RensuiPP into Renkan SenshouPPP31.7%
backward movement into forward punch+kick6P+K31.7%
crouch into Sen'inshou3P31.7%
Banchu6P into crouch dash forward21.1%
Banchu6P into evade down21.1%
Banchu6P into forward dash21.1%

53 further openings account for the other 64 rounds.

Goh

Career
145–81 · 64.2%
This season
37 matches · 62.2%
Peak rank
29

First hit in 54.1% of 146 rounds. Won 65.8% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P1812.3%
Maegeri3K into Batousatsu3KP96.2%
crouch into Batousatsu3KP96.2%
forward movement into punchP85.5%
kickK85.5%
forward dash into Soukyu46P74.8%
crouch dash forward into guardG64.1%
Raikou3P into Denkou3PP53.4%
backdash into Karura4P+K53.4%
crouch dash forward into throw escape53.4%
Tsukikage6K42.7%
forward dash into Hiji'ate6P42.7%
Garyu66K32.0%
Raikou3P into punchP32.0%
backdash into Soukyu46P32.0%

41 further openings account for the other 49 rounds.

Jacky

Career
137–58 · 70.3%
This season
29 matches · 75.9%
Peak rank
32

First hit in 48.2% of 114 rounds. Won 65.5% of the rounds they struck first, 62.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G108.7%
Middle Smash6P87.0%
Jab StraightPP into Jab Double StraightPPP65.2%
backdash into Spin Heel Sword4K+G65.2%
Middle Kick3K54.3%
Slant Back Knuckle1P into backdash43.5%
Spinning Back Knuckle4P into Double Back Knuckle4PP43.5%
forward dash into evade up43.5%
Dash Hammer Kick66K32.6%
Long Stride Back Knuckle4P+K32.6%
Slant Back Knuckle1P into kickK32.6%
backdash into Beat KnuckleP+K32.6%
Dragon Combination 11P+K into Dragon Combination 21P+KP21.7%
Middle Smash6P into Middle Smash Back Knuckle6PP21.7%
Slide Shuffle (Deflect)4P+K+G into kickK21.7%

44 further openings account for the other 50 rounds.

Lau

Career
72–37 · 66.1%
This season
13 matches · 69.2%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P815.4%
Souko Sensou66P+K47.7%
forward dash into evade up47.7%
Chisoutai2K+G23.9%
Kasoutai2K into kickK23.9%
Shakashou3P into RenshouPP23.9%
crouch into Renkanshou3PPP23.9%
crouch into RenshouPP23.9%
evade up into crouch dash forward23.9%
Hi'en Tenshinshou44P into Hi'en Soukyaku44PK11.9%
Kasoutai2K into Ko'en Kasou Renshou2KP11.9%
Koryu Tenshinkyaku6K+G11.9%
Renkanshou3PPP into Renshou Tenshinkyaku3PPPK11.9%
Saishikkyaku4K into kickK11.9%
Sako Soushou4P+K into RenshouPP11.9%

18 further openings account for the other 18 rounds.

Wolf

Career
90–33 · 73.2%
This season
8 matches · 87.5%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Arrow Knuckle3P828.6%
Body Blow6P into Level Back CrushP+K27.1%
forward dash into evade up27.1%
forward movement into evade up27.1%
Arrow Knuckle3P into guardG13.6%
Arrow Knuckle3P into punchP13.6%
Body Blow6P into Rolling Back Elbow6PP+K13.6%
Savate4K13.6%
Tomahawk Chop9P into throwP+G13.6%
backdash into Elbow Butt4P13.6%
backdash into Mow Down Chop1P+K13.6%
crouch dash forward into Arrow Knuckle3P13.6%
evade down into Elbow Butt4P13.6%
forward dash into Savate4K13.6%
forward dash into throw escape13.6%

3 further openings account for the other 3 rounds.

Akira

Career
250–111 · 69.2%
This season
2 matches · 100.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Jouho Touken6P225.0%
Rimon Chouchu66P into forward dash112.5%
crouch dash forward into Rimon Chouchu66P112.5%
crouch dash forward into guardG112.5%
crouch dash forward into throw escape112.5%
evade up into crouch dash forward112.5%
forward dash into Jouho Senshou46P112.5%

Taka

Career
179–64 · 73.7%
This season
2 matches · 100.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'ate6P350.0%
kickK233.3%
evade down into Zangeki33P116.7%

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 (15 here; about 0.8 would come up by chance alone before the correction).
  • Walls against open is tested per opponent with 30+ matches and 10+ different players on each side, allowing for both players' ranks, and corrected across every player page at once: 0 of 2,552 hold up. With stages shuffled at random: 0 of 2,651–2,673.

Tests behind each character's list

  • Jean: 1 of 15 tests hold up
  • Lion: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Taka: not tested (too few rounds)