VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

I'mvengence

  • Taka
  • Jeffry
  • Lau
  • Brad
  • Lei Fei
  • Goh
  • Jean
  • Shun
Career matches352
Career win rate75.0%
Round win rate63.3%
Peak rank25
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1549 #1,680 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

Akira2552401276.9%
Jeffry2551391276.5%
Shun2551371472.5%
Lau2446361078.3%
El Blaze—36241266.7%
Brad212719870.4%
Taka242720774.1%
Kage—2521484.0%
Dural—158753.3%
Wolf—880100.0%
Lei Fei2165183.3%
Vanessa—550100.0%
Jean2121150.0%
Goh21110100.0%

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

229 of 229 rounds counted

7.2 inputs a second (432 a minute) this season. Faster than 51% of the 4,069 regulars with enough rounds counted to compare.

By character played

Taka8.148652
Jeffry7.343951
Akira7.746443
Lau6.438536
Brad5.734019
Lei Fei8.148610
Goh6.23758
Jean4.92927
Shun7.84663

By opponent's character

Akira7.444642
Wolf7.142727
Kage6.538721
Goh7.846619
Jean7.846721
Aoi8.048011
Lau7.645612
Lion9.456212
Pai6.53928
Sarah5.734415
El Blaze4.92927
Jacky6.53938
Jeffry6.53938
Taka7.44478
Brad6.94163
Dural6.03633
Shun8.24954

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

Akira109190.0%+17.5
Wolf770100.0%+30.1
Kage63350.0%-27.6
Goh550100.0%+28.1
Jean53260.0%-15.1
Aoi31233.3%-46.8
Lau32166.7%+1.8
Lion31233.3%-46.0
Pai330100.0%+35.8
Sarah31233.3%-26.2
El Blaze220100.0%+35.2
Jacky21150.0%-36.3
Jeffry220100.0%+23.3
Taka2020.0%-73.9
Brad110100.0%+45.0
Dural110100.0%+36.3
Shun110100.0%+10.6

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

Low Fence87187.5%+17.4
Breakable Half Fence75271.4%-6.0
Full Fence73442.9%-35.2
Open75271.4%-2.9
Breakable Full Fence64266.7%-4.7
Half Fence65183.3%+12.1
Rectangle64266.7%-8.4
Octagon54180.0%+11.1
Single Wall54180.0%+11.8
Full Fence and Open110100.0%+34.6

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
Walls3767.6%73.2%-5.7
No walls2080.0%72.2%+7.8

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

MELTBUTTER (Rank 25)2026/10/18110100.0%
スタンプジャンパー (Rank 23)2026/10/18220100.0%
G-HIDE4731 (Rank 28)2026/10/13220100.0%
hot-milk-www (Rank 29)2026/10/13110100.0%
PAUL0427 (Rank 25)2026/10/082020.0%
USB924 (Rank 26)2026/10/0732166.7%
CottonCandy (Rank 22)2026/10/07110100.0%
[VirtuAnalytics]SuperGolden (Rank 25)2026/10/072020.0%
clear-success03 (Rank 23)2026/10/07110100.0%
PAT-RUSH2 (Rank 23)2026/09/08220100.0%
SATORI_ASK (Rank 27)2026/08/29220100.0%
orz (Rank 26)2026/08/25220100.0%
sby (Rank 27)2026/08/232020.0%
108 (Rank 23)2026/07/29220100.0%
上海雑技団 (Rank 23)2026/07/29220100.0%
ちくわ (Rank 15)2026/07/231010.0%
moga_moga24 (Rank 24)2026/07/2342250.0%
kaiji256 (Rank 26)2026/07/052020.0%
jyariten-1968 (Rank 24)2026/06/21220100.0%
忘本朱の父 (Rank 26)2026/06/1931233.3%
r1s1d8 (Rank 26)2026/06/19440100.0%
ぽん (Rank 27)2026/06/1343175.0%
送分童子 (Rank 23)2026/06/13220100.0%
cjnholife (Rank 24)2026/06/13220100.0%
AngryBunny (Rank 23)2026/06/13110100.0%

Round openings

Every character

guardG106.0%
forward movement into punchP95.4%
backdash into Megaton Knuckle43P+K84.8%
backdash into Kaisei Tento1P+K63.6%
backdash into guardG53.0%
crouch dash back into Koboku214P53.0%
crouch dash forward into guardG42.4%
forward dash into Knee Attack6K42.4%
guardG into throw escape42.4%
Rimon Chouchu66P31.8%
backdash into evade up31.8%
forward dash into punchP31.8%
guardG into backdash31.8%
Kosoushou46P into forward movement21.2%
RenshouPP into Renkanshou3PPP21.2%

80 further openings account for the other 97 rounds.

Counted from 43 of the 46 matches played. The rest were not pulled for openings.

Akira

Career
40–12 · 76.9%
This season
11 matches · 63.6%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Koboku214P511.6%
Rimon Chouchu66P37.0%
backdash into guardG37.0%
guardG37.0%
backdash into evade up24.7%
forward dash into Jouho Touken6P24.7%
forward dash into Koboku214P24.7%
forward dash into evade up24.7%
forward movement into punchP24.7%
throw escape24.7%
Jouho Senshou46P into forward movement12.3%
backdash12.3%
backdash into Jouho Touken6P12.3%
crouch dash back into backdash12.3%
crouch dash back into backward movement12.3%

12 further openings account for the other 12 rounds.

Jeffry

Career
39–12 · 76.5%
This season
12 matches · 75.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Megaton Knuckle43P+K821.6%
forward dash into Knee Attack6K410.8%
crouch dash forward into guardG25.4%
forward dash into guardG25.4%
guardG into backdash25.4%
Body CrushP+K into Threat StanceP+K+G12.7%
Dash Elbow66P12.7%
Megaton Knuckle43P+K into guardG12.7%
backdash into Side Kick3K12.7%
backdash into throwP+G12.7%
crouch dash back into evade down12.7%
crouch dash forward into Ducking Low2K+G12.7%
crouch dash forward into evade down12.7%
crouch into Grizzly Hammer1PP12.7%
forward dash into Ducking Low2K+G12.7%

9 further openings account for the other 9 rounds.

Counted from 9 of the 12 matches played. The rest were not pulled for openings.

Lau

Career
36–10 · 78.3%
This season
10 matches · 90.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG411.1%
Kosoushou46P into forward movement25.6%
RenshouPP into Renkanshou3PPP25.6%
backdash into Kosoushou46P25.6%
backdash into guardG25.6%
crouch into Shakashou3P25.6%
forward movement into punchP25.6%
guardG into punchP25.6%
Junho Chushou33P12.8%
Shakashou3P into punchP12.8%
backdash12.8%
backdash into Koryu Tenshinkyaku6K+G12.8%
backdash into Risensou46P+K12.8%
backdash into Sako Soushou4P+K12.8%
backdash into evade up12.8%

11 further openings account for the other 11 rounds.

Brad

Career
19–8 · 70.4%
This season
4 matches · 25.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP315.8%
Sawk Klab6P+K210.5%
Spine Whip4P210.5%
Jolt Upper3P into Jolt Upper~Spin Kick3PK15.3%
Low Kick2K15.3%
Sit Jab2P into Middle Kick3K15.3%
crouch dash back into guardG15.3%
crouch dash forward into guardG15.3%
crouch dash forward into punchP15.3%
crouch dash forward into throw escape15.3%
evade up into guardG15.3%
forward dash into punchP15.3%
forward dash into throwP+G15.3%
guardG15.3%
punchP into kickK15.3%

Lei Fei

Career
5–1 · 83.3%
This season
4 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kaisei Tento1P+K640.0%
Fukushin Soukyaku33K+G into Toushintai33K+GK16.7%
Toushou66P16.7%
backdash into Kinkei DokuritsuP+K16.7%
backdash into SokutankyakuK+G16.7%
backdash into offensive move16.7%
crouch dash forward into Kochouheki (Deflect)236P+K16.7%
forward dash into Dantai4K16.7%
forward dash into Kakushu Suigeki6P16.7%
guardG into throw escape16.7%

Goh

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Batousatsu3KP225.0%
forward movement into punchP225.0%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP112.5%
backdash into Kokuryusatsu Ichi46P+K112.5%
backdash into punchP112.5%
guardG into throw escape112.5%

Jean

Career
1–1 · 50.0%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG228.6%
Chudan Mawashigeri3K114.3%
Yamakuzushi6K114.3%
backdash into Gyaku Seikenzuki66P114.3%
crouch dash forward into Yamakuzushi6K114.3%
evade down114.3%

Shun

Career
37–14 · 72.5%
This season
1 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Getsuga Gakushu46P into Rensai Gakushu46PP133.3%
forward dash into Gyou'in Haishu3P133.3%
forward dash into Koushu Rentai1KK133.3%

Not counted here: Taka. 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)
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Shun: not tested (too few rounds)