VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

chileung18

  • Shun
  • Brad
  • Kage
  • Jeffry
  • Wolf
Career matches4,949
Career win rate53.5%
Round win rate51.5%
Peak rank33
Distinct opponents278
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1640 #1,096 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

Akira331,86297388952.3%
Shun331,33370962453.2%
Kage3363735328455.4%
Brad3255230824455.8%
Jeffry3237819917952.6%
Wolf301871087957.8%

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

5,684 of 6,389 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

Akira6.23691,600
Shun5.93561,948
Brad5.9352639
Kage5.9354556
Jeffry5.8348518
Wolf5.7343423

By opponent's character

Akira6.0359656
Wolf6.1367634
Pai5.9355529
Jacky6.0358404
Jeffry6.0359391
Goh5.9354295
Jean6.2372352
Sarah5.7340323
Aoi6.0358250
Kage5.8349229
Shun5.7343235
Lei Fei5.8349233
El Blaze6.0359173
Lau6.0360192
Lion6.1365166
Brad5.9352172
Dural6.0361158
Vanessa5.9356123
Taka5.935697
Eileen6.035972

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

Akira168987058.3%+4.6
Wolf165996660.0%+7.8
Pai153787551.0%-5.4
Jacky110545649.1%-2.2
Jeffry107545350.5%+2.7
Goh94504453.2%-2.6
Jean89444549.4%-4.2
Sarah87582966.7%+9.1
Aoi83533063.9%+11.3
Kage68373154.4%+1.5
Shun62293346.8%-6.9
Lei Fei61223936.1%-14.1
El Blaze56253144.6%-4.3
Lau53223141.5%-9.4
Lion46212545.6%-6.3
Brad44242054.5%+2.5
Dural39211853.9%-3.7
Vanessa36162044.4%-6.6
Taka33221166.7%+11.4
Eileen2091145.0%-8.3

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Full Fence170967456.5%+4.0
Low Fence166788847.0%-7.0
Single Wall159857453.5%-0.1
Breakable Half Fence158718744.9%-8.0
Rectangle157936459.2%+4.8
Octagon153936060.8%+8.0
Half Fence151807153.0%+0.3
Open148767251.4%-1.0
Breakable Full Fence133815260.9%+8.2
Full Fence and Open98485049.0%-6.2

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls92255.7%53.2%+2.5
No walls47350.5%53.1%-2.5

Walls against open: +5.0 points (95% range -0.9 to +10.9), p 0.097 — 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

BANANA (Rank 30)2026/10/1641291270.7%
juste (Rank 32)2026/10/1633171651.5%
jiwoonpk (Rank 32)2026/10/1530111936.7%
seobin_papa (Rank 26)2026/10/152316769.6%
44884 (Rank 29)2026/10/151510566.7%
ER_higante (Rank 28)2026/10/0949292059.2%
elf4sale (Rank 32)2026/10/0933141942.4%
要你命3000 (Rank 27)2026/09/241413192.9%
Koutei (Rank 34)2026/09/1832151746.9%
yamaneko (Rank 32)2026/09/151871138.9%
jinjin (Rank 32)2026/09/1242172540.5%
PlasticBros塑膠兄 (Rank 32)2026/09/1228131546.4%
temp002 (Rank 31)2026/09/121812666.7%
∈挙動不審∋ (Rank 34)2026/09/1033141942.4%
danimura (Rank 35)2026/09/101421214.3%
クレウル (Rank 34)2026/09/081871138.9%
Hypertension (Rank 33)2026/08/3130131743.3%
漂泊の民回線ジプシー (Rank 36)2026/08/271851327.8%
ありがとナス (Rank 28)2026/08/222112957.1%
MaBoy (Rank 33)2026/08/2223111247.8%
ワクワク (Rank 33)2026/08/201661037.5%
eastrun (Rank 30)2026/08/05146842.9%
NORESPECT (Rank 35)2026/08/0440192147.5%
★★★★★ (Rank 33)2026/07/252281436.4%
マーレさん (Rank 33)2026/07/0221101147.6%

Round openings

Every character

Senzankou66P+K into throwP+G3615.8%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K2203.6%
Honshin Rensenkyaku4K+G1943.1%
evade up1642.7%
Sokuten44P+K+G into Hagakure-ryu You Jumonji KamaeP+K+G1482.4%
Gyou'in Haishu3P1302.1%
guardG1212.0%
Haisenchu1P into Haisenchu Kaikakyaku1PK1091.8%
backdash into Ducking6P+K+G1051.7%
backdash into Jouho Senshou46P861.4%
Gyou'in Haishu3P into guardG821.3%
offensive move771.2%
Spine Whip4P into Lumpini Combination4PK741.2%
up-back kick7K721.2%
Jolt Upper3P into Jolt Upper~Spin Kick3PK711.1%

829 further openings account for the other 4,161 rounds.

Counted from 1,520 of the 1,574 matches played. The rest were not pulled for openings.

Shun

Career
709–624 · 53.2%
This season
492 matches · 51.6%
Peak rank
33

First hit in 47.4% of 1,992 rounds. Won 52.9% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • Against Wolf: waits first in 22.6% of rounds, against 6.7% against everyone else.
  • On Breakable Full Fence stages: waits first in 16.9% of rounds, against 7.2% on the other stages.
  • After opening the round before by waiting: waits first in 20.6% of rounds, against 6.5% after anything else.
  • After losing a round: evades first in 4.5% of rounds, against 0.9% after winning one.
  • When ahead: attacks straight away in 70.8% of rounds, against 63.4% when level or behind.
  • In round 1: opens with “4K+G Honshin Rensenkyaku” in 14.2% of rounds, against 8.2% in their other rounds.
  • Against Akira: opens with “3P Gyou'in Haishu” in 14.4% of rounds, against 5.6% against everyone else.
  • After opening the round before with “3P Gyou'in Haishu”: opens with “3P Gyou'in Haishu” in 15.6% of rounds, against 6.6% after anything else.
  • After losing a round: opens with “1P Haisenchu into 1PK Haisenchu Kaikakyaku” in 10.6% of rounds, against 1.1% after winning one.
  • When behind: opens with “1P Haisenchu into 1PK Haisenchu Kaikakyaku” in 10.0% of rounds, against 2.1% when ahead or level.
  • On 10–14 drinks: opens with “3P Gyou'in Haishu into G guard” in 11.8% of rounds, against 3.7% on other drink counts.

How is this tested?

Getsuga Gakushu46P into Getsuga Gyou'in46PP+K22011.0%
Honshin Rensenkyaku4K+G1949.7%
Gyou'in Haishu3P1306.5%
Haisenchu1P into Haisenchu Kaikakyaku1PK1095.5%
Gyou'in Haishu3P into guardG824.1%
backward movement into Kasen Chugeki6P552.8%
offensive move492.5%
Asen Kaikyaku44K462.3%
Haisenchu1P452.2%
crouch dash back into Dokuritsu Kanpai46P+K402.0%
backdash into Rentai Kanshu3KP391.9%
guardG371.9%
guardG into Gyou'in Haishu3P361.8%
Koushu Katai1K into Koushu Rentai1KK311.6%
backdash into Tenshin Benshu4P+K271.4%

251 further openings account for the other 857 rounds.

By stage type

Record against each character on walled and open stages, as Shun

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf21–13 · 62%6–8 · 43%too few to test
Akira27–13 · 68%8–2 · 80%too few to test
Jeffry12–20 · 38%8–8 · 50%too few to test
Pai15–14 · 52%9–6 · 60%too few to test
Sarah9–6 · 60%6–3 · 67%too few to test
Goh8–4 · 67%8–7 · 53%too few to test
Lei Fei6–11 · 35%2–5 · 29%too few to test
Aoi14–6 · 70%2–0 · 100%too few to test
Jacky9–7 · 56%1–0 · 100%too few to test
Lau3–6 · 33%3–3 · 50%too few to test
Brad9–7 · 56%5–1 · 83%too few to test
Shun4–5 · 44%2–12 · 14%too few to test
Jean8–9 · 47%0–1 · 0%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Akira

Career
973–889 · 52.3%
This season
492 matches · 52.4%
Peak rank
33

First hit in 46.4% of 1,980 rounds. Won 53.6% of the rounds they struck first, 49.7% of the rounds they were struck first.

Significant Tells

  • Against Akira: moves in first in 21.3% of rounds, against 5.8% against everyone else.
  • After opening the round before by waiting: waits first in 23.8% of rounds, against 11.0% after anything else.
  • After winning a round: evades first in 27.6% of rounds, against 18.6% after losing one.
  • When ahead: evades first in 27.1% of rounds, against 18.7% when level or behind.
  • Against Sarah: opens with “evade up” in 17.4% of rounds, against 6.0% against everyone else.
  • After opening the round before with “7K up-back kick”: opens with “7K up-back kick” in 27.9% of rounds, against 1.7% after anything else.
  • After winning a round: opens with “evade up” in 9.5% of rounds, against 3.2% after losing one.
  • When ahead: opens with “7K up-back kick” in 5.1% of rounds, against 0.8% when level or behind.

How is this tested?

Senzankou66P+K into throwP+G36118.1%
evade up1326.6%
backdash into Jouho Senshou46P864.3%
up-back kick7K572.9%
Kaikyusei4P into Sayu Kaikyu4PP512.6%
guardG442.2%
evade up into kickK371.9%
Housui2P361.8%
backdash into Hekishou43P341.7%
crouch dash forward into Jouho Touken6P341.7%
evade up into Souka Housui3P+K341.7%
backdash into Souka Housui3P+K331.7%
evade up into forward punch+kick6P+K321.6%
backdash into Kaikyusei4P301.5%
evade up into up-back kick7K281.4%

208 further openings account for the other 962 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai12–19 · 39%5–4 · 56%too few to test
Akira14–18 · 44%3–6 · 33%too few to test
Wolf21–13 · 62%9–4 · 69%too few to test
Aoi16–9 · 64%7–4 · 64%too few to test
Goh10–7 · 59%9–7 · 56%too few to test
Kage13–9 · 59%5–4 · 56%too few to test
Jacky10–7 · 59%5–5 · 50%too few to test
Jean10–7 · 59%3–6 · 33%too few to test
Sarah10–6 · 62%8–4 · 67%too few to test
Jeffry8–3 · 73%3–5 · 38%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Brad

Career
308–244 · 55.8%
This season
199 matches · 48.7%
Peak rank
32

First hit in 47.1% of 816 rounds. Won 51.0% of the rounds they struck first, 48.4% of the rounds they were struck first.

Significant Tells

  • Against Pai: backs off first in 41.7% of rounds, against 23.4% against everyone else.
  • After opening the round before by backing off: backs off first in 42.2% of rounds, against 17.3% after anything else.
  • After losing a round: waits first in 15.2% of rounds, against 9.7% after winning one.
  • Against Lei Fei: opens with “backdash into 4K Stop Kick” in 22.0% of rounds, against 4.9% against everyone else.
  • After opening the round before with “backdash into 6P+K+G Ducking”: opens with “backdash into 6P+K+G Ducking” in 42.9% of rounds, against 5.5% after anything else.

How is this tested?

backdash into Ducking6P+K+G10512.8%
Spine Whip4P into Lumpini Combination4PK749.1%
Jolt Upper3P into Jolt Upper~Spin Kick3PK718.7%
backdash into Stop Kick4K506.1%
Dtee Sawk Dtrohng4P+K374.5%
Stop Kick4K into forward movement354.3%
Ducking6P+K+G into Crush Knee KickK+G283.4%
Ducking6P+K+G into Sting BlowP+K232.8%
guardG222.7%
Middle Spin Kick66K202.5%
evade up182.2%
Sit Jab2P162.0%
up-back kick7K141.7%
evade up into Ten Kao6K131.6%
backdash into Dtee Sawk Lang3P+KP111.4%

127 further openings account for the other 280 rounds.

By stage type

Record against each character on walled and open stages, as Brad

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai7–10 · 41%3–2 · 60%too few to test
Wolf9–8 · 53%3–2 · 60%too few to test
Jacky8–5 · 62%1–2 · 33%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Kage

Career
353–284 · 55.4%
This season
157 matches · 51.0%
Peak rank
33

First hit in 47.6% of 637 rounds. Won 51.2% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Sokuten44P+K+G into Hagakure-ryu You Jumonji KamaeP+K+G14822.8%
Hagakure-ryu In Raijingeki46P+K426.5%
Hagakure-ryu In Raijingeki46P+K into punchP406.2%
Rasen4P355.4%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G274.2%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP233.5%
Hiji'uchi6P into forward punch+kick+guard6P+K+G172.6%
backward movement into Nagiharai6P+K172.6%
backdash into Hagakure-ryu In Shippujin4P+K+G152.3%
Jizuridan2P132.0%
forward movement into Rasen4P132.0%
Kouten63214P111.7%
Hagakure-ryu You Jumonji KamaeP+K+G101.5%
Rasen4P into Rasen Urageri4PK101.5%
punchP into ResshouPP91.4%

105 further openings account for the other 218 rounds.

Jeffry

Career
199–179 · 52.6%
This season
128 matches · 62.5%
Peak rank
32

First hit in 50.9% of 513 rounds. Won 62.5% of the rounds they struck first, 51.6% of the rounds they were struck first.

Significant Tells

  • Against Goh: attacks straight away in 75.6% of rounds, against 50.8% against everyone else.
  • Against Wolf: opens with “2P Low Knuckle” in 13.2% of rounds, against 3.4% against everyone else.

How is this tested?

Overblow Shoulder66P+K407.7%
backdash into Rising Hammer43PP326.2%
Hell Dunk Elbow2P+K265.0%
Low Knuckle2P234.4%
Dash Elbow66P224.2%
backdash into Double Hammer Down43P214.0%
Overblow Shoulder66P+K into throwP+G193.7%
Sunlit Body Upper3P+K152.9%
Low Knuckle2P into Smash Upper3P112.1%
Low Knuckle2P into backdash112.1%
backdash into back punch+kick+guard4P+K+G112.1%
evade up112.1%
punchP into Double KnucklePP112.1%
Heavy Back Knuckle4P into Stomach Destroyer4PK101.9%
guardG91.7%

117 further openings account for the other 247 rounds.

Wolf

Career
108–79 · 57.8%
This season
106 matches · 63.2%
Peak rank
30

First hit in 49.8% of 203 rounds. Won 56.4% of the rounds they struck first, 56.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Rolling Elbow43P167.9%
backdash into Short Shoulder46P+K146.9%
backdash into Heavy Toe Kick4K+G136.4%
Quick Shoulder66P+K125.9%
forward movement into Elbow Butt4P115.4%
Comet Hook1P into Knuckle Part1PP83.9%
Screw Hook63214P into Screw Lariat63214PP73.5%
guardG73.5%
Elbow Butt4P63.0%
Low Hammer2P63.0%
backdash into R.A.W. AvengerP+K+G63.0%
crouch into Low Hammer2P63.0%
guardG into Low Hammer2P52.5%
backdash into Body Blow6P42.0%
Low Hammer2P into crouch31.5%

60 further openings account for the other 79 rounds.

Counted from 52 of the 106 matches played. The rest 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 (78 here; about 3.9 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

  • Shun: 11 of 18 tests hold up
  • Akira: 8 of 16 tests hold up
  • Brad: 5 of 15 tests hold up
  • Kage: 0 of 15 tests hold up
  • Jeffry: 2 of 14 tests hold up
  • Wolf: not tested (too few rounds)