VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

Gravastar

  • Brad
  • Jean
  • Goh
  • Jeffry
  • Kage
  • Lau
  • Lion
Career matches985
Career win rate75.9%
Round win rate66.2%
Peak rank39
Distinct opponents171
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1794 #394 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

Akira3943030312770.5%
Jeffry331301003076.9%
Goh32126893770.6%
Brad341251032282.4%
Jean3390791187.8%
Kage3378681087.2%
Lau26550100.0%
Lion26110100.0%

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

1,657 of 1,659 rounds counted

7.6 inputs a second (455 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.3496839
Brad7.0422250
Jean6.8406165
Goh6.5391150
Jeffry6.9412123
Kage7.1428109
Lau7.142413
Lion7.44428

By opponent's character

Akira7.6457235
Jacky7.9472166
Wolf7.3437127
Shun7.3439104
Lion7.3438109
Sarah7.3439105
Aoi7.8467100
Jean7.947293
Brad7.545286
Jeffry8.048082
Lau7.645675
Kage7.243059
Goh7.746454
Dural6.740347
Taka8.047751
El Blaze7.645852
Vanessa7.746148
Pai8.148631
Lei Fei7.343918
Eileen7.947615

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

Akira59382164.4%-14.1
Jacky40291172.5%+0.4
Wolf3427779.4%+1.7
Shun3025583.3%+9.5
Lion2823582.1%+7.7
Sarah2821775.0%-1.0
Aoi2516964.0%-8.8
Jean2417770.8%-3.5
Brad2319482.6%+6.7
Jeffry2117481.0%+4.7
Lau2017385.0%+10.8
Kage1615193.8%+20.9
Goh149564.3%-17.2
Dural1312192.3%+14.6
Taka136746.1%-24.2
El Blaze128466.7%-5.9
Vanessa1211191.7%+14.2
Pai97277.8%-3.1
Lei Fei550100.0%+26.5
Eileen42250.0%-30.2

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Open54421277.8%+1.3
Half Fence51401178.4%+2.2
Breakable Full Fence49331667.3%-9.3
Octagon4638882.6%+8.7
Single Wall45331273.3%+0.0
Full Fence39291074.4%-3.5
Breakable Half Fence3728975.7%+3.6
Rectangle34231167.7%-5.3
Low Fence32221068.8%-7.1
Full Fence and Open2925486.2%+8.8

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls25674.6%75.1%-0.5
No walls13174.0%75.2%-1.1

Walls against open: +0.7 points (95% range -8.8 to +10.2), p 0.889 — 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

zakiyamaBR (Rank 39)2026/10/1863350.0%
ニトロ (Rank 35)2026/10/1842250.0%
空き缶。 (Rank 42)2026/10/1452340.0%
hurikake1999 (Rank 34)2026/09/30660100.0%
ATSHSHI (Rank 39)2026/09/3053260.0%
おろち ぽっぽ (Rank 43)2026/09/3051420.0%
onigiryy_14 (Rank 35)2026/09/2943175.0%
hsat0310 (Rank 35)2026/09/2952340.0%
ワクワク (Rank 33)2026/09/29440100.0%
okamiaoi_127 (Rank 32)2026/09/2642250.0%
黒シャツ (Rank 33)2026/09/1542250.0%
あむざん (Rank 38)2026/09/1174357.1%
guigui8393 (Rank 34)2026/09/1176185.7%
무파ZeroBlue (Rank 33)2026/09/021210283.3%
都筑まもる君 (Rank 32)2026/09/0253260.0%
danimura (Rank 35)2026/08/3143175.0%
umiyama_kai (Rank 35)2026/08/1743175.0%
orz (Rank 30)2026/07/18880100.0%
HiHo-HiHo_daho (Rank 32)2026/07/1454180.0%
JKSTW(SEGAWORLD大亞店) (Rank 33)2026/07/14990100.0%
REDdog.狂犬 (Rank 32)2026/07/1410100100.0%
W-TETSU (Rank 30)2026/07/0864266.7%
asari0727 (Rank 30)2026/07/0454180.0%
ShieldHolder (Rank 28)2026/07/03440100.0%
MalangJelly (Rank 33)2026/07/03440100.0%

Round openings

Every character

forward movement into punchP22415.2%
backdash into evade down16311.1%
backdash into Jouho Senshou46P1329.0%
backdash into evade up865.8%
crouch dash forward into forward dash412.8%
forward dash into Jouho Senshou46P372.5%
backdash into Karura4P+K342.3%
crouch dash forward into Jouho Touken6P342.3%
Ducking6P+K+G into Crush Knee KickK+G302.0%
crouch dash forward into guardG261.8%
Rimon Chouchu66P into forward dash241.6%
backdash into throwP+G231.6%
crouch dash forward into throw escape191.3%
backdash into Kake'uchi~Maekeri'age46PK171.2%
crouch dash back into Jouho Touken6P130.9%

238 further openings account for the other 566 rounds.

Counted from 383 of the 430 matches played. The rest were not pulled for openings.

Akira

Career
303–127 · 70.5%
This season
210 matches · 68.6%
Peak rank
39

First hit in 58.1% of 647 rounds. Won 65.2% of the rounds they struck first, 61.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 57.7% of rounds, against 44.7% in their other rounds.
  • Against Aoi: attacks straight away in 26.6% of rounds, against 9.9% against everyone else.
  • In round 4 or later: opens with “forward movement into P punch” in 23.0% of rounds, against 12.3% in their other rounds.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 23.9% of rounds, against 8.4% after anything else.
  • After winning a round: opens with “backdash into 46P Jouho Senshou” in 22.9% of rounds, against 9.9% after losing one.
  • When ahead: opens with “backdash into 46P Jouho Senshou” in 25.7% of rounds, against 10.4% when level or behind.

How is this tested?

backdash into Jouho Senshou46P13220.3%
forward movement into punchP9714.9%
backdash into evade down6710.3%
forward dash into Jouho Senshou46P375.7%
crouch dash forward into Jouho Touken6P345.2%
backdash into evade up294.5%
Rimon Chouchu66P into forward dash243.7%
crouch dash forward into forward dash233.5%
crouch dash back into Jouho Touken6P132.0%
backdash into Rimon Chouchu66P111.7%
Senzankou66P+K into throwP+G91.4%
backdash into throwP+G91.4%
Rimon Chouchu66P81.2%
backdash into Jouho Touken6P81.2%
crouch dash forward into throw escape81.2%

68 further openings account for the other 140 rounds.

Counted from 163 of the 210 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira2–0 · 100%9–6 · 60%too few to test
Jacky8–5 · 62%5–1 · 83%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.

47 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Brad

Career
103–22 · 82.4%
This season
65 matches · 78.5%
Peak rank
34

First hit in 46.4% of 248 rounds. Won 71.3% of the rounds they struck first, 63.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down3413.6%
Ducking6P+K+G into Crush Knee KickK+G3011.9%
forward movement into punchP197.6%
backdash into evade up145.6%
backdash into Sway Back4P+K+G114.4%
crouch dash forward into guardG104.0%
backdash into Jackal Straight46P+K83.2%
Elbow Hook6P62.4%
Middle Spin Kick66K62.4%
backdash into Dtee Sawk Lang3P+KP62.4%
backdash into throwP+G62.4%
Dtee Sawk Dtrohng4P+K52.0%
forward movement into Jab StraightPP52.0%
Jolt Upper3P into Jolt Upper~Spin Kick3PK41.6%
backdash into Destruction Body3P+K41.6%

57 further openings account for the other 83 rounds.

Jean

Career
79–11 · 87.8%
This season
47 matches · 85.1%
Peak rank
33

First hit in 54.0% of 163 rounds. Won 80.7% of the rounds they struck first, 77.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2213.3%
backdash into Kake'uchi~Maekeri'age46PK1710.3%
backdash into evade up137.9%
backdash into evade down106.1%
backdash into Gyaku Seikenzuki66P74.2%
Gyaku Seikenzuki66P63.6%
crouch dash forward into forward dash63.6%
Shitamaeken2P53.0%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK53.0%
backdash into Kake'uchi46P42.4%
backdash into Yoko'enpi6P42.4%
crouch dash forward into Yamakuzushi6K42.4%
crouch dash forward into throw escape42.4%
backdash into throwP+G31.8%
crouch dash forward into guardG31.8%

35 further openings account for the other 52 rounds.

Goh

Career
89–37 · 70.6%
This season
40 matches · 80.0%
Peak rank
32

First hit in 58.9% of 151 rounds. Won 78.7% of the rounds they struck first, 59.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K3422.5%
forward movement into punchP2415.9%
backdash into evade down149.3%
backdash into evade up117.3%
backdash into Maegeri3K106.6%
crouch dash forward into forward dash53.3%
crouch dash forward into guardG53.3%
backdash into Batousatsu3KP42.6%
crouch dash forward into throw escape42.6%
backdash into Kyousengeri46K32.0%
backdash into Soukyu46P32.0%
forward dash into evade up32.0%
Sune'uchi2P21.3%
crouch dash back into guardG21.3%
guardG21.3%

25 further openings account for the other 25 rounds.

Jeffry

Career
100–30 · 76.9%
This season
33 matches · 78.8%
Peak rank
33

First hit in 56.9% of 123 rounds. Won 71.4% of the rounds they struck first, 56.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP4133.3%
backdash into evade down1512.2%
backdash into Side Kick3K97.3%
backdash into Dash Elbow66P64.9%
Low Knuckle2P54.1%
backdash into Kenka Hook46P43.2%
backdash into evade up43.2%
crouch dash forward into forward dash32.4%
forward dash into guardG32.4%
guardG into throw escape32.4%
backdash into Double Hammer Down43P21.6%
backdash into Knuckle KickPK21.6%
crouch dash forward into Knee Attack6K21.6%
crouch dash forward into Knuckle KickPK21.6%
crouch dash forward into throw escape21.6%

20 further openings account for the other 20 rounds.

Kage

Career
68–10 · 87.2%
This season
29 matches · 86.2%
Peak rank
33

First hit in 59.3% of 108 rounds. Won 75.0% of the rounds they struck first, 75.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2220.2%
backdash into evade up1513.8%
forward movement into punchP1513.8%
backdash into Nakageri3K87.3%
backdash into Fusenjin3P43.7%
backdash into throwP+G43.7%
backdash into Furikakato OtoshiK+G32.8%
backdash into Ryubisen44K+G32.8%
Jizuridan2P21.8%
backdash into HagasanePK21.8%
backdash into Shippuzan3PP21.8%
backward movement into punchP21.8%
evade up into crouch dash forward21.8%
Fusenjin3P into punchP10.9%
Hiji'uchi6P10.9%

23 further openings account for the other 23 rounds.

Lau

Career
5–0 · 100.0%
This season
4 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP430.8%
backdash into Kosoushou46P215.4%
backdash into Sako Soushou4P+K215.4%
backdash17.7%
backdash into Junho Chushou33P17.7%
backdash into Senpuga~KokeiK+G17.7%
backdash into evade down17.7%
crouch into Chisoutai2K+G17.7%

Lion

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kishitsu Kasensou43P225.0%
forward movement into punchP225.0%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP112.5%
backdash into Senshippo66P112.5%
backdash into Ukoushin46P+K112.5%
backward movement into forward punch+kick6P+K112.5%

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

  • Akira: 6 of 15 tests hold up
  • Brad: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lion: not tested (too few rounds)