VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Akira

I_Dondyo_I

  • Pai
  • El Blaze
  • Shun
  • Jean
  • Jacky
  • Brad
Career matches1,739
Career win rate62.5%
Round win rate53.5%
Peak rank32
Distinct opponents86
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1593 #1,392 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

Akira3273341531856.6%
Pai3145328816563.6%
El Blaze2930420010465.8%
Jean1970472367.1%
Shun2368551380.9%
Jacky1963461773.0%
Sarah—2516964.0%
Lau—2219386.4%
Kage—1010.0%
Brad11000—
Dural—000—
Lion—000—

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

536 of 748 rounds counted

7.3 inputs a second (438 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.8470206
Pai7.0421221
El Blaze6.9412109

By opponent's character

Aoi7.243571
Pai7.042248
Akira7.142817
Kage7.243536
Sarah7.042256
Shun7.846647
Goh7.142828
Vanessa8.04803
Jean7.344036
Lau8.349832
El Blaze7.041820
Wolf7.545321
Brad7.645620
Jeffry7.041727
Jacky7.142419
Lei Fei7.746310
Lion7.243221
Taka6.840616
Eileen7.04188

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

Aoi24111345.8%-12.9
Pai1910952.6%-4.2
Akira159660.0%+6.4
Kage1411378.6%+20.2
Sarah147750.0%+2.2
Shun139469.2%+16.0
Goh129375.0%+16.6
Vanessa95455.6%+3.7
Jean85362.5%+7.5
Lau84450.0%-6.0
El Blaze74357.1%-0.1
Wolf73442.9%-6.5
Brad62433.3%-16.2
Jeffry62433.3%-26.7
Jacky51420.0%-25.0
Lei Fei54180.0%+20.0
Lion51420.0%-28.7
Taka41325.0%-28.1
Eileen330100.0%+36.3

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

Breakable Full Fence29181162.1%+7.1
Open27151255.6%+1.6
Octagon2314960.9%+5.2
Low Fence2214863.6%+7.7
Single Wall1971236.8%-22.2
Full Fence1861233.3%-21.7
Breakable Half Fence159660.0%+6.9
Half Fence128466.7%+14.0
Full Fence and Open106460.0%+8.4
Rectangle54180.0%+29.5

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
Walls10257.8%54.7%+3.1
No walls6852.9%55.8%-2.8

Walls against open: +6.0 points (95% range -9.1 to +21.0), p 0.438 — 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

Rosagigantea (Rank 28)2026/10/18440100.0%
え~る (Rank 29)2026/10/1875271.4%
SH0W-dowajusip (Rank 34)2026/10/12330100.0%
candygaly11 (Rank 33)2026/10/1231233.3%
jinjin (Rank 33)2026/10/0531233.3%
VF5FSKAGE (Rank 29)2026/10/0532166.7%
BigBoin (Rank 33)2026/10/054040.0%
Martin1833 (Rank 24)2026/09/1332166.7%
NORESPECT (Rank 30)2026/08/3062433.3%
躑躅 (Rank 34)2026/07/064040.0%
お~ちゃん (Rank 33)2026/06/2631233.3%
アベル (Rank 32)2026/06/1142250.0%
BANANA (Rank 29)2026/06/1142250.0%
SEGAAAAAA (Rank 26)2026/06/1143175.0%
コナモン@konnamon (Rank 31)2026/06/1131233.3%
AMUSEUM (Rank 32)2026/06/0754180.0%
kazu (Rank 31)2026/06/0731233.3%
MikuMartineau (Rank 33)2026/06/0741325.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 31)2026/05/2532166.7%
しぐりこ (Rank 25)2026/05/2343175.0%
砂の橋 (Rank 25)2026/05/17330100.0%
しゅが~nsr (Rank 26)2026/05/1031233.3%
アオゾラ。のびしろF (Rank 24)2026/05/0632166.7%
XiaoMing.SH (Rank 28)2026/05/0553260.0%
r1s1d8 (Rank 25)2026/05/0532166.7%

Round openings

Every character

crouch dash back into Koboku214P345.2%
crouch dash back into Honrakukyaku46K+G192.9%
forward movement into RenshouPP172.6%
Haitenkyaku7K into guardG162.5%
Meishouho4P+K+G into Ensei SenpukyakuK+G162.5%
Rimon Chouchu66P162.5%
forward movement into punchP162.5%
Haitenkyaku7K152.3%
Shouda46PP into Rising Back Spin Kick46PPK132.0%
up, up-back kick+guard87K+G into Rocket Discharge6P+K+G132.0%
evade down into Senzankou66P+K121.9%
forward dash into Jouho Touken6P121.9%
backdash into Souka Housui3P+K111.7%
crouch dash back into Ensei Touku Haikyaku66K+G111.7%
crouch into down-back kick1K111.7%

212 further openings account for the other 417 rounds.

Counted from 160 of the 184 matches played. The rest were not pulled for openings.

Pai

Career
288–165 · 63.6%
This season
69 matches · 52.2%
Peak rank
31

First hit in 43.4% of 265 rounds. Won 59.1% of the rounds they struck first, 43.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Honrakukyaku46K+G197.2%
forward movement into RenshouPP176.4%
Haitenkyaku7K into guardG166.0%
Meishouho4P+K+G into Ensei SenpukyakuK+G166.0%
Haitenkyaku7K155.7%
crouch dash back into Ensei Touku Haikyaku66K+G114.2%
crouch into down-back kick1K114.2%
backdash into Honrakukyaku46K+G103.8%
crouch into Ensei Haikyaku4K103.8%
crouch into Souka Raigekishou3PPP93.4%
Meishouho4P+K+G83.0%
forward movement into RaigekishouPPP83.0%
backdash into Tenshin Oushoushou46P+K62.3%
Honrakukyaku46K+G51.9%
Meishouho4P+K+G into punchP51.9%

68 further openings account for the other 99 rounds.

Counted from 65 of the 69 matches played. The rest were not pulled for openings.

Akira

Career
415–318 · 56.6%
This season
74 matches · 54.0%
Peak rank
32

First hit in 46.0% of 222 rounds. Won 67.7% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Koboku214P3415.0%
Rimon Chouchu66P167.1%
evade down into Senzankou66P+K125.3%
forward dash into Jouho Touken6P125.3%
backdash into Souka Housui3P+K114.9%
backdash into Jouho Senshou46P104.4%
crouch dash back into Jouho Touken6P104.4%
forward movement into punchP94.0%
backdash into Chouzan Housui46P+K62.6%
crouch dash back into Tetsuzankou466P+K52.2%
evade up into Senzankou66P+K52.2%
Chouyoushu1P41.8%
Jouho Touken6P41.8%
Rimon Chouchu66P into forward dash41.8%
Senzankou66P+K into throwP+G41.8%

57 further openings account for the other 80 rounds.

Counted from 55 of the 74 matches played. The rest were not pulled for openings.

El Blaze

Career
200–104 · 65.8%
This season
29 matches · 55.2%
Peak rank
29

First hit in 47.0% of 115 rounds. Won 59.3% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shouda46PP into Rising Back Spin Kick46PPK1311.2%
up, up-back kick+guard87K+G into Rocket Discharge6P+K+G1311.2%
up-back kick+guard7K+G into Rocket Discharge6P+K+G97.8%
backdash into Darkness Sword43K+G86.9%
Backswing Rocket1P+K into forward movement65.2%
Demon Dance9P+K into Demon's Tail9P+KK54.3%
Volcano Upper4P+K54.3%
Backswing Rocket1P+K32.6%
High Spin KickK+G21.7%
High-Speed Jab46P into Flame Toe Kick46PK21.7%
Low Drop Kick1K+G21.7%
back, up-back kick+guard47K+G into Rocket Discharge6P+K+G21.7%
crouch dash back into Head Smash Kick46K21.7%
evade up into Head Smash Kick46K21.7%
evade up into crouch dash back21.7%

36 further openings account for the other 40 rounds.

Counted from 28 of the 29 matches played. The rest were not pulled for openings.

Shun

Career
55–13 · 80.9%
This season
6 matches · 66.7%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Gyou'in Haishu3P313.6%
offensive move313.6%
Kouhi Tentai7K+G into Kasen Gyou'in6P+K+G29.1%
forward movement into RengekiPP29.1%
forward movement into punchP29.1%
punchP into RengekiPP29.1%
Gyou'in Haishu3P into crouch14.5%
Koushinhi4P+K+G into Honshin TankaP+K14.5%
Rensai Gakushu46PP into Rengeki Gakushu46PPP14.5%
crouch dash back into Haisenchu1P14.5%
crouch dash back into Kasen Gyou'in6P+K+G14.5%
crouch dash forward into Gyou'in Haishu3P14.5%
evade down into Chougeki RigoutaiPK14.5%
guardG into throw escape14.5%

Jean

Career
47–23 · 67.1%
This season
3 matches · 100.0%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P218.2%
Nozuchi1P+K218.2%
Nozuchi1P+K into evade down19.1%
Oihiji4P+K into guardG19.1%
evade down into Hizageri4K19.1%
forward dash into Yoko'enpi6P19.1%
forward movement into punchP19.1%
guardG into forward dash19.1%
punchP into crouch19.1%

Jacky

Career
46–17 · 73.0%
This season
2 matches · 100.0%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slide Shuffle (Deflect)4P+K+G into crouch dash forward466.7%
crouch dash back into Body Blow3P+K116.7%
crouch dash back into Long Stride Back Knuckle4P+K116.7%

Brad

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sway Back4P+K+G into Mighty Knee UpperK133.3%
forward movement into Combination UpperPPP133.3%
forward movement into guardG133.3%

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

  • Pai: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Brad: not tested (too few rounds)