VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

akiki-99-shadow

  • Aoi
  • Lion
  • Pai
  • Jeffry
  • Jean
  • Sarah
  • Wolf
  • Goh
Career matches1,076
Career win rate74.5%
Round win rate64.1%
Peak rank34
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1777 #456 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

Akira323012287375.8%
Jean342261497765.9%
Aoi331431043972.7%
Goh32106802675.5%
Pai3287701780.5%
Sarah3084642076.2%
Lion3274621283.8%
Kage—2927293.1%
Wolf272317673.9%
Jeffry3031233.3%

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

183 of 541 rounds counted

7.8 inputs a second (468 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi7.9471103
Jean8.047914
Wolf8.450526
Goh7.343740

By opponent's character

Akira8.248913
Lau8.047941
Goh8.450712
El Blaze6.338020
Jeffry8.048213
Shun7.444614
Lion8.852620
Sarah7.544914
Kage7.947314
Lei Fei7.54528
Eileen7.34406
Brad7.34383
Vanessa8.75215

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

Akira1614287.5%+14.8
Lau1613381.2%+12.6
Wolf1513286.7%+9.5
Goh148657.1%-14.8
El Blaze117463.6%-8.7
Jeffry1110190.9%+17.2
Shun108280.0%+4.8
Jacky770100.0%+33.0
Lion62433.3%-44.2
Sarah65183.3%+10.0
Kage51420.0%-49.4
Lei Fei53260.0%-7.4
Pai53260.0%-20.8
Aoi43175.0%+2.0
Eileen220100.0%+19.2
Jean21150.0%-31.9
Taka220100.0%+26.7
Brad1010.0%-79.5
Vanessa1010.0%-64.8

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

Full Fence2016480.0%+5.1
Half Fence1813572.2%-2.8
Breakable Full Fence1611568.8%-2.8
Open1613381.2%+14.3
Low Fence1510566.7%-6.6
Single Wall138561.5%-12.3
Breakable Half Fence117463.6%-13.9
Octagon1110190.9%+12.6
Rectangle119281.8%+10.0
Full Fence and Open32166.7%-4.8

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
Walls8775.9%74.8%+1.1
No walls4470.5%71.1%-0.7

Walls against open: +1.8 points (95% range -14.2 to +17.8), p 0.830 — 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

ヘニオ (Rank 35)2026/08/2565183.3%
さみぃ_ANTARES (Rank 35)2026/08/25220100.0%
ワクワク (Rank 34)2026/08/2541325.0%
そんさく先生@SRGM (Rank 34)2026/08/1864266.7%
キリマンジャロさなえ (Rank 32)2026/08/18220100.0%
∈挙動不審∋ (Rank 33)2026/06/2464266.7%
HaseMasa (Rank 25)2026/06/2432166.7%
1FNOPLAYSORRY (Rank 33)2026/06/1743175.0%
mitorakujo (Rank 26)2026/05/18440100.0%
snake9821 (Rank 26)2026/05/1832166.7%
HoAssYoAss (Rank 25)2026/05/16330100.0%
鳩男 (Rank 27)2026/04/25550100.0%
れうくろった (Rank 28)2026/04/2553260.0%
AlicerLandeel (Rank 29)2026/04/2443175.0%
借酒中 (Rank 35)2026/04/2431233.3%
五寸釘くん (Rank 34)2026/04/24330100.0%
lemon@のびしろF (Rank 28)2026/04/23220100.0%
MaBoy (Rank 32)2026/04/2343175.0%
はげまん (Rank 28)2026/04/1597277.8%
calmknight[냠냠] (Rank 29)2026/04/15220100.0%
§Ryu~k§ (Rank 32)2026/04/15220100.0%
banpal/バンパル (Rank 35)2026/04/0821150.0%
绝逼膝盖 (Rank 31)2026/04/03220100.0%
HAM (Rank 33)2026/04/0332166.7%
菊の門、再び… (Rank 29)2026/04/02440100.0%

Round openings

Every character

backdash into evade up9818.1%
forward movement into punchP5710.5%
backdash into punchP183.3%
backdash into throwP+G132.4%
backdash into Konohana Sakuya43P+K122.2%
Juchou Senshou8P+K81.5%
forward dash into evade up81.5%
backdash into Honrakukyaku46K+G71.3%
backdash into evade down71.3%
forward dash into Kusanagi2K+G71.3%
punchP71.3%
backdash into Double Hammer Down43P61.1%
backward movement into evade up61.1%
forward movement into Double KnucklePP61.1%
Senputai8K50.9%

189 further openings account for the other 278 rounds.

Aoi

Career
104–39 · 72.7%
This season
27 matches · 63.0%
Peak rank
33

First hit in 50.5% of 103 rounds. Won 57.7% of the rounds they struck first, 54.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1413.6%
forward movement into punchP1211.7%
backdash into throwP+G76.8%
forward dash into Kusanagi2K+G76.8%
backdash into Maegeri3K43.9%
forward dash into evade up43.9%
backdash into Hou'oushu3P32.9%
backdash into Koromoguruma66P32.9%
backdash into Ryoushi43P32.9%
Chudan Hiji'ate6P into Tsumujisakura6PP21.9%
backdash into Raijinha6K21.9%
backdash into Sou'unha66K21.9%
backdash into punchP21.9%
crouch dash forward into Hou'oushu3P21.9%
crouch dash forward into throwP+G21.9%

29 further openings account for the other 34 rounds.

Lion

Career
62–12 · 83.8%
This season
22 matches · 81.8%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1315.3%
backdash into punchP910.6%
Juchou Senshou8P+K89.4%
Senputai8K55.9%
forward movement into punchP55.9%
backdash into Kishitsu Kasensou43P44.7%
backdash into Sen'inshou3P33.5%
backdash into Tanhikyaku46K33.5%
crouch into Dantai3K33.5%
backdash into Touku Rigou Bantaitetsu46K+G22.4%
backdash into evade down22.4%
crouch into Katousui2P22.4%
crouch into Shicchi Soutai3K+G22.4%
evade down into Kishitsu Kasensou43P22.4%
forward movement into evade up22.4%

20 further openings account for the other 20 rounds.

Pai

Career
70–17 · 80.5%
This season
21 matches · 81.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1619.3%
backdash into evade up1214.5%
backdash into Honrakukyaku46K+G78.4%
backdash into Senchutai3K44.8%
forward movement into RenshouPP33.6%
guardG into evade down33.6%
Senchuken6P22.4%
backdash into Ensei Touku Haikyaku66K+G22.4%
backdash into Senkyaku Chushou3KP22.4%
backdash into throwP+G22.4%
evade up into crouch dash forward22.4%
punchP22.4%
up-forward kick+guard9K+G22.4%
Senchuken6P into Ensei Soushouheki4P11.2%
Senchuken6P into Takuten Soudou64PP11.2%

22 further openings account for the other 22 rounds.

Jeffry

Career
1–2 · 33.3%
This season
16 matches · 68.8%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1725.8%
backdash into Double Hammer Down43P69.1%
forward movement into Double KnucklePP69.1%
backdash into punchP46.1%
backdash into Full Swing Upper33P34.5%
backdash into Megaton Knuckle43P+K34.5%
backdash into evade down34.5%
backdash into throwP+G34.5%
punchP into Double KnucklePP34.5%
backdash into throw escape23.0%
forward movement into punchP23.0%
Dash Elbow66P into Dash Elbow Upper66PP11.5%
Double KnucklePP into Double Knuckle~UpperPPP11.5%
Knee Push4K into Knee Push Wild Hook4KP11.5%
Overblow Shoulder66P+K11.5%

10 further openings account for the other 10 rounds.

Jean

Career
149–77 · 65.9%
This season
15 matches · 66.7%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1930.2%
backdash into Konohana Sakuya43P+K1219.1%
forward movement into punchP812.7%
crouch into Shitamaeken2P23.2%
Doumawashi Kaitengeri46K+G11.6%
Gyaku Seikenzuki66P11.6%
Shitamaeken2P11.6%
Shitazuki3P into Oishitazuki3PP11.6%
backdash into Chudan Ushiro Mawashigeri66K11.6%
backdash into Chudan~Joudan Mawashigeri3KK11.6%
backdash into Hou'ou Kourui Otoshi4K+G11.6%
backdash into Oishitazuki3PP11.6%
backdash into Tate'enpi33P11.6%
backdash into Tate'enpi~Tenkai Hizageri33PK11.6%
backdash into crouch dash forward11.6%

11 further openings account for the other 11 rounds.

Sarah

Career
64–20 · 76.2%
This season
15 matches · 86.7%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1119.3%
forward movement into punchP915.8%
backdash into Leg Slicer2K+G35.3%
punchP35.3%
Rising Elbow6P into Double Joint Butt6PK23.5%
Stiletto66K23.5%
backdash into Crescent Heel4K+G23.5%
backward movement into evade up23.5%
forward dash into Leg Slicer2K+G23.5%
forward dash into Low Spin Kick3K+G23.5%
guardG into throw escape23.5%
backdash into Jab StraightPP11.8%
backdash into Jackknife Kick3K11.8%
backdash into Jackknife Middle Kick3KK11.8%
backdash into Low Spin Kick3K+G11.8%

13 further openings account for the other 13 rounds.

Goh

Career
80–26 · 75.5%
This season
10 matches · 60.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up717.5%
backdash into Kirin33P410.0%
forward dash into Ni'oudaoshi3K+G410.0%
forward movement into punchP25.0%
guardG into Hiji'ate6P25.0%
guardG into Tsukikage6K25.0%
Kyousengeri46K into forward movement12.5%
backdash into Batousatsu3KP12.5%
backdash into Maegeri3K12.5%
backdash into Soukyu46P12.5%
backward movement into Hiji'ate6P12.5%
crouch dash back12.5%
crouch dash forward into Ni'oudaoshi3K+G12.5%
crouch dash forward into Tsukikage6K12.5%
evade down into guardG12.5%

10 further openings account for the other 10 rounds.

Wolf

Career
17–6 · 73.9%
This season
11 matches · 81.8%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up411.1%
forward dash into evade up38.3%
forward movement into punchP38.3%
backdash into Arrow Knuckle3P25.6%
backdash into Body Blow6P25.6%
backdash into Short Shoulder46P+K25.6%
forward movement into Jab StraightPP25.6%
backdash into Deadly Move Front6P+K+G12.8%
backdash into Low Drop Kick62K12.8%
backdash into Low Smash2K12.8%
backdash into Quick Shoulder66P+K12.8%
backdash into Regret Discharge33P+K12.8%
backdash into crouch dash forward12.8%
backdash into punchP12.8%
backward movement into evade up12.8%

10 further openings account for the other 10 rounds.

Akira

Career
228–73 · 75.8%
This season
2 matches · 50.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Touken6P into forward dash110.0%
Rimon Chouchu66P into forward dash110.0%
backdash into Sokutai3K110.0%
backdash into evade up110.0%
crouch dash forward into Youhou33P110.0%
forward dash into Souka Housui3P+K110.0%
forward dash into forward movement110.0%
forward movement into throwP+G110.0%
kickK into evade up110.0%
punchP into forward dash110.0%

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

  • Aoi: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)