VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

hommedefer

  • Sarah
  • Shun
Career matches9,607
Career win rate48.8%
Round win rate53.3%
Peak rank29
Distinct opponents365
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1327 #3,013 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

Akira298,5224,1694,35348.9%
Sarah251,04650753948.5%
Goh—29151451.7%
Shun2181712.5%
Lau—2020.0%

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

4,052 of 4,776 rounds counted

5.8 inputs a second (347 a minute) this season. Faster than 13% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.93522,734
Sarah5.63371,300
Shun5.533018

By opponent's character

Akira5.7342591
Sarah5.8350484
Jacky5.6338329
Aoi5.9356342
Wolf5.9356337
Lau5.8351249
Kage5.4324175
Pai5.9356194
Lei Fei5.9356153
Lion6.1366181
Vanessa5.3317143
Goh6.0358128
Shun6.0357124
Jean5.5330108
Jeffry5.6338116
Eileen5.6335112
El Blaze5.532883
Dural6.237386
Taka5.533365
Brad5.734452

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

Akira180938751.7%-3.5
Sarah136904666.2%+11.7
Jacky101505149.5%-6.0
Aoi96544256.2%+1.1
Wolf93454848.4%-0.1
Lau77443357.1%+1.7
Kage57352261.4%+3.0
Pai55203536.4%-9.2
Lei Fei51361570.6%+10.3
Lion48301862.5%+1.9
Vanessa47262155.3%-10.3
Goh42231954.8%+1.9
Shun40172342.5%-11.7
Jean37191851.4%-11.2
Jeffry35211460.0%-2.8
Eileen3425973.5%+14.6
El Blaze32191359.4%+7.6
Dural27161159.3%+5.2
Taka2091145.0%-10.9
Brad178947.1%-6.8

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

Rectangle152896358.5%+6.3
Breakable Half Fence136766055.9%+0.6
Half Fence128715755.5%+2.0
Breakable Full Fence127765159.8%+3.4
Open127735457.5%+1.8
Octagon112634956.2%-2.1
Full Fence111714064.0%+6.5
Low Fence111555649.5%-7.3
Single Wall94445046.8%-10.4
Full Fence and Open56243242.9%-7.7

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
Walls76658.2%55.7%+2.6
No walls33251.8%56.1%-4.3

Walls against open: +6.9 points (95% range +0.4 to +13.4), p 0.038 — a difference this size is unlikely to be chance.

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

Lucas (Rank 27)33171651.5%
Splatgoon (Rank 25)33181554.5%
neo (Rank 21)25141156.0%
你是来拉屎的吗 (Rank 17)25151060.0%
chloe_the_marcus (Rank 25)21101147.6%
SakuRa (Rank 26)2091145.0%
たくん (Rank 24)2015575.0%
K.K.カブキモノ (Rank 21)1811761.1%
hide2480gt (Rank 21)1813572.2%
オージ (Rank 26)1841422.2%
Din-Grogu30 (Rank 23)1521313.3%
Pikachu-01-2000 (Rank 12)14140100.0%
frozen_fish (Rank 22)145935.7%
ターム (Rank 24)148657.1%
Marooned (Rank 24)139469.2%
CoffeeCrusher (Rank 21)125741.7%
e4r (Rank 22)1211191.7%
RENOTIGER (Rank 12)119281.8%
Sevengar01 (Rank 22)118372.7%
kkd8281 (Rank 21)116554.5%
まろんた (Rank 23)115645.5%
Blayer98 (Rank 24)108280.0%
inprezasport2025 (Rank 18)102820.0%
mikage-maruko (Rank 21)107370.0%
破軍恩 (Rank 21)96366.7%

Most played opponents, most recent first

まろんた (Rank 23)2026/10/17115645.5%
hide2480gt (Rank 21)2026/10/171813572.2%
Din-Grogu30 (Rank 23)2026/10/171521313.3%
Lucas (Rank 27)2026/10/1433171651.5%
Pikachu-01-2000 (Rank 12)2026/10/1114140100.0%
mikage-maruko (Rank 21)2026/10/06107370.0%
Marooned (Rank 24)2026/10/05139469.2%
SakuRa (Rank 26)2026/10/032091145.0%
neo (Rank 21)2026/10/0225141156.0%
K.K.カブキモノ (Rank 21)2026/09/301811761.1%
kkd8281 (Rank 21)2026/09/27116554.5%
你是来拉屎的吗 (Rank 17)2026/09/1625151060.0%
Splatgoon (Rank 25)2026/09/1233181554.5%
破軍恩 (Rank 21)2026/09/1196366.7%
RENOTIGER (Rank 12)2026/09/11119281.8%
chloe_the_marcus (Rank 25)2026/09/0921101147.6%
e4r (Rank 22)2026/09/031211191.7%
frozen_fish (Rank 22)2026/08/29145935.7%
CoffeeCrusher (Rank 21)2026/08/17125741.7%
ターム (Rank 24)2026/08/17148657.1%
inprezasport2025 (Rank 18)2026/08/02102820.0%
オージ (Rank 26)2026/07/311841422.2%
たくん (Rank 24)2026/07/292015575.0%
Blayer98 (Rank 24)2026/06/23108280.0%
Sevengar01 (Rank 22)2026/05/21118372.7%

Round openings

Every character

guardG54612.1%
Rimon Chouchu66P into Jouho Touken6P3848.5%
backdash into guardG2996.7%
Youzentai2K2435.4%
crouch into Youzentai2K2214.9%
forward dash into Jouho Touken6P1984.4%
backdash into evade down1814.0%
forward dash into throwP+G1553.5%
backdash into Chouzan Housui46P+K1523.4%
Jouho Touken6P1152.6%
Chouzan Housui46P+K952.1%
forward movement into punchP841.9%
crouch into Low Kick2K831.8%
Quick Knee6K into Quick Knee and Toe Kick6KK821.8%
evade down into guardG791.8%

287 further openings account for the other 1,582 rounds.

Counted from 1,150 of the 1,225 matches played. The rest were not pulled for openings.

Akira

Career
4,169–4,353 · 48.9%
This season
892 matches · 59.1%
Peak rank
29

First hit in 58.7% of 3,248 rounds. Won 56.2% of the rounds they struck first, 53.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 22.9% of rounds, against 12.7% in their other rounds.
  • Against Wolf: attacks straight away in 49.4% of rounds, against 37.5% against everyone else.
  • On Breakable Half Fence stages: moves in first in 22.3% of rounds, against 14.1% on the other stages.
  • After opening the round before by moving in: moves in first in 24.6% of rounds, against 16.4% after anything else.
  • After the opponent opened the round before by attacking: attacks straight away in 44.3% of rounds, against 35.2% after anything else.
  • After losing a round: waits first in 25.3% of rounds, against 18.2% after winning one.
  • When behind: waits first in 26.6% of rounds, against 20.0% when ahead or level.
  • In round 1: opens with “G guard” in 17.8% of rounds, against 8.8% in their other rounds.
  • Against Jacky: opens with “crouch into 2K Youzentai” in 12.3% of rounds, against 6.2% against everyone else.
  • After opening the round before with “backdash into G guard”: opens with “backdash into G guard” in 16.0% of rounds, against 5.5% after anything else.
  • After losing a round: opens with “G guard” in 12.0% of rounds, against 6.1% after winning one.
  • When behind: opens with “G guard” in 12.8% of rounds, against 7.4% when ahead or level.

How is this tested?

Rimon Chouchu66P into Jouho Touken6P38411.7%
guardG36411.1%
Youzentai2K2437.4%
crouch into Youzentai2K2216.7%
backdash into guardG2096.4%
forward dash into Jouho Touken6P1986.0%
backdash into Chouzan Housui46P+K1524.6%
forward dash into throwP+G1253.8%
backdash into evade down1163.5%
Jouho Touken6P1153.5%
Chouzan Housui46P+K952.9%
forward movement into punchP842.6%
kickK into Youzentai2K732.2%
punchP into Jouho Touken6P571.7%
back punch+kick4P+K471.4%

147 further openings account for the other 800 rounds.

Counted from 850 of the 892 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
Akira40–31 · 56%20–20 · 50%+5.8
Sarah48–18 · 73%12–6 · 67%too few to test
Wolf28–16 · 64%9–14 · 39%too few to test
Jacky24–18 · 57%7–11 · 39%too few to test
Aoi27–15 · 64%10–7 · 59%too few to test
Lau12–7 · 63%16–9 · 64%too few to test
Lei Fei24–9 · 73%6–2 · 75%too few to test
Vanessa20–10 · 67%4–6 · 40%too few to test
Kage13–10 · 57%5–4 · 56%too few to test
Lion13–6 · 68%9–7 · 56%too few to test
Goh12–9 · 57%5–3 · 62%too few to test
Dural11–9 · 55%3–0 · 100%too few to test
Jean8–9 · 47%3–3 · 50%too few to test
Pai0–10 · 0%2–9 · 18%too few to test
Eileen15–2 · 88%3–3 · 50%too few to test
Shun8–7 · 53%2–7 · 22%too few to test
Jeffry10–5 · 67%5–1 · 83%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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

42 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?

Sarah

Career
507–539 · 48.5%
This season
328 matches · 46.6%
Peak rank
25

First hit in 52.2% of 1,187 rounds. Won 50.2% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 46.0% of rounds, against 34.2% in their other rounds.
  • Against El Blaze: backs off first in 53.1% of rounds, against 20.9% against everyone else.
  • After opening the round before by moving in: moves in first in 18.0% of rounds, against 6.5% after anything else.
  • After the opponent opened the round before by evading: evades first in 12.6% of rounds, against 4.2% after anything else.
  • After winning a round: attacks straight away in 45.7% of rounds, against 30.2% after losing one.
  • When behind: waits first in 37.4% of rounds, against 19.0% when ahead or level.
  • In round 1: opens with “G guard” in 19.3% of rounds, against 13.0% in their other rounds.
  • Against Sarah: opens with “6K Quick Knee into 6KK Quick Knee and Toe Kick” in 18.4% of rounds, against 5.6% against everyone else.
  • After losing a round: opens with “G guard” in 16.9% of rounds, against 9.0% after winning one.
  • When behind: opens with “G guard” in 19.4% of rounds, against 9.4% when ahead or level.

How is this tested?

guardG17414.5%
backdash into guardG887.3%
crouch into Low Kick2K836.9%
Quick Knee6K into Quick Knee and Toe Kick6KK826.8%
Breeze Shot6P+K726.0%
backdash into evade down635.3%
Low Kick2K494.1%
evade down into guardG373.1%
forward dash into throwP+G302.5%
backdash into backward movement221.8%
guardG into evade down211.8%
guardG into punchP211.8%
punchP201.7%
Stiletto66K into Quick Knee and Toe Kick6KK191.6%
forward dash into Elbow Side Chop6PP191.6%

147 further openings account for the other 398 rounds.

Counted from 295 of the 328 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira13–18 · 42%5–5 · 50%too few to test
Jacky11–11 · 50%4–3 · 57%too few to test
Pai11–8 · 58%4–6 · 40%too few to test
Sarah9–9 · 50%4–4 · 50%too few to test
Aoi10–4 · 71%3–1 · 75%too few to test
Lau8–6 · 57%2–2 · 50%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.

33 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?

Shun

Career
1–7 · 12.5%
This season
5 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG844.4%
backdash into evade down211.1%
backdash into guardG211.1%
Koushu Katai1K into Koushu Rentai1KK15.6%
backdash into offensive move15.6%
backdash into throw escape15.6%
crouch into Gyousentai2K15.6%
evade down into guardG15.6%
guardG into punchP15.6%

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 (32 here; about 1.6 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: 12 of 16 tests hold up
  • Sarah: 10 of 16 tests hold up
  • Shun: not tested (too few rounds)