VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

thatamaru

  • Aoi
  • Jacky
  • Sarah
  • Pai
  • Kage
  • Jeffry
  • Lau
  • Wolf
  • Goh
Career matches3,737
Career win rate48.9%
Round win rate47.7%
Peak rank27
Distinct opponents208
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1366 #2,834 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

Akira272,2481,0701,17847.6%
Aoi2565332432949.6%
Jacky2428914514450.2%
Sarah2622511810752.4%
Pai24159867354.1%
Jeffry2059302950.9%
Kage2242271564.3%
Goh212181338.1%
Wolf212113861.9%
Lau162071335.0%

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

2,749 of 2,749 rounds counted

7.7 inputs a second (464 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.04801,621
Aoi7.3437389
Jacky7.3440260
Sarah7.3437193
Pai7.6457128
Kage7.243255
Jeffry7.142748
Lau7.846927
Wolf7.243518
Goh6.840810

By opponent's character

Akira7.7462450
Aoi7.5450296
Wolf7.7461206
Jeffry7.5450203
Shun7.9475180
Pai7.6458173
Jacky8.1485164
Kage7.5448151
Lau8.3499145
Jean7.8470140
Goh7.4444118
Lion8.2489116
El Blaze7.746488
Sarah7.846792
Vanessa7.243383
Lei Fei8.148853
Eileen7.645745
Brad8.249026
Taka7.343916
Dural8.85304

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

Akira112684460.7%+15.4
Aoi74373750.0%-2.7
Wolf52143826.9%-15.4
Jeffry50212942.0%+1.6
Shun48173135.4%-9.9
Pai45242153.3%+4.4
Jacky41202148.8%+4.4
Kage38221657.9%+5.6
Lau38201852.6%+1.9
Jean36122433.3%-8.1
Goh30141646.7%-4.6
Lion30151550.0%+4.9
El Blaze2471729.2%-11.3
Sarah2451920.8%-17.5
Vanessa2011955.0%+4.2
Lei Fei134930.8%-6.3
Eileen115645.5%+7.3
Brad74357.1%+5.0
Taka42250.0%-3.9
Dural110100.0%+57.7

1 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.

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

Rectangle88345438.6%-6.5
Low Fence87404746.0%-0.5
Half Fence75334244.0%-0.4
Breakable Full Fence72373551.4%+1.4
Full Fence72363650.0%+4.0
Open66273940.9%-6.7
Breakable Half Fence59322754.2%+6.8
Octagon57253243.9%+0.5
Single Wall45252055.6%+13.0
Full Fence and Open25131252.0%+0.7

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
Walls42346.6%46.1%+0.5
No walls19846.5%45.9%+0.5

Walls against open: -0.0 points (95% range -8.3 to +8.3), p 0.994 — 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

HayanieMozu (Rank 23)2026/10/1896366.7%
kkd8281 (Rank 22)2026/10/17770100.0%
a39611619 (Rank 21)2026/10/13148657.1%
Jyuryoku_Eileen (Rank 22)2026/10/1394544.4%
委員ちょ@肝臓レス練習 (Rank 21)2026/10/132118385.7%
wh-ida2 (Rank 25)2026/10/1195455.6%
GWO (Rank 24)2026/10/0992722.2%
みらめたる (Rank 21)2026/10/0875271.4%
あなたのかみさま (Rank 24)2026/10/08136746.1%
ガンジャッキー(bunbun) (Rank 27)2026/10/081710758.8%
申 ディレイ2!!! (Rank 28)2026/10/0771614.3%
dalmax72 (Rank 23)2026/10/0228141450.0%
nekota (Rank 26)2026/10/0295455.6%
도룡밖에난몰라/RSA (Rank 21)2026/10/02159660.0%
UNIQ (Rank 26)2026/09/241331023.1%
chimichama (Rank 21)2026/09/2275271.4%
Leejang (Rank 24)2026/09/157070.0%
はち割れ・練習中 (Rank 25)2026/09/1584450.0%
Wonda15426 (Rank 24)2026/09/1581712.5%
y.o.y (Rank 21)2026/09/1486275.0%
無槪念野獸/무개념야수 (Rank 26)2026/09/14124833.3%
osAnKIRA (Rank 23)2026/09/1387187.5%
kowalski (Rank 26)2026/09/1383537.5%
sk901 (Rank 21)2026/09/0476185.7%
gimoring (Rank 27)2026/08/316060.0%

Round openings

Every character

Rimon Chouchu66P34414.1%
backdash into throw escape2128.7%
backdash into evade down1425.8%
forward dash into Jouho Touken6P1144.7%
backdash into evade up984.0%
backdash into Jouho Touken6P682.8%
Sou'unha66K602.5%
backdash into Rimon Chouchu66P482.0%
Rimon Chouchu66P into forward dash471.9%
guardG441.8%
backdash into throwP+G381.6%
backdash into Geimon Tessen46P+K+G371.5%
backdash361.5%
backdash into Chouzan Housui46P+K341.4%
forward dash into Rimon Chouchu66P321.3%

363 further openings account for the other 1,085 rounds.

Counted from 617 of the 698 matches played. The rest were not pulled for openings.

Akira

Career
1,070–1,178 · 47.6%
This season
413 matches · 41.9%
Peak rank
27

First hit in 53.4% of 1,465 rounds. Won 50.0% of the rounds they struck first, 41.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 5.9% of rounds, against 2.3% in their other rounds.
  • Against Aoi: waits first in 8.3% of rounds, against 2.5% against everyone else.
  • After opening the round before by backing off: backs off first in 54.5% of rounds, against 25.1% after anything else.
  • In round 1: opens with “backdash into evade down” in 7.8% of rounds, against 3.3% in their other rounds.
  • After opening the round before with “backdash into throw escape”: opens with “backdash into throw escape” in 27.6% of rounds, against 5.1% after anything else.

How is this tested?

Rimon Chouchu66P34423.4%
backdash into throw escape1258.5%
forward dash into Jouho Touken6P1147.8%
backdash into Jouho Touken6P684.6%
backdash into evade down654.4%
backdash into Rimon Chouchu66P483.3%
Rimon Chouchu66P into forward dash473.2%
backdash into evade up382.6%
backdash into Geimon Tessen46P+K+G372.5%
backdash into Chouzan Housui46P+K342.3%
forward dash into Rimon Chouchu66P322.2%
Rimon Chouchu66P into evade down251.7%
guardG211.4%
Jouho Touken6P201.4%
backdash into Chouyoushu1P201.4%

137 further openings account for the other 433 rounds.

Counted from 373 of the 413 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
Akira17–13 · 57%7–5 · 58%too few to test
Aoi7–9 · 44%10–5 · 67%too few to test
Wolf5–19 · 21%2–3 · 40%too few to test
Shun8–13 · 38%2–8 · 20%too few to test
Jacky3–6 · 33%7–7 · 50%too few to test
Pai4–8 · 33%6–4 · 60%too few to test
Jean6–11 · 35%0–2 · 0%too few to test
Jeffry3–8 · 27%2–6 · 25%too few to test
El Blaze6–6 · 50%1–4 · 20%too few to test
Kage9–8 · 53%0–3 · 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.

40 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?

Aoi

Career
324–329 · 49.6%
This season
100 matches · 51.0%
Peak rank
25

First hit in 44.4% of 376 rounds. Won 49.1% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • Against Akira: attacks straight away in 59.8% of rounds, against 39.2% against everyone else.
  • After opening the round before by backing off: backs off first in 57.7% of rounds, against 32.5% after anything else.

How is this tested?

Sou'unha66K6015.9%
backdash into evade down297.7%
backdash into Raijinha6K215.6%
backdash into throw escape195.0%
backdash into evade up184.8%
forward dash into Raijinha6K184.8%
Tenchi In'youP+K+G164.2%
backdash into Sou'unha66K154.0%
Raijinha6K into Tenraitsui6KP143.7%
backdash into throwP+G112.9%
Ouda6P+K into Oushu Hiji'ate6P+KP92.4%
Raijinha6K92.4%
backdash92.4%
punchP61.6%
backdash into Chudan Hiji'ate6P51.3%

73 further openings account for the other 118 rounds.

Counted from 97 of the 100 matches played. The rest were not pulled for openings.

Jacky

Career
145–144 · 50.2%
This season
64 matches · 46.9%
Peak rank
24

First hit in 54.2% of 260 rounds. Won 56.7% of the rounds they struck first, 42.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K3011.5%
backdash into throw escape238.8%
forward dash into High Angle Upper Kick6K238.8%
backdash into evade up218.1%
backdash into evade down207.7%
guardG145.4%
High Angle Upper Kick6K124.6%
Spinning Back Knuckle4P into Spinning Arm Kick4PK93.5%
backdash into Spin Heel Sword4K+G83.1%
backdash into Middle Spin Kick46K+G72.7%
backdash62.3%
Head Hook Kick3K+G51.9%
Middle Smash6P31.1%
Middle Spin Kick46K+G31.1%
backdash into Low Spin Kick1K+G31.1%

54 further openings account for the other 73 rounds.

Pai

Career
86–73 · 54.1%
This season
31 matches · 54.8%
Peak rank
24

First hit in 47.8% of 115 rounds. Won 49.1% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into throw escape2420.9%
backdash into evade up97.8%
backdash into evade down76.1%
backdash into Renkan Tanheki66KP54.3%
backdash into Danshitsu Senshou6KP43.5%
backdash into Honrakukyaku46K+G43.5%
backdash into throwP+G43.5%
Enshi Soushou66P into Hien Dantai66PK32.6%
Koutankyaku66K into Renkan Tanheki66KP32.6%
backdash into Ensei Toukyaku46K32.6%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK21.7%
Souanshou3P+K21.7%
backdash21.7%
backdash into Honshin Soukyaku1K+G21.7%
backdash into Senchutai3K21.7%

35 further openings account for the other 39 rounds.

Counted from 28 of the 31 matches played. The rest were not pulled for openings.

Sarah

Career
118–107 · 52.4%
This season
48 matches · 54.2%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1517.4%
backdash into throw escape1517.4%
backdash into Forward Slide6P+K+G89.3%
backdash into Setup Combination3PK55.8%
backdash into Stiletto66K44.7%
backward movement into evade down33.5%
guardG33.5%
Snap Side Chop3P into Setup Combination3PK22.3%
Stiletto66K22.3%
backdash into Crescent Heel4K+G22.3%
backdash into Feather Scarecrow8K22.3%
backdash into Leg Slicer2K+G22.3%
backdash into Low Spin Kick3K+G22.3%
backdash into Quick Knee6K22.3%
backdash into Serpent Toe Kick2P+K22.3%

14 further openings account for the other 17 rounds.

Counted from 21 of the 48 matches played. The rest were not pulled for openings.

Jeffry

Career
30–29 · 50.9%
This season
12 matches · 83.3%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up510.4%
backdash into Elbow Butt6P48.3%
backdash into Knee Attack6K48.3%
backdash into evade down48.3%
backdash into throw escape48.3%
Knee Attack6K36.2%
backdash into Kenka Kick66K+G36.2%
backdash into Dash Elbow66P24.2%
backdash into Dash Elbow Upper66PP24.2%
backdash into Elbow Hammer6PP24.2%
backdash into Full Swing Double Hammer41236P+K24.2%
guardG24.2%
Dash Elbow66P12.1%
Knee Push4K into Knee Push Wild Hook4KP12.1%
backdash12.1%

8 further openings account for the other 8 rounds.

Kage

Career
27–15 · 64.3%
This season
15 matches · 60.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tsumujigeri2K+G into punchP514.7%
Tsumujigeri2K+G38.8%
backdash into Tsumujigeri2K+G38.8%
Rasen4P25.9%
backdash25.9%
backdash into Hagakure-ryu In Raijingeki46P+K25.9%
backdash into Rasen Urageri4PK25.9%
backdash into throwP+G25.9%
Doukudaki46K12.9%
Kodachinuki4K12.9%
Kodachinuki4K into Hagakure-ryu You Jumonji KamaeP+K+G12.9%
Nakageri3K into throwP+G12.9%
backdash into Fujinkyaku46K+G12.9%
backdash into Furikakato OtoshiK+G12.9%
backdash into Hagakure-ryu In Fujingeki46P+KP12.9%

6 further openings account for the other 6 rounds.

Counted from 9 of the 15 matches played. The rest were not pulled for openings.

Lau

Career
7–13 · 35.0%
This season
7 matches · 28.6%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up518.5%
Chugeki6P into Hou'ou Soushou6PP27.4%
backdash27.4%
backdash into Risensou46P+K27.4%
Chouhi Teishitsu66K13.7%
Chugeki6P13.7%
Enjin Senpukyaku4K+G13.7%
Junho Chushou33P into forward dash13.7%
Koryu Tenshinkyaku6K+G13.7%
Senchutai3K13.7%
Tenshin EngekishouP+K13.7%
backdash into Souchuken2P13.7%
backdash into Tenshin EngekishouP+K13.7%
backdash into throwP+G13.7%
backdash into throw escape13.7%

5 further openings account for the other 5 rounds.

Wolf

Career
13–8 · 61.9%
This season
5 matches · 80.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Short Shoulder46P+K436.4%
backdash into Gasp Kneel Palm Bomb6P+K218.2%
backdash into Quick Shoulder66P+K19.1%
backdash into Savate4K19.1%
backdash into forward movement19.1%
backdash into punchP19.1%
backdash into throw escape19.1%

Counted from 3 of the 5 matches played. The rest were not pulled for openings.

Goh

Career
8–13 · 38.1%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Maegeri3K into Batousatsu3KP110.0%
Tsukikage6K into punchP110.0%
backdash into Kyousengeri46K110.0%
backdash into evade down110.0%
backdash into punchP110.0%
backward movement into throwP+G110.0%
forward dash into punchP110.0%
guardG110.0%
offensive move into forward dash110.0%
punchP into forward movement110.0%

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 (30 here; about 1.5 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: 5 of 15 tests hold up
  • Aoi: 2 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)