VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

old_wheelwind_barbarian

  • Jeffry
  • Lau
  • Goh
  • Lion
  • Jacky
  • Wolf
  • Kage
Career matches680
Career win rate76.5%
Round win rate65.0%
Peak rank30
Distinct opponents150
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1616 #1,243 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

Akira301611263578.3%
Lau271261062084.1%
Goh25101614060.4%
Jeffry2889662374.2%
Lion2769541578.3%
Wolf2763501379.4%
Jacky2659471279.7%
Kage221210283.3%

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

1,643 of 1,643 rounds counted

6.9 inputs a second (412 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.7460323
Jeffry6.0362338
Lau7.1427245
Goh6.7403223
Lion7.2433220
Jacky7.1426128
Wolf6.0360126
Kage6.639740

By opponent's character

Akira7.0422241
Wolf6.8410208
Jacky6.9412143
Shun6.8408114
Kage6.7404103
Sarah6.4386104
Lion6.740189
Pai7.243088
Aoi6.740284
Vanessa7.042270
Goh6.941667
Jeffry7.343660
Lau7.042057
Jean6.539048
El Blaze6.941241
Brad7.042036
Eileen6.539035
Lei Fei6.941727
Taka6.840828

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

Akira63451871.4%-0.1
Wolf51312060.8%-11.8
Jacky3530585.7%+12.7
Shun30201066.7%-15.2
Kage2924582.8%+9.1
Sarah2617965.4%-2.2
Lion2522388.0%+6.3
Pai2217577.3%+5.8
Aoi2116576.2%+7.4
Vanessa1914573.7%-0.3
Goh1711664.7%-18.7
Jeffry1714382.3%+12.2
Lau1510566.7%-9.2
Jean128466.7%-5.3
El Blaze116554.5%-26.9
Brad10100100.0%+23.6
Eileen97277.8%+15.3
Lei Fei880100.0%+16.9
Taka64266.7%+6.4

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

Rectangle5648885.7%+10.8
Breakable Full Fence4940981.6%+5.1
Open48331568.8%-3.7
Single Wall48311764.6%-6.4
Low Fence45331273.3%+0.9
Half Fence38281073.7%-7.2
Octagon3831781.6%+12.2
Full Fence36211558.3%-10.5
Breakable Half Fence34231167.7%-7.8
Full Fence and Open2013765.0%-15.3

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
Walls25176.1%74.8%+1.3
No walls14168.8%71.6%-2.8

Walls against open: +4.1 points (95% range -6.1 to +14.3), p 0.427 — 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

omuretukun (Rank 24)2026/09/2985362.5%
Sinabro (Rank 29)2026/09/27105550.0%
BANANA (Rank 30)2026/09/18105550.0%
HIGE (Rank 30)2026/09/1853260.0%
lapislazuli (Rank 26)2026/09/182091145.0%
※ZERO※ (Rank 23)2026/09/18660100.0%
かっつん! (Rank 21)2026/09/1876185.7%
GWO (Rank 24)2026/09/1885362.5%
HayanieMozu (Rank 22)2026/09/14770100.0%
ts10072 (Rank 24)2026/09/14550100.0%
パパ (Rank 25)2026/09/05660100.0%
j-kubo55 (Rank 21)2026/09/05880100.0%
zxyzguy (Rank 25)2026/09/0576185.7%
ER_higante (Rank 29)2026/09/0587187.5%
NORESPECT (Rank 30)2026/09/0253260.0%
堕天使ヨハネ (Rank 25)2026/08/28660100.0%
インドラー (Rank 26)2026/08/2851420.0%
ぽの (Rank 27)2026/08/2853260.0%
가즈아!!! (Rank 26)2026/08/27550100.0%
Y-F8 (Rank 25)2026/08/2763350.0%
Someonetrytowin (Rank 27)2026/08/2774357.1%
Shurkn-_-pap03 (Rank 26)2026/08/2654180.0%
mitorakujo (Rank 26)2026/08/2554180.0%
ありがとナス (Rank 27)2026/08/2243175.0%
くろさき (Rank 21)2026/08/181110190.9%

Round openings

Every character

guardG into throw escape674.1%
backdash into evade up613.7%
guardG into evade down593.6%
crouch dash forward into throw escape493.0%
throw escape493.0%
guardG into evade up472.9%
crouch dash forward into evade down382.3%
backdash into Kosoushou46P251.5%
backdash into back kick+guard4K+G251.5%
crouch into guardG231.4%
backdash into Karura4P+K221.3%
crouch into throw escape211.3%
evade down into guardG211.3%
backdash into Sentai4K201.2%
Chouyoushu1P into guardG191.2%

419 further openings account for the other 1,097 rounds.

Jeffry

Career
66–23 · 74.2%
This season
84 matches · 71.4%
Peak rank
28

First hit in 49.4% of 338 rounds. Won 67.7% of the rounds they struck first, 54.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG into evade down195.6%
guardG into evade up195.6%
guardG into throw escape195.6%
throw escape175.0%
Hammer Slide1P164.7%
Middle Hell Stab6P+K123.5%
crouch dash back into kickK123.5%
crouch into Low Knuckle2P113.2%
Hammer Slide1P into punchP103.0%
backdash into Rising Hammer43PP103.0%
backdash into Double Hammer Down43P92.7%
backdash into Kenka Hook46P92.7%
Double KnucklePP into Double Knuckle~UpperPPP72.1%
punchP into throwP+G72.1%
backdash into evade up61.8%

87 further openings account for the other 155 rounds.

Akira

Career
126–35 · 78.3%
This season
86 matches · 79.1%
Peak rank
30

First hit in 54.4% of 322 rounds. Won 76.0% of the rounds they struck first, 65.3% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Chouyoushu1P into guardG195.9%
crouch dash forward into evade down175.3%
guardG into throw escape175.3%
crouch dash forward into throw escape154.6%
backdash into Jouho Senshou46P144.3%
backdash into evade up144.3%
crouch dash forward into Youhou33P134.0%
forward dash into Jouho Touken6P113.4%
guardG into evade down103.1%
guardG into Souka Housui3P+K82.5%
Chouyoushu1P72.2%
Chouyoushu1P into evade down72.2%
crouch dash forward into forward dash72.2%
crouch dash forward into guardG72.2%
crouch dash back into Koboku214P61.9%

78 further openings account for the other 151 rounds.

Lau

Career
106–20 · 84.1%
This season
64 matches · 81.2%
Peak rank
27

First hit in 46.5% of 245 rounds. Won 76.3% of the rounds they struck first, 63.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kosoushou46P2510.2%
crouch dash back into Kosoushou46P145.7%
backdash into evade up135.3%
crouch dash forward into throw escape135.3%
throw escape124.9%
backdash into Kensou4P114.5%
guardG into evade down114.5%
guardG into evade up93.7%
Fukko Kensou1P into evade down72.9%
evade down into crouch dash forward72.9%
guardG into throw escape72.9%
crouch into throw escape62.5%
punchP into RenshouPP62.5%
crouch into Souchuken2P52.0%
Fukko Kensou1P41.6%

60 further openings account for the other 95 rounds.

Goh

Career
61–40 · 60.4%
This season
59 matches · 50.9%
Peak rank
25

First hit in 44.8% of 223 rounds. Won 56.0% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K229.9%
backdash into Soukyu46P167.2%
crouch into Sune'uchi2P156.7%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G125.4%
backdash into Sune Kudaki43P114.9%
guardG into throw escape94.0%
backdash into evade up83.6%
crouch into guardG83.6%
crouch dash forward into evade down62.7%
guardG into evade up62.7%
guardG into evade down52.2%
backdash into Shouzuka Okuri1P+K41.8%
crouch dash forward into throw escape41.8%
crouch into Sune Kudaki43P41.8%
Kumite Harai (Deflect)4P+K+G31.4%

71 further openings account for the other 90 rounds.

Lion

Career
54–15 · 78.3%
This season
58 matches · 74.1%
Peak rank
27

First hit in 49.3% of 219 rounds. Won 69.4% of the rounds they struck first, 63.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into back kick+guard4K+G2511.4%
backdash into Sentai4K209.1%
Juchou Senshou8P+K156.8%
crouch dash forward into throw escape83.6%
punchP into Koushu RensuiPP83.6%
Koushu RensuiPP into Renkan SenshouPPP62.7%
backdash into evade up62.7%
crouch into guardG62.7%
guardG into evade down62.7%
backdash into Taizan Soukoushu4P+K52.3%
crouch into Katousui2P41.8%
Banchu6P into Banchu Renkanshu6PP31.4%
Koushu RensuiPP into Rensui SoushuPPP+K31.4%
Ukoushin46P+K into Ryusei Renkoushu46P+KP31.4%
backdash into backward movement31.4%

75 further openings account for the other 99 rounds.

Jacky

Career
47–12 · 79.7%
This season
33 matches · 81.8%
Peak rank
26

First hit in 49.2% of 128 rounds. Won 65.1% of the rounds they struck first, 69.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jab StraightPP into Jab Double StraightPPP1814.1%
backdash into evade up75.5%
throw escape75.5%
guardG into throw escape53.9%
backdash into Long Stride Back Knuckle4P+K43.1%
crouch dash forward into throw escape43.1%
crouch dash forward into evade down32.3%
crouch dash forward into guardG32.3%
crouch into Squat Straight2P32.3%
evade down into crouch dash forward32.3%
evade down into guardG32.3%
guardG into evade up32.3%
punchP into Jab StraightPP32.3%
Slide Shuffle (Deflect)4P+K+G into Smash Low Kick2K21.6%
backdash into Bil Jee6P+K21.6%

53 further openings account for the other 58 rounds.

Wolf

Career
50–13 · 79.4%
This season
32 matches · 81.2%
Peak rank
27

First hit in 47.6% of 126 rounds. Won 66.7% of the rounds they struck first, 68.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K1915.1%
backdash into Short Shoulder46P+K86.3%
guardG into throw escape75.6%
Jab StraightPP into One Two UpperPPP64.8%
crouch into Low Hammer2P64.8%
guardG into evade down54.0%
throw escape54.0%
backdash into evade up43.2%
crouch dash forward into throw escape32.4%
Quick Shoulder66P+K21.6%
Screw Hook63214P into Screw Lariat63214PP21.6%
backdash into Elbow Butt4P21.6%
backdash into Low Drop Kick62K21.6%
backdash into forward dash21.6%
backdash into guardG21.6%

45 further openings account for the other 51 rounds.

Kage

Career
10–2 · 83.3%
This season
10 matches · 80.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into ResshouPP512.5%
backdash into evade up37.5%
guardG into evade up37.5%
backdash into Gen'you4K+G25.0%
punchP25.0%
punchP into SandangekiPPP25.0%
Rasen4P12.5%
backdash into Fujinkyaku46K+G12.5%
backdash into Furikakato OtoshiK+G12.5%
backdash into Ryubisen44K+G12.5%
backdash into crouch dash forward12.5%
backward movement into evade up12.5%
crouch dash back into Furikakato OtoshiK+G12.5%
crouch dash back into Fusen Renkyaku6K+G12.5%
crouch dash forward into evade down12.5%

14 further openings account for the other 14 rounds.

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: 0 of 7 tests hold up
  • Akira: 0 of 7 tests hold up
  • Lau: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Kage: not tested (too few rounds)