VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

蒼斬妖華

  • Jean
  • Sarah
  • Kage
Career matches893
Career win rate62.6%
Round win rate54.2%
Peak rank33
Distinct opponents110
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1692 #837 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

Akira3360838022862.5%
Jean30160976360.6%
Sarah2780592173.8%
Kage2635211460.0%
Eileen—82625.0%
Jacky—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

750 of 797 rounds counted

5.8 inputs a second (345 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.1365424
Jean5.4322292
Sarah5.130334

By opponent's character

Akira5.935695
Jacky5.935261
Sarah5.633856
Shun5.834952
Aoi5.734362
Wolf5.633657
Lau6.136852
Pai5.935746
Vanessa5.533241
Jeffry5.432646
Jean6.035940
Brad5.533027
Kage5.432431
Goh5.533122
Lion5.935115
Eileen5.532816
El Blaze5.734215
Lei Fei6.13668
Dural6.03625
Taka4.92963

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

Akira28171160.7%+3.7
Jacky158753.3%-3.0
Sarah158753.3%+5.8
Shun159660.0%-8.1
Aoi1412285.7%+28.9
Wolf148657.1%+3.9
Lau136746.1%-14.4
Pai127558.3%+1.4
Vanessa127558.3%-7.6
Jeffry117463.6%+4.7
Jean105550.0%-2.6
Brad85362.5%+3.0
Kage84450.0%+0.8
Goh74357.1%+0.9
Lion52340.0%-22.4
Eileen43175.0%+11.0
El Blaze42250.0%-15.2
Lei Fei2020.0%-54.8
Dural110100.0%+41.7
Taka1010.0%-63.9

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

Low Fence28151353.6%-10.7
Open26111542.3%-11.9
Breakable Full Fence22121054.5%-2.4
Breakable Half Fence2012860.0%+6.4
Rectangle2014670.0%+16.6
Octagon1912763.2%+9.6
Full Fence1713476.5%+11.6
Half Fence178947.1%-13.8
Single Wall169756.2%+0.8
Full Fence and Open96366.7%+3.0

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
Walls11561.7%57.4%+4.3
No walls7050.0%57.4%-7.4

Walls against open: +11.7 points (95% range -2.9 to +26.3), p 0.115 — 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

あをゐ (Rank 35)2026/10/0431233.3%
タカユキお兄ちゃん/takayuki_vf (Rank 36)2026/09/2931233.3%
太鼓の別人@稲刈準備中 (Rank 32)2026/09/2931233.3%
BigBoin (Rank 34)2026/09/2942250.0%
タイヨウ (Rank 33)2026/09/2942250.0%
ゼータ(MSZ-006) (Rank 36)2026/09/29220100.0%
ベリル (Rank 36)2026/09/2942250.0%
れもん@のびしろF (Rank 34)2026/09/17220100.0%
montanmo (Rank 30)2026/09/1332166.7%
銀 (Rank 30)2026/09/1032166.7%
しゅが~nsr (Rank 27)2026/09/0995455.6%
JOHNFLOE (Rank 29)2026/09/09220100.0%
お~ちゃん (Rank 34)2026/09/0954180.0%
ゲッパー (Rank 35)2026/09/0932166.7%
3万円CHALLENGE_TV めぐむ (Rank 30)2026/08/0375271.4%
フェイス (Rank 30)2026/07/2684450.0%
カプリッチョ (Rank 26)2026/07/26330100.0%
メーティオン 敦美(FF14 (Rank 27)2026/07/2653260.0%
あかげら (Rank 26)2026/07/2632166.7%
Evolution.K (Rank 27)2026/07/22330100.0%
かげちよ (Rank 29)2026/07/222020.0%
フルレバ (Rank 36)2026/07/032020.0%
aona (Rank 35)2026/06/1321150.0%
ZR615C (Rank 24)2026/05/0632166.7%
イイダ (Rank 29)2026/04/222020.0%

Round openings

Every character

Rimon Chouchu66P729.1%
Shitamaeken2P263.3%
backdash into Jouho Senshou46P192.4%
Jouho Senshou46P182.3%
backdash into evade down172.2%
forward dash into Jouho Touken6P172.2%
punchP172.2%
forward dash into guardG151.9%
Harai'uke (Deflect)4P+K+G into punchP141.8%
evade down into Rimon Chouchu66P141.8%
punchP into forward dash131.6%
Housui2P121.5%
KounirenPP into KagizukiPPP121.5%
backdash into Oihiji4P+K121.5%
crouch dash forward into Jouho Touken6P121.5%

194 further openings account for the other 498 rounds.

Counted from 196 of the 199 matches played. The rest were not pulled for openings.

Akira

Career
380–228 · 62.5%
This season
113 matches · 53.1%
Peak rank
33

First hit in 50.1% of 441 rounds. Won 57.0% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 22.7% of rounds, against 13.6% in their other rounds.

How is this tested?

Rimon Chouchu66P7216.1%
backdash into Jouho Senshou46P194.2%
Jouho Senshou46P184.0%
forward dash into Jouho Touken6P173.8%
evade down into Rimon Chouchu66P143.1%
forward dash into guardG132.9%
Housui2P122.7%
crouch dash forward into Jouho Touken6P122.7%
forward dash122.7%
Housui2P into forward dash112.5%
punchP into forward dash112.5%
evade up into Rimon Chouchu66P102.2%
evade down into Jouho Touken6P92.0%
Rimon Chouchu66P into forward dash81.8%
evade down into forward dash81.8%

87 further openings account for the other 202 rounds.

Counted from 110 of the 113 matches played. The rest were not pulled for openings.

Jean

Career
97–63 · 60.6%
This season
73 matches · 63.0%
Peak rank
30

First hit in 59.5% of 291 rounds. Won 56.1% of the rounds they struck first, 57.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shitamaeken2P268.9%
Harai'uke (Deflect)4P+K+G into punchP144.8%
KounirenPP into KagizukiPPP124.1%
backdash into Oihiji4P+K124.1%
Shitamaeken2P into backdash103.4%
Shitanagi Shutou1P93.1%
backdash into evade down82.7%
crouch dash back into Yamakuzushi6K82.7%
evade down into guardG82.7%
punchP82.7%
Oihiji4P+K72.4%
Yoko'enpi6P72.4%
evade down into Gyaku Seikenzuki66P72.4%
evade up into Gyaku Seikenzuki66P62.0%
Shitamaeken2P into backward movement51.7%

94 further openings account for the other 145 rounds.

Sarah

Career
59–21 · 73.8%
This season
9 matches · 66.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rising Elbow6P38.8%
Squat Straight2P38.8%
backdash into Crescent Heel4K+G25.9%
crouch dash forward into evade down25.9%
evade down into punchP25.9%
punchP25.9%
Low Spin Kick3K+G12.9%
Switch Kick4K12.9%
backdash into guardG12.9%
crouch dash back into Crescent Heel4K+G12.9%
crouch dash back into evade down12.9%
crouch dash back into guardG12.9%
crouch dash forward into Rising Elbow6P12.9%
crouch dash forward into guardG12.9%
evade down into backdash12.9%

11 further openings account for the other 11 rounds.

Kage

Career
21–14 · 60.0%
This season
4 matches · 75.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P321.4%
Gen'you4K+G214.3%
backdash into evade down214.3%
Jizuridan2P17.1%
Jizuridan2P into backdash17.1%
Rasen4P into Rasen Urageri4PK17.1%
ResshouPP into SandangekiPPP17.1%
backdash into Gen'you4K+G17.1%
backdash into guardG17.1%
kickK into punchP17.1%

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 (15 here; about 0.8 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: 1 of 15 tests hold up
  • Jean: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Kage: not tested (too few rounds)