VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

chiao1121

  • Jean
  • Pai
Career matches594
Career win rate60.4%
Round win rate54.3%
Peak rank26
Distinct opponents7
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1538 Not ranked yet: the list needs 50 matches. See 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

Akira2640423217257.4%
Jean25121833868.6%
Pai2169442563.8%

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.

Against each character

Sarah330100.0%+42.8
Wolf31233.3%-29.7
Jeffry21150.0%-34.2
Kage110100.0%+30.4

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 Fence42250.0%-18.3
Breakable Half Fence21150.0%-25.1
Full Fence110100.0%+30.4
Full Fence and Open110100.0%+38.5
Half Fence110100.0%+21.0

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
Walls475.0%73.4%+1.6
No walls450.0%60.2%-10.2

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

Tesh10 (Rank 24)31233.3%
HavocWingPLZG (Rank 24)110100.0%
jackgnhang (Rank 24)110100.0%
megadora5 (Rank 27)110100.0%
meine (Rank 26)110100.0%
アベル (Rank 27)110100.0%
鷹木さん (Rank 24)1010.0%

Most played opponents, most recent first

megadora5 (Rank 27)2026/04/02110100.0%
jackgnhang (Rank 24)2026/04/02110100.0%
HavocWingPLZG (Rank 24)2026/03/31110100.0%
Tesh10 (Rank 24)2026/03/3031233.3%
meine (Rank 26)2026/03/28110100.0%
アベル (Rank 27)2026/03/28110100.0%
鷹木さん (Rank 24)2026/03/271010.0%

Round openings

Every character

guardG411.4%
backdash into Enbikyaku3K+G25.7%
backdash into Koboku214P25.7%
backdash into Rikensui1P25.7%
backdash into Yamakuzushi6K25.7%
crouch dash back into backward movement25.7%
Shitamaeken2P12.9%
Souka Rensui3PP into Souka Raigekishou3PPP12.9%
backdash into Ensei Toukikyaku46KK12.9%
backdash into Hekishou43P12.9%
backdash into Jouho Senshou46P12.9%
backdash into Tenshin Oushoushou46P+K12.9%
backdash into throwP+G12.9%
backdash into up-forward punch9P12.9%
crouch dash back into Koboku214P12.9%

12 further openings account for the other 12 rounds.

Jean

Career
83–38 · 68.6%
This season
3 matches · 66.7%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Yamakuzushi6K216.7%
Shitamaeken2P18.3%
backdash into throwP+G18.3%
backdash into up-forward punch9P18.3%
forward dash into Chudan~Joudan Mawashigeri3KK18.3%
forward dash into Nukitesashi6P+K18.3%
forward dash into guardG18.3%
guardG18.3%
guardG into Kou'un Nidan Hizageri9K+G18.3%
guardG into Nozuchi1P+K18.3%
guardG into throwP+G18.3%

Pai

Career
44–25 · 63.8%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG325.0%
backdash into Enbikyaku3K+G216.7%
backdash into Rikensui1P216.7%
Souka Rensui3PP into Souka Raigekishou3PPP18.3%
backdash into Ensei Toukikyaku46KK18.3%
backdash into Tenshin Oushoushou46P+K18.3%
guardG into forward dash18.3%
guardG into throw escape18.3%

Akira

Career
232–172 · 57.4%
This season
3 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Koboku214P218.2%
crouch dash back into backward movement218.2%
backdash into Hekishou43P19.1%
backdash into Jouho Senshou46P19.1%
crouch dash back into Koboku214P19.1%
down-back punch+kick1P+K19.1%
guardG into Hekishou43P19.1%
guardG into Satei3K+G19.1%
guardG into evade up19.1%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jean: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Akira: not tested (too few rounds)