VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

PockyAkira

  • Sarah
Career matches271
Career win rate48.7%
Round win rate41.0%
Peak rank21
Distinct opponents17
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1220 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

Akira21196989850.0%
Sarah1875344145.3%

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

125 of 144 rounds counted

7.7 inputs a second (463 a minute) this season. Faster than 65% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.545190
Sarah8.249135

By opponent's character

Aoi8.249432
Akira8.048011
Jacky6.840514
Lau7.544912
Pai7.74643
Eileen9.15487
Goh7.24348
Jeffry8.048110
Sarah7.64589
Wolf8.04808
El Blaze4.92933
Jean5.93545
Kage7.74613

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

Aoi85362.5%+21.4
Akira63350.0%+0.6
Jacky4040.0%-24.7
Lau31233.3%+12.3
Pai3030.0%-38.3
Eileen220100.0%+57.9
Goh2020.0%-23.3
Jeffry220100.0%+72.2
Sarah2020.0%-39.1
Wolf21150.0%+5.0
El Blaze1010.0%-34.9
Jean1010.0%-34.9
Kage1010.0%-48.6

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

Octagon106460.0%+31.2
Full Fence82625.0%-15.9
Breakable Half Fence52340.0%+6.3
Rectangle41325.0%-11.4
Open31233.3%-9.2
Breakable Full Fence21150.0%+5.0
Single Wall2020.0%-31.9
Low Fence1010.0%-46.5

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
Walls2941.4%37.1%+4.3
No walls616.7%38.5%-21.8

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

Most played opponents, most recent first

acebreaker (Rank 24)2026/06/031010.0%
yonchi41 (Rank 21)2026/06/0321150.0%
amu(*_*) (Rank 22)2026/06/031010.0%
frog-23jd (Rank 24)2026/06/032020.0%
u_003 (Rank 24)2026/06/034040.0%
ギャランドゥはなこ (Rank 22)2026/06/031010.0%
nakamine0824 (Rank 24)2026/06/0331233.3%
ぽん (Rank 23)2026/05/19220100.0%
kimxxxtt (Rank 21)2026/05/1931233.3%
Thebabycrawl (Rank 19)2026/05/19220100.0%
toothy-limb74 (Rank 22)2026/05/192020.0%
wakcamera (Rank 19)2026/05/1985362.5%
ダストレス (Rank 19)2026/05/181010.0%
アカーニャ (Rank 20)2026/05/061010.0%
おっさんまん@VF4ぶり (Rank 17)2026/05/061010.0%
Sleepoleon (Rank 16)2026/05/0621150.0%
asap-noa (Rank 16)2026/05/06110100.0%

Round openings

Every character

forward movement into punchP2718.8%
evade up1611.1%
Souka Housui3P+K106.9%
forward dash into Jouho Touken6P53.5%
punchP into Jab StraightPP53.5%
SoutoP+K42.8%
Chouyoushu1P32.1%
Rimon Chouchu66P32.1%
evade up into Jouho Senshou46P32.1%
evade up into Koboku214P32.1%
evade up into Youhou33P32.1%
Fujinkyaku2K+G into SoutoP+K21.4%
Kaikyusei4P into Jirou Tanzan4PP+K21.4%
Long Snap Side Chop3P+K21.4%
Sword Slash9K+GK into Sword Rush Combo9K+GKK21.4%

44 further openings account for the other 54 rounds.

Akira

Career
98–98 · 50.0%
This season
23 matches · 30.4%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1820.0%
Souka Housui3P+K1011.1%
forward dash into Jouho Touken6P55.6%
SoutoP+K44.4%
evade up44.4%
Chouyoushu1P33.3%
Rimon Chouchu66P33.3%
evade up into Jouho Senshou46P33.3%
evade up into Koboku214P33.3%
evade up into Youhou33P33.3%
Fujinkyaku2K+G into SoutoP+K22.2%
Kaikyusei4P into Jirou Tanzan4PP+K22.2%
evade up into Jouho Touken6P22.2%
evade up into Kenhou6KP22.2%
evade up into Rimon Chouchu66P22.2%

22 further openings account for the other 24 rounds.

Sarah

Career
34–41 · 45.3%
This season
14 matches · 50.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up1222.2%
forward movement into punchP916.7%
punchP into Jab StraightPP59.3%
Long Snap Side Chop3P+K23.7%
Sword Slash9K+GK into Sword Rush Combo9K+GKK23.7%
evade up into Dragon Smash Cannon1K23.7%
evade up into Somersault Kick7K23.7%
Breeze Shot6P+K11.9%
Double Rise Kick4P+K into Dragon Smash Cannon1K11.9%
Jab StraightPP into Flash Piston PunchPPP11.9%
Queen Bee Needle66K+G11.9%
Valkyrie Flight9K+G into Reverse High KickK+GK11.9%
Valkyrie Low1K+G11.9%
Valkyrie Low1K+G into Crescent Heel4K+G11.9%
evade up into Breeze Shot6P+K11.9%

12 further openings account for the other 12 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: not tested (too few rounds)
  • Sarah: not tested (too few rounds)