VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Uecchi-Ver53

  • Sarah
Career matches16,240
Career win rate48.5%
Round win rate48.0%
Peak rank34
Distinct opponents410
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1598 #1,361 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

Akira3415,1367,3627,77448.6%
Sarah271,10452058447.1%

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

8,012 of 9,297 rounds counted

8.8 inputs a second (529 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.85298,012

By opponent's character

Akira8.95371,034
Jacky8.8529852
Jean8.7522587
Jeffry8.7525491
Shun8.9535523
Wolf9.1543500
Sarah8.7522533
Goh9.1543499
Kage8.6515364
Aoi8.8529370
Pai8.9535353
Lau8.9534326
Lei Fei8.6516331
Brad8.8525296
Vanessa8.8525218
El Blaze8.5511238
Lion9.1543212
Eileen8.4502157
Dural8.450379
Taka8.752449

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

Akira29113815347.4%+3.1
Jacky2429714540.1%-6.8
Jean185869946.5%+1.1
Jeffry154698544.8%-0.3
Shun152658742.8%-5.9
Wolf142717150.0%-0.3
Sarah135855063.0%+11.6
Goh130636748.5%-0.2
Kage99465346.5%+1.2
Aoi97574058.8%+12.5
Pai96455146.9%-2.3
Lau93375639.8%-7.1
Lei Fei92375540.2%-2.2
Brad75344145.3%-1.9
Vanessa72353748.6%+2.7
El Blaze70313944.3%-0.4
Lion68293942.6%-1.4
Eileen47222546.8%-6.9
Dural189950.0%+10.4
Taka146842.9%-4.5

0 of 18 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 18 questions at once; about 0.9 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

Octagon26411614843.9%-3.1
Breakable Full Fence24611912748.4%+2.3
Low Fence23810813045.4%-1.7
Half Fence23411711750.0%+3.4
Single Wall22410711747.8%+2.1
Rectangle21810611248.6%+1.3
Breakable Half Fence21110410749.3%+3.7
Full Fence2099411545.0%-3.0
Open2018411741.8%-5.3
Full Fence and Open129626748.1%+1.1

0 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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,38247.5%46.8%+0.6
No walls66345.1%46.5%-1.4

Walls against open: +2.0 points (95% range -2.7 to +6.7), p 0.402 — 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

BANANA (Rank 30)2026/10/1633221166.7%
nanami.madogiwa (Rank 33)2026/10/15178947.1%
@nanbuno_fishing (Rank 32)2026/10/1527121544.4%
都筑まもる君 (Rank 32)2026/10/151981142.1%
てーらい (Rank 34)2026/10/141981142.1%
ジャキる。 (Rank 33)2026/10/142992031.0%
xXsoul-childXx (Rank 30)2026/10/1427131448.1%
BigBoin (Rank 35)2026/10/121881044.4%
ニトロ (Rank 33)2026/10/092691734.6%
ふぇに (Rank 35)2026/10/091881044.4%
GOODGODDOG (Rank 32)2026/10/0637191851.4%
AOEアオイ (Rank 34)2026/09/301821611.1%
ヘニオ (Rank 33)2026/09/2995356036.8%
Kwiitter_KR (Rank 32)2026/09/291871138.9%
kampfarkz (Rank 34)2026/09/2822101245.5%
乃木ぽん@こてつ.kuma (Rank 33)2026/09/2734181652.9%
インド人を右に (Rank 33)2026/09/261741323.5%
fwnd1396 (Rank 34)2026/09/261981142.1%
ミッチー (Rank 33)2026/09/1227131448.1%
鳩男 (Rank 30)2026/09/0931201164.5%
マンジャロ打ちたい (Rank 35)2026/08/3133112233.3%
けいすけ新宿 (Rank 25)2026/08/291910952.6%
타우끼/taukee (Rank 35)2026/07/251771041.2%
MikuMartineau (Rank 30)2026/06/041910952.6%
1212 (Rank 27)2026/03/291761135.3%

Round openings

Every character

backdash into evade up95311.8%
backdash into Jouho Senshou46P89211.0%
Rimon Chouchu66P84210.4%
Senzankou66P+K into throwP+G6648.2%
Rimon Chouchu66P into forward dash6518.0%
Senzankou66P+K6287.7%
Ekishou3P1411.7%
forward dash into Jouho Touken6P1331.6%
Housui2P into Jouho Senshou46P1241.5%
Housui2P1131.4%
Housui2P into forward dash1061.3%
Housui2P into backdash1011.2%
forward dash into Jouho Senshou46P1001.2%
forward dash into Rimon Chouchu66P991.2%
evade up into crouch dash forward971.2%

280 further openings account for the other 2,466 rounds.

Counted from 1,980 of the 2,272 matches played. The rest were not pulled for openings.

Akira

Career
7,362–7,774 · 48.6%
This season
2,219 matches · 46.5%
Peak rank
34

First hit in 51.9% of 7,831 rounds. Won 50.6% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 11.3% of rounds, against 2.9% in their other rounds.
  • Against Wolf: evades first in 19.3% of rounds, against 2.2% against everyone else.
  • After opening the round before by moving in: moves in first in 14.5% of rounds, against 7.7% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 9.8% of rounds, against 7.8% after anything else.
  • After losing a round: waits first in 3.9% of rounds, against 1.8% after winning one.
  • When behind: evades first in 3.9% of rounds, against 2.0% when ahead or level.
  • In round 4 or later: opens with “backdash into evade up” in 16.0% of rounds, against 10.2% in their other rounds.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 19.1% of rounds, against 10.1% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “66P Rimon Chouchu into forward dash” in 12.9% of rounds, against 9.4% after anything else.
  • After winning a round: opens with “66P Rimon Chouchu” in 17.2% of rounds, against 8.4% after losing one.
  • When ahead: opens with “66P Rimon Chouchu” in 17.4% of rounds, against 10.1% when level or behind.

How is this tested?

backdash into evade up92611.7%
backdash into Jouho Senshou46P89211.3%
Rimon Chouchu66P84210.7%
Senzankou66P+K into throwP+G6648.4%
Rimon Chouchu66P into forward dash6518.2%
Senzankou66P+K6288.0%
Ekishou3P1411.8%
forward dash into Jouho Touken6P1331.7%
Housui2P into Jouho Senshou46P1241.6%
Housui2P1131.4%
Housui2P into forward dash1061.3%
Housui2P into backdash1011.3%
forward dash into Jouho Senshou46P1001.3%
forward dash into Rimon Chouchu66P991.2%
evade up into crouch dash forward961.2%

238 further openings account for the other 2,275 rounds.

Counted from 1,927 of the 2,219 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
Akira62–83 · 43%42–43 · 49%-6.0
Jacky43–61 · 41%25–42 · 37%+4.2
Jean57–57 · 50%16–27 · 37%+9.1
Jeffry40–45 · 47%15–17 · 47%-5.1
Wolf51–42 · 55%6–17 · 26%too few to test
Shun38–40 · 49%11–19 · 37%+14.4
Goh28–41 · 41%22–15 · 59%-19.8
Sarah38–21 · 64%24–16 · 60%+2.3
Kage30–24 · 56%8–13 · 38%too few to test
Lei Fei19–28 · 40%10–14 · 42%too few to test
Lau15–25 · 38%10–17 · 37%too few to test
Aoi30–19 · 61%11–9 · 55%too few to test
Pai23–31 · 43%8–9 · 47%too few to test
Brad15–23 · 39%7–11 · 39%too few to test
Vanessa18–14 · 56%8–8 · 50%too few to test
Lion18–22 · 45%7–13 · 35%too few to test
El Blaze11–17 · 39%9–9 · 50%too few to test
Eileen12–12 · 50%3–6 · 33%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

292 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?

Sarah

Career
520–584 · 47.1%
This season
53 matches · 54.7%
Peak rank
27

First hit in 53.5% of 217 rounds. Won 53.5% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into kickK4118.7%
backdash into evade up2712.3%
crouch into Leg Slicer2K+G156.8%
backdash into Crescent Heel4K+G146.4%
Rising Elbow6P into Double Joint Butt6PK104.6%
forward dash into Leg Slicer2K+G104.6%
forward dash into Crescent Heel4K+G83.6%
forward movement into High Kick StraightKP73.2%
Hide Side Kick (Deflect)P+K62.7%
Leg Slicer2K+G52.3%
Rising Elbow6P52.3%
Rising Elbow6P into forward movement52.3%
punchP52.3%
Rising Elbow6P into backdash41.8%
backward movement into evade up41.8%

37 further openings account for the other 53 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 (18 here; about 0.9 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: 11 of 18 tests hold up
  • Sarah: not tested (too few rounds)