VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

nekosuke1515

  • Jacky
  • Wolf
  • Lei Fei
  • Lion
  • Kage
  • Jean
  • Goh
  • Pai
  • Shun
Career matches4,550
Career win rate44.2%
Round win rate48.0%
Peak rank24
Distinct opponents213
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1243 #3,317 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

Akira231,58962796239.5%
Jacky241,42765477345.8%
Wolf2471933638346.7%
Lion2442620122547.2%
Lei Fei2321210810450.9%
Pai1999485148.5%
Jean1845222348.9%
Kage1624101441.7%
Shun1663350.0%
Goh1631233.3%

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

1,445 of 2,198 rounds counted

8.1 inputs a second (486 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira9.0537407
Jacky8.2489488
Wolf7.2434359
Lei Fei7.444682
Lion7.847173
Kage7.24329
Jean8.550915
Goh9.55705
Pai6.84054
Shun7.24353

By opponent's character

Akira7.8471253
Jeffry8.752488
Lau8.651796
Aoi7.746093
Jean8.249085
Wolf8.5510101
Jacky8.551062
El Blaze7.545396
Kage7.545066
Pai8.248963
Goh8.853151
Shun7.746277
Sarah8.248969
Lei Fei7.343867
Lion8.852566
Brad8.651624
Vanessa8.349717
Eileen8.852631
Taka7.243531
Dural8.34999

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

Akira84414348.8%+4.7
Jeffry43182541.9%-7.1
Lau39162341.0%-13.8
Aoi38152339.5%-7.3
Jean37152240.5%-6.3
Wolf35132237.1%+0.7
Jacky31161551.6%+5.0
El Blaze28111739.3%-3.7
Kage28121642.9%-4.9
Pai27141351.9%+6.2
Goh2691734.6%-5.9
Shun25111444.0%-1.6
Sarah24121250.0%+8.3
Lei Fei2112957.1%+17.5
Lion2071335.0%-11.7
Brad118372.7%+26.5
Vanessa103730.0%-3.5
Eileen96366.7%+16.7
Taka85362.5%+22.8
Dural32166.7%+34.1

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Rectangle71343747.9%+4.1
Half Fence69284140.6%-7.3
Open59293049.1%+3.0
Breakable Full Fence55213438.2%-8.0
Breakable Half Fence53203337.7%-5.3
Octagon51302158.8%+14.3
Low Fence50252550.0%+3.5
Single Wall48192939.6%-5.5
Full Fence36122433.3%-10.0
Full Fence and Open26161061.5%+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
Walls33543.3%44.8%-1.5
No walls15746.5%46.0%+0.5

Walls against open: -2.0 points (95% range -11.3 to +7.2), p 0.666 — 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

Fuji-Atsuka (Rank 21)2026/09/1598188.9%
dalmax72 (Rank 21)2026/09/052014670.0%
potimaru1059 (Rank 22)2026/08/2773442.9%
Penoco (Rank 24)2026/08/02116554.5%
naowai (Rank 21)2026/08/02135838.5%
委員ちょ (Rank 21)2026/07/2851420.0%
chimichama (Rank 21)2026/07/2864266.7%
Pharita (Rank 21)2026/07/2864266.7%
TaKaArAsHi573 (Rank 24)2026/07/2874357.1%
fox-cqc (Rank 23)2026/07/2896366.7%
しろ☆おび。 (Rank 21)2026/07/2775271.4%
avolpe (Rank 23)2026/07/2585362.5%
やきそばん (Rank 23)2026/07/2374357.1%
yasai (Rank 21)2026/07/1685362.5%
HaseMasa (Rank 24)2026/07/1661516.7%
ねこ吉 (Rank 21)2026/07/1252340.0%
你們修武道~我修仙道!! (Rank 21)2026/07/0652340.0%
shinkita (Rank 22)2026/07/03128466.7%
cs2skoda (Rank 22)2026/06/1764266.7%
6132da (Rank 23)2026/06/0863350.0%
TigerMask (Rank 21)2026/05/2953260.0%
我的名字叫顺溜 (Rank 21)2026/05/2353260.0%
kobaman (Rank 25)2026/05/1972528.6%
トローリロートル (Rank 23)2026/05/1573442.9%
副村长驾到 (Rank 21)2026/04/0653260.0%

Round openings

Every character

evade down into guardG1778.0%
guardG1436.5%
guardG into evade down1155.2%
crouch dash forward into evade down1105.0%
crouch dash forward into guardG964.4%
no input843.8%
crouch dash back into Koboku214P743.4%
evade up into crouch dash forward421.9%
evade up into backdash301.4%
guardG into evade up291.3%
evade down into crouch dash forward261.2%
crouch dash back into Jouho Touken6P251.1%
evade down into evade up241.1%
evade down into forward dash221.0%
guardG into throw escape221.0%

435 further openings account for the other 1,185 rounds.

Akira

Career
627–962 · 39.5%
This season
187 matches · 37.4%
Peak rank
23

First hit in 43.6% of 752 rounds. Won 50.0% of the rounds they struck first, 37.3% of the rounds they were struck first.

Significant Tells

  • In round 3: moves in first in 32.4% of rounds, against 21.5% in their other rounds.
  • Against Akira: attacks straight away in 21.6% of rounds, against 8.4% against everyone else.

How is this tested?

crouch dash back into Koboku214P749.8%
crouch dash forward into evade down506.7%
guardG445.8%
evade down into guardG385.0%
crouch dash forward into guardG263.5%
no input263.5%
crouch dash back into Jouho Touken6P253.3%
guardG into evade down202.7%
evade up into Jouho Senshou46P192.5%
forward dash172.3%
evade down into crouch dash forward131.7%
evade up into backdash131.7%
Rimon Chouchu66P into forward dash121.6%
crouch dash back into evade down121.6%
evade down into forward dash111.5%

123 further openings account for the other 352 rounds.

By stage type

Record against each character on walled and open stages, as Akira

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–7 · 36%4–4 · 50%too few to test
Wolf2–7 · 22%2–8 · 20%too few to test

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

How is this tested?

Jacky

Career
654–773 · 45.8%
This season
172 matches · 50.6%
Peak rank
24

First hit in 37.7% of 689 rounds. Won 61.9% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 40.7% of rounds, against 24.9% in their other rounds.
  • Against El Blaze: attacks straight away in 35.0% of rounds, against 12.8% against everyone else.

How is this tested?

evade down into guardG578.2%
guardG456.4%
guardG into evade down365.2%
no input344.9%
crouch dash forward into evade down273.9%
crouch dash forward into guardG223.1%
evade up into crouch dash forward192.7%
evade up into Middle Spin Kick46K+G162.3%
evade up into Long Stride Back Knuckle4P+K152.1%
guardG into evade up131.9%
Jab StraightPP into Jab Double StraightPPP111.6%
Slide Shuffle (Deflect)4P+K+G into punchP111.6%
evade down into evade up111.6%
evade up101.4%
guardG into throw escape101.4%

164 further openings account for the other 362 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–15 · 40%5–4 · 56%too few to test
Jeffry7–7 · 50%2–2 · 50%too few to test

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

How is this tested?

Wolf

Career
336–383 · 46.7%
This season
97 matches · 46.4%
Peak rank
24

First hit in 38.1% of 391 rounds. Won 44.3% of the rounds they struck first, 52.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

evade down into guardG4812.2%
guardG into evade down338.4%
guardG307.7%
crouch dash forward into guardG256.4%
crouch dash forward into evade down174.3%
Jab StraightPP into One Two UpperPPP133.3%
no input123.1%
Low Drop Kick62K112.8%
evade up into crouch dash forward102.5%
evade down into Elbow Butt4P92.3%
evade down into crouch dash forward82.0%
Elbow Butt4P into Jab StraightPP71.8%
Screw Hook63214P61.5%
Screw Hook63214P into Screw Lariat63214PP61.5%
backward movement into One Two UpperPPP51.3%

92 further openings account for the other 152 rounds.

Lei Fei

Career
108–104 · 50.9%
This season
43 matches · 58.1%
Peak rank
23

First hit in 49.7% of 153 rounds. Won 61.8% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG1810.8%
crouch dash forward into guardG148.4%
guardG into evade down148.4%
guardG95.4%
no input63.6%
Souryu Shukkai43P+K53.0%
crouch dash forward into evade down53.0%
evade up into evade down42.4%
guardG into Souryu Shukkai43P+K42.4%
backward movement into Kochouheki (Deflect)236P+K31.8%
crouch into Bunkyaku3K31.8%
evade up into backdash31.8%
offensive move into evade down31.8%
Fukusoushou2P21.2%
Kinkei DokuritsuP+K21.2%

58 further openings account for the other 72 rounds.

Lion

Career
201–225 · 47.2%
This season
36 matches · 33.3%
Peak rank
24

First hit in 45.6% of 147 rounds. Won 46.3% of the rounds they struck first, 42.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG149.5%
guardG149.5%
crouch dash forward into evade down106.8%
guardG into evade down96.1%
crouch dash forward into guardG85.4%
evade up into Sentai4K85.4%
evade up into backdash85.4%
guardG into evade up42.7%
no input42.7%
Banchu6P into Banchu Renkanshu6PP32.0%
evade up into Koushutai44K32.0%
guardG into Katousui2P32.0%
Banchu6P21.4%
crouch into Rakugekishou3PP21.4%
evade down into evade up21.4%

47 further openings account for the other 53 rounds.

Kage

Career
10–14 · 41.7%
This season
5 matches · 80.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Kage Yaiba623P+K315.0%
guardG into evade down210.0%
crouch dash back into Engetsugeri9K+G15.0%
crouch dash back into Nagiharai6P+K15.0%
crouch dash back into Shippuzan3PP15.0%
crouch dash back into evade down15.0%
crouch dash forward into guardG15.0%
down-back kick+guard1K+G15.0%
evade down into Rakujin Gaeri44P15.0%
evade down into crouch15.0%
evade down into evade up15.0%
forward movement into guardG15.0%
forward movement into punchP15.0%
guardG into Hiji'uchi6P15.0%
guardG into crouch dash forward15.0%

2 further openings account for the other 2 rounds.

Jean

Career
22–23 · 48.9%
This season
4 matches · 75.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into evade up213.3%
evade up into crouch dash forward213.3%
no input213.3%
Harai'uke (Deflect)4P+K+G into Kake'uchi46P16.7%
Nozuchi1P+K16.7%
crouch dash back into Enpi Kurenai Naraku2P+K16.7%
crouch dash forward16.7%
crouch into Shitazuki3P16.7%
evade down into Ryoutezuki66P+K16.7%
evade down into Yoko'enpi6P16.7%
guardG16.7%
guardG into evade down16.7%

Goh

Career
1–2 · 33.3%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Soukyu46P120.0%
crouch dash forward into evade down120.0%
crouch into Denkou3PP120.0%
evade down into guardG120.0%
punchP into forward movement120.0%

Pai

Career
48–51 · 48.5%
This season
1 matches · 0.0%
Peak rank
19

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape250.0%
crouch dash back into evade up125.0%
evade down into guardG125.0%

Shun

Career
3–3 · 50.0%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

RengekiPP into Saishu RenkangekiPPP266.7%
Saishu RenkangekiPPP into Renkan ChougekiPPPK133.3%

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 (44 here; about 2.2 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: 2 of 15 tests hold up
  • Jacky: 2 of 15 tests hold up
  • Wolf: 0 of 14 tests hold up
  • Lei Fei: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Shun: not tested (too few rounds)