VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Kingbison

  • Brad
  • Wolf
  • Lau
  • Jeffry
  • Jean
  • Lion
Career matches4,953
Career win rate51.3%
Round win rate51.4%
Peak rank30
Distinct opponents175
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1525 #1,845 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

Akira303,1141,5691,54550.4%
Wolf271,01352948452.2%
Lau2572938234752.4%
Brad2478483061.5%
Jeffry2186275.0%
Jean2165183.3%
Lion2154180.0%

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

2,794 of 3,290 rounds counted

6.8 inputs a second (410 a minute) this season. Faster than 41% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.84072,583
Brad7.5447158
Wolf6.337916
Lau7.746020
Jean8.148717

By opponent's character

Pai6.8411248
Sarah6.7399294
Shun6.7400291
Jacky6.6394248
Akira7.2429171
Brad7.0421127
Lau7.0422194
Lei Fei6.8407150
Vanessa7.0418172
Jean7.1423145
Taka6.740392
Goh6.9415111
Kage6.538990
Eileen7.343978
Jeffry7.243290
El Blaze6.639662
Lion6.941280
Wolf7.343776
Aoi7.242928
Dural6.035747

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

Pai98485049.0%-1.8
Sarah77403752.0%+5.9
Shun74294539.2%-5.9
Jacky68254336.8%-11.9
Akira51321962.8%+8.4
Brad50292158.0%+6.0
Lau50302060.0%+4.3
Lei Fei48242450.0%+5.9
Vanessa45301566.7%+6.0
Jean37181948.6%-2.7
Taka29141548.3%-4.5
Goh28161257.1%-5.2
Kage27141351.9%+4.3
Eileen26141253.9%-0.2
Jeffry2517868.0%+14.6
El Blaze2171433.3%-24.2
Lion21101147.6%+0.6
Wolf2011955.0%-3.8
Aoi1510566.7%+13.2
Dural112918.2%-23.7

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.

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

Breakable Full Fence93435046.2%-2.6
Rectangle91474451.6%-0.9
Open86384844.2%-4.4
Octagon85364942.4%-8.2
Full Fence81443754.3%+3.3
Low Fence78354344.9%-6.3
Half Fence76482863.2%+12.2
Single Wall76482863.2%+12.5
Breakable Half Fence69313844.9%-8.5
Full Fence and Open36211558.3%+6.7

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
Walls49550.3%51.0%-0.7
No walls24050.4%50.1%+0.3

Walls against open: -1.1 points (95% range -8.4 to +6.3), p 0.776 — 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

Jiikae (Rank 32)2026/08/3137172046.0%
VF31998 (Rank 30)2026/08/021551033.3%
DDRMONKEY (Rank 26)2026/07/2697277.8%
LuBuMBX (Rank 29)2026/07/25116554.5%
HARLEMKNIGHT116 (Rank 34)2026/07/25115645.5%
BLACKSTAR (Rank 30)2026/07/23112918.2%
seedash (Rank 27)2026/07/20103730.0%
Kitetsu (Rank 27)2026/07/1624141058.3%
DARKREAPER543 (Rank 26)2026/07/0895455.6%
itrap (Rank 30)2026/07/061971236.8%
JAWattack (Rank 30)2026/07/041221016.7%
Gold---Mole (Rank 24)2026/07/02127558.3%
rjsicklau12 (Rank 26)2026/06/291412285.7%
Night_Phyre (Rank 23)2026/06/271410471.4%
onuelito (Rank 33)2026/06/2793633.3%
fivey70 (Rank 26)2026/06/231611568.8%
leefung._ (Rank 30)2026/06/222341917.4%
SWAT1107 (Rank 28)2026/06/22123925.0%
hgamery (Rank 32)2026/06/21167943.8%
Sambin0 (Rank 25)2026/06/20108280.0%
The8thOne (Rank 27)2026/06/191410471.4%
MrWurldWyd (Rank 24)2026/06/191310376.9%
Crashing_Blow2003 (Rank 33)2026/06/1993633.3%
tth (Rank 26)2026/05/3195455.6%
carchariasvit (Rank 27)2026/03/2995455.6%

Round openings

Every character

Rimon Chouchu66P52615.9%
backdash into Chouzan Housui46P+K3109.4%
backdash into evade down1013.1%
Souka Housui3P+K892.7%
Chouyoushu1P662.0%
evade down into guardG662.0%
Tsutenhou (Deflect)4P+K+G into Sayu Kaikyu4PP652.0%
evade up into Youhou33P641.9%
evade down into Youhou33P621.9%
crouch into Sokutai3K541.6%
guardG541.6%
forward dash into Jouho Touken6P531.6%
evade down521.6%
backdash into Jouho Senshou46P491.5%
backdash into guardG451.4%

393 further openings account for the other 1,647 rounds.

Akira

Career
1,569–1,545 · 50.4%
This season
749 matches · 49.9%
Peak rank
30

First hit in 58.0% of 2,983 rounds. Won 53.4% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 48.1% of rounds, against 36.8% in their other rounds.
  • Against Akira: evades first in 31.5% of rounds, against 16.6% against everyone else.
  • On Breakable Half Fence stages: moves in first in 10.4% of rounds, against 5.2% on the other stages.
  • After the opponent opened the round before by backing off: moves in first in 8.1% of rounds, against 4.5% after anything else.
  • After winning a round: attacks straight away in 40.4% of rounds, against 33.1% after losing one.
  • In round 2: opens with “backdash into 46P+K Chouzan Housui” in 15.9% of rounds, against 8.4% in their other rounds.
  • After opening the round before with “66P Rimon Chouchu”: opens with “backdash into 46P+K Chouzan Housui” in 18.2% of rounds, against 10.2% after anything else.
  • After winning a round: opens with “3P+K Souka Housui” in 3.8% of rounds, against 1.4% after losing one.

How is this tested?

Rimon Chouchu66P52617.4%
backdash into Chouzan Housui46P+K31010.3%
backdash into evade down933.1%
Souka Housui3P+K893.0%
Chouyoushu1P662.2%
Tsutenhou (Deflect)4P+K+G into Sayu Kaikyu4PP652.2%
evade up into Youhou33P642.1%
evade down into Youhou33P622.1%
evade down into guardG622.1%
crouch into Sokutai3K541.8%
forward dash into Jouho Touken6P531.8%
guardG531.8%
backdash into Jouho Senshou46P491.6%
evade down471.6%
crouch into Souka Housui3P+K391.3%

260 further openings account for the other 1,382 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai20–24 · 45%17–13 · 57%-13.3
Sarah16–16 · 50%14–16 · 47%too few to test
Shun13–23 · 36%7–16 · 30%too few to test
Jacky17–24 · 41%2–13 · 13%too few to test
Akira25–15 · 62%5–4 · 56%too few to test
Brad18–11 · 62%10–10 · 50%too few to test
Lau11–12 · 48%8–5 · 62%too few to test
Vanessa22–9 · 71%6–6 · 50%too few to test
Lei Fei13–16 · 45%6–3 · 67%too few to test
Jean10–19 · 34%4–0 · 100%too few to test
Taka4–3 · 57%8–5 · 62%too few to test
Goh11–12 · 48%3–0 · 100%too few to test
Kage7–9 · 44%5–4 · 56%too few to test
Jeffry8–3 · 73%8–4 · 67%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.

How is this tested?

Brad

Career
48–30 · 61.5%
This season
38 matches · 63.2%
Peak rank
24

First hit in 54.8% of 157 rounds. Won 62.8% of the rounds they struck first, 54.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jackal Straight46P+K1912.0%
Kao Loy6K+G159.5%
backdash into Pap Sawk Kao46K+G95.7%
punchP into Jab StraightPP95.7%
Jab StraightPP into Combination UpperPPP63.8%
backdash into evade down63.8%
backdash into guardG63.8%
crouch into Dtee Sawk Combination3PP63.8%
crouch into Double Strike2KK31.9%
crouch into Middle Kick3K31.9%
crouch into Sharp Shoot1P31.9%
evade down31.9%
evade down into guardG31.9%
Ducking6P+K+G into Ducking StraightP21.3%
Elbow Hook6P into Elbow Hook~Screw High Kick6PK21.3%

53 further openings account for the other 63 rounds.

Wolf

Career
529–484 · 52.2%
This season
13 matches · 46.1%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Short Shoulder46P+K816.0%
Low Drop Kick62K510.0%
crouch into Low Hammer2P36.0%
forward movement into Low Smash2K36.0%
backdash into Elbow Butt4P24.0%
Body Blow6P12.0%
Body Blow6P into Dragonfish Blow6PP12.0%
Comet Hook1P into Knuckle Part1PP12.0%
Elbow Butt4P12.0%
Elbow Butt4P into forward dash12.0%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK12.0%
Knee Lift6K12.0%
Mow Down Chop1P+K12.0%
Quick Shoulder66P+K12.0%
R.A.W. AvengerP+K+G12.0%

19 further openings account for the other 19 rounds.

Lau

Career
382–347 · 52.4%
This season
7 matches · 57.1%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P into Hou'ou Soushou6PP310.7%
backdash into Sako Soushou4P+K27.1%
backdash into Touku Kosenkyaku9K27.1%
crouch into Chisoutai2K+G27.1%
Fukko Kensou1P13.6%
Hi'en Tenshinshou44P into Hi'en Renshou44PP13.6%
Souko Sensou66P+K into Rouko Tankai6P+K13.6%
backdash into Fukko Kensou1P13.6%
backdash into Saishikkyaku4K13.6%
backdash into Senchutai3K13.6%
backdash into Senkyaku Renkan Sakurokushou3KPP13.6%
backdash into evade down13.6%
backdash into guardG13.6%
backward movement into back, down punch+kick+guard42P+K+G13.6%
crouch into Kasoutai2K13.6%

8 further openings account for the other 8 rounds.

Jeffry

Career
6–2 · 75.0%
This season
6 matches · 66.7%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Stomach Destroyer4PK29.5%
evade up into Knee Attack6K29.5%
Dash Elbow66P into Dash Elbow Upper66PP14.8%
Double KnucklePP into Double Knuckle~UpperPPP14.8%
Elbow Butt6P into punchP14.8%
Knee Push4K14.8%
backdash into Body CrushP+K14.8%
backdash into Hell Claw236P14.8%
backdash into Kenka Hook46P14.8%
backdash into Knee Attack6K14.8%
backdash into Megaton Knuckle43P+K14.8%
backdash into Side Kick3K14.8%
backdash into crouch14.8%
backdash into evade down14.8%
crouch into Ducking Low2K+G14.8%

4 further openings account for the other 4 rounds.

Jean

Career
5–1 · 83.3%
This season
5 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hangetsu NirenzukiP+K317.6%
Hizageri4K into Kousenshu4KP211.8%
crouch into Oishitazuki3PP211.8%
punchP into KounirenPP211.8%
Oihiji4P+K15.9%
Shitamaeken2P15.9%
Shitazuki3P into Oishitazuki3PP15.9%
Shutoukiri4P into Shutoukiri~Ushirogeri4PK15.9%
backdash into Doumawashi Kaitengeri46K+G15.9%
backdash into Yamakuzushi6K15.9%
evade down into Gyaku Seikenzuki66P15.9%
guardG into Hangetsu NirenzukiP+K15.9%

Lion

Career
4–1 · 80.0%
This season
3 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Koushu RensuiPP into Renkan SenshouPPP213.3%
crouch into Zensoutai2KK213.3%
Banchu6P into Banchu Renkanshu6PP16.7%
In'you4P into Ni In'you4PP16.7%
Senputai8K into Katoutai8KK16.7%
backdash into Taizan Soukoushu4P+K16.7%
backdash into Ukoushin46P+K16.7%
backdash into guardG16.7%
crouch into Kousoutai2K+G16.7%
crouch into Touho Soushu2P+K16.7%
kickK into RensentaiKK16.7%
punchP into Koushu RensuiPP16.7%
up kick+guard8K+G into Katoutai8KK16.7%

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: 8 of 18 tests hold up
  • Brad: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Lion: not tested (too few rounds)