VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Akira

kantoku0219

  • Jean
Career matches9,832
Career win rate50.5%
Round win rate50.8%
Peak rank37
Distinct opponents288
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1712 #747 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

Akira378,1964,1044,09250.1%
Jean331,63686077652.6%

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

3,426 of 4,188 rounds counted

7.8 inputs a second (470 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.04802,892
Jean6.9414534

By opponent's character

Jacky7.8471316
Akira8.1486302
Jean7.8470249
Kage7.7462258
Lau8.1486221
Jeffry7.8469253
Aoi7.8469217
Wolf7.9476238
Goh7.8467187
Sarah7.4442179
Lion8.0480139
Brad7.8471156
Vanessa7.947399
Taka7.7459147
El Blaze7.545296
Pai7.9476130
Shun7.645682
Lei Fei7.8468102
Dural8.047824
Eileen7.444431

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

Jacky91464550.5%-3.3
Akira90395143.3%-13.5
Jean90543660.0%+8.8
Kage82394347.6%+1.5
Lau69333647.8%-0.3
Jeffry67303744.8%-11.8
Aoi66372956.1%+3.5
Wolf65422364.6%+9.6
Goh57352261.4%+7.1
Sarah55272849.1%-2.9
Lion45242153.3%+4.3
Brad44222250.0%-2.5
Vanessa42301271.4%+19.7
Taka37172046.0%+0.8
El Blaze35132237.1%-13.8
Pai32191359.4%+7.8
Shun32171553.1%+8.2
Lei Fei29111837.9%-18.6
Dural73442.9%-4.2
Eileen72528.6%-15.1

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Half Fence125576845.6%-7.5
Open120695157.5%+7.3
Rectangle117605751.3%-2.2
Single Wall117585949.6%-0.7
Breakable Half Fence111575451.4%-0.7
Low Fence103505348.5%-4.1
Full Fence97564157.7%+5.2
Octagon82463656.1%+3.9
Breakable Full Fence78384048.7%+0.7
Full Fence and Open47242351.1%-3.1

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
Walls61051.5%52.0%-0.5
No walls34052.1%51.1%+0.9

Walls against open: -1.5 points (95% range -8.1 to +5.2), p 0.665 — 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

ぷこ (Rank 38)2026/10/1695455.6%
zakisan (Rank 36)2026/10/1625111444.0%
たあぼさん (Rank 37)2026/10/16127558.3%
鳩男 (Rank 30)2026/10/0986275.0%
ヘニオ (Rank 34)2026/10/09135838.5%
イイクルーン (Rank 38)2026/10/091761135.3%
混浴ジャキミリアン (Rank 33)2026/10/09169756.2%
Mochi/かしわもち (Rank 39)2026/10/09116554.5%
へっぽこラウ (Rank 35)2026/10/0792722.2%
xu.simon29 (Rank 35)2026/10/071771041.2%
くりたろう (Rank 38)2026/10/07116554.5%
ゲッパー (Rank 38)2026/09/2785362.5%
MaBoy (Rank 34)2026/09/231711664.7%
タイヨウ (Rank 31)2026/09/23108280.0%
tawava (Rank 30)2026/09/1884450.0%
hikabun (Rank 36)2026/09/18107370.0%
NORESPECT (Rank 35)2026/09/18106460.0%
∈挙動不審∋ (Rank 34)2026/09/171611568.8%
BigBoin (Rank 33)2026/09/1384450.0%
ニトロ (Rank 36)2026/09/1186275.0%
lapislazuli (Rank 36)2026/08/31146842.9%
寿司眼鉄 (Rank 36)2026/08/281911857.9%
かえる (Rank 38)2026/08/282081240.0%
uomofastidioso (Rank 39)2026/08/21113827.3%
ふかふか (Rank 38)2026/08/20124833.3%

Round openings

Every character

Senzankou66P+K into throwP+G2486.6%
crouch dash forward into Jouho Touken6P2446.5%
crouch dash forward into evade down2376.3%
guardG into Jouho Senshou46P2215.9%
evade up into Jouho Senshou46P1844.9%
crouch dash back into Jouho Touken6P1574.2%
evade down into crouch dash forward1564.2%
backdash into Jouho Senshou46P1323.5%
crouch dash forward into forward dash1153.1%
crouch dash forward into Jouho Senshou46P1113.0%
crouch dash forward into throw escape842.2%
punchP into kickK832.2%
forward dash into Jouho Touken6P701.9%
guardG into evade down641.7%
guardG into evade up631.7%

248 further openings account for the other 1,582 rounds.

Counted from 934 of the 1,042 matches played. The rest were not pulled for openings.

Akira

Career
4,104–4,092 · 50.1%
This season
903 matches · 51.5%
Peak rank
37

First hit in 52.0% of 3,162 rounds. Won 53.6% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 20.4% of rounds, against 14.8% in their other rounds.
  • Against Aoi: waits first in 28.1% of rounds, against 14.3% against everyone else.
  • On Rectangle stages: backs off first in 33.4% of rounds, against 9.6% on the other stages.
  • After opening the round before by moving in: moves in first in 45.7% of rounds, against 30.6% after anything else.
  • After winning a round: attacks straight away in 23.6% of rounds, against 9.2% after losing one.
  • When ahead: attacks straight away in 21.3% of rounds, against 11.6% when level or behind.
  • In round 4 or later: opens with “66P+K Senzankou into P+G throw” in 12.5% of rounds, against 6.2% in their other rounds.
  • Against Jean: opens with “G guard into 46P Jouho Senshou” in 14.1% of rounds, against 6.3% against everyone else.
  • On Single Wall stages: opens with “evade up into 46P Jouho Senshou” in 9.8% of rounds, against 5.3% on the other stages.
  • After opening the round before with “66P+K Senzankou into P+G throw”: opens with “66P+K Senzankou into P+G throw” in 18.2% of rounds, against 9.3% after anything else.
  • After winning a round: opens with “66P+K Senzankou into P+G throw” in 15.1% of rounds, against 4.5% after losing one.
  • When ahead: opens with “66P+K Senzankou into P+G throw” in 13.2% of rounds, against 6.6% when level or behind.

How is this tested?

Senzankou66P+K into throwP+G2487.8%
crouch dash forward into Jouho Touken6P2447.7%
guardG into Jouho Senshou46P2217.0%
crouch dash forward into evade down2056.4%
evade up into Jouho Senshou46P1845.8%
crouch dash back into Jouho Touken6P1574.9%
backdash into Jouho Senshou46P1324.2%
evade down into crouch dash forward1173.7%
crouch dash forward into Jouho Senshou46P1113.5%
crouch dash forward into forward dash1113.5%
forward dash into Jouho Touken6P702.2%
crouch dash forward into punchP591.9%
evade down into Jouho Touken6P591.9%
crouch dash forward into throw escape581.8%
guardG into evade up581.8%

170 further openings account for the other 1,148 rounds.

Counted from 795 of the 903 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
Jean22–17 · 56%10–8 · 56%too few to test
Kage22–18 · 55%10–13 · 43%too few to test
Akira16–16 · 50%12–12 · 50%too few to test
Lau17–21 · 45%6–9 · 40%too few to test
Jacky14–20 · 41%8–6 · 57%too few to test
Aoi15–20 · 43%10–4 · 71%too few to test
Jeffry9–16 · 36%12–7 · 63%too few to test
Wolf12–7 · 63%14–10 · 58%too few to test
Goh17–14 · 55%8–5 · 62%too few to test
Sarah12–12 · 50%6–7 · 46%too few to test
Brad12–14 · 46%5–4 · 56%too few to test
Lion13–11 · 54%5–5 · 50%too few to test
Vanessa15–6 · 71%7–5 · 58%too few to test
Taka10–12 · 45%3–5 · 38%too few to test
El Blaze5–8 · 38%4–6 · 40%too few to test
Lei Fei5–11 · 31%5–3 · 62%too few to test
Shun2–4 · 33%9–6 · 60%too few to test
Pai10–4 · 71%3–2 · 60%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.

108 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?

Jean

Career
860–776 · 52.6%
This season
139 matches · 54.0%
Peak rank
33

First hit in 52.7% of 569 rounds. Won 53.7% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 28.1% of rounds, against 15.1% in their other rounds.
  • Against Jean: waits first in 29.6% of rounds, against 10.3% against everyone else.
  • After opening the round before by waiting: waits first in 27.3% of rounds, against 10.4% after anything else.
  • After winning a round: attacks straight away in 24.1% of rounds, against 6.1% after losing one.
  • When ahead: attacks straight away in 21.3% of rounds, against 10.2% when level or behind.
  • In round 4 or later: opens with “crouch dash forward into evade down” in 12.4% of rounds, against 3.1% in their other rounds.
  • Against Akira: opens with “66P Gyaku Seikenzuki” in 12.0% of rounds, against 3.3% against everyone else.
  • On Low Fence stages: opens with “evade down into crouch dash forward” in 18.8% of rounds, against 5.0% on the other stages.
  • After losing a round: opens with “evade down into crouch dash forward” in 13.1% of rounds, against 2.8% after winning one.
  • When behind: opens with “evade down into crouch dash forward” in 12.7% of rounds, against 3.2% when ahead or level.

How is this tested?

evade up into Gyaku Seikenzuki66P5910.4%
punchP into kickK437.6%
evade down into crouch dash forward396.8%
crouch dash forward into evade down325.6%
Gyaku Seikenzuki66P264.6%
crouch dash forward into throw escape264.6%
crouch dash forward into Yoko'enpi6P162.8%
evade up into Kake'uchi46P162.8%
guardG into Gyaku Seikenzuki66P162.8%
punchP152.6%
backdash into Kake'uchi~Maekeri'age46PK132.3%
crouch dash forward into guardG132.3%
crouch dash back into Shitanagi Shutou1P122.1%
guardG into Kake'uchi46P122.1%
crouch dash forward into Kousenshu4KP111.9%

92 further openings account for the other 220 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira4–5 · 44%2–5 · 29%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?

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 (31 here; about 1.6 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: 12 of 16 tests hold up
  • Jean: 10 of 15 tests hold up