VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

Rika_chin

  • Lion
  • Jacky
  • Lau
Career matches897
Career win rate34.0%
Round win rate41.5%
Peak rank22
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1082 #3,612 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

Akira2252217534733.5%
Lion2133311122233.3%
Jacky1631141745.2%
Lau16115645.5%

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

629 of 629 rounds counted

6.9 inputs a second (411 a minute) this season. Faster than 42% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.9412383
Lion6.8407201
Jacky7.042242
Lau8.45043

By opponent's character

Akira7.0420123
Aoi7.0417115
Pai7.142873
Lau7.142946
Jean6.639438
Jeffry6.941434
Wolf6.840934
Lion6.840527
Taka6.740129
Jacky6.639523
Eileen6.941215
Goh6.237017
Lei Fei6.538818
Vanessa6.84059
El Blaze6.63947
Kage6.03618
Sarah7.343710
Dural5.03033

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

Akira33122136.4%+1.4
Aoi28131546.4%+11.4
Pai1810855.6%+15.7
Lau126650.0%+11.3
Jean100100.0%-31.9
Jeffry86275.0%+34.9
Wolf82625.0%-1.1
Lion73442.9%-2.6
Taka73442.9%-2.5
Jacky61516.7%-10.7
Eileen41325.0%-9.6
Goh4040.0%-18.0
Lei Fei4040.0%-27.8
Vanessa31233.3%-12.4
El Blaze2020.0%-36.6
Kage2020.0%-44.8
Sarah2020.0%-50.8
Dural1010.0%-23.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Full Fence2691734.6%+1.9
Low Fence2391439.1%+15.1
Open1981142.1%-0.3
Full Fence and Open167943.8%+3.8
Half Fence1431121.4%-18.0
Breakable Half Fence136746.1%+10.5
Octagon1331023.1%-19.3
Single Wall135838.5%-2.9
Breakable Full Fence112918.2%-25.0
Rectangle53260.0%+33.1

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
Walls8231.7%36.5%-4.8
No walls5540.0%35.3%+4.7

Walls against open: -9.4 points (95% range -27.0 to +8.1), p 0.292 — 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

Pharita (Rank 21)1410471.4%
Fuji-Atsuka (Rank 14)104640.0%
dalmax72 (Rank 22)94544.4%
鴨辺モカベ (Rank 12)64266.7%
nekota (Rank 24)51420.0%
紫荆一头牛 (Rank 22)5050.0%
108 (Rank 23)41325.0%
COCOA (Rank 14)42250.0%
Mevius1 (Rank 16)440100.0%
an_dika_001 (Rank 24)41325.0%
interceptor (Rank 40)4040.0%
kinoppy0126 (Rank 21)4040.0%
技術応用部/初心者 (Rank 21)43175.0%
流形 (Rank 18)440100.0%
demitassecoffee (Rank 15)31233.3%
erinnx.0510 (Rank 22)3030.0%
hirochay (Rank 9)31233.3%
iswvf25hw (Rank 18)3030.0%
yasai (Rank 21)32166.7%
ゅろぽ (Rank 24)3030.0%
도룡밖에난몰라/RSA (Rank 21)31233.3%
Thebabycrawl (Rank 21)21150.0%
kimxxxtt (Rank 22)21150.0%
sk901 (Rank 21)2020.0%
ttfour@サラしかできないw (Rank 15)2020.0%

Most played opponents, most recent first

도룡밖에난몰라/RSA (Rank 21)2026/08/2131233.3%
kinoppy0126 (Rank 21)2026/08/214040.0%
kimxxxtt (Rank 22)2026/07/3021150.0%
ゅろぽ (Rank 24)2026/07/293030.0%
nekota (Rank 24)2026/07/2951420.0%
iswvf25hw (Rank 18)2026/07/293030.0%
Thebabycrawl (Rank 21)2026/07/2821150.0%
108 (Rank 23)2026/07/2341325.0%
Pharita (Rank 21)2026/07/231410471.4%
dalmax72 (Rank 22)2026/07/2394544.4%
流形 (Rank 18)2026/07/16440100.0%
Fuji-Atsuka (Rank 14)2026/07/16104640.0%
yasai (Rank 21)2026/07/1632166.7%
erinnx.0510 (Rank 22)2026/07/143030.0%
技術応用部/初心者 (Rank 21)2026/07/1043175.0%
an_dika_001 (Rank 24)2026/07/1041325.0%
sk901 (Rank 21)2026/07/102020.0%
紫荆一头牛 (Rank 22)2026/07/095050.0%
ttfour@サラしかできないw (Rank 15)2026/06/272020.0%
demitassecoffee (Rank 15)2026/06/2631233.3%
COCOA (Rank 14)2026/06/0942250.0%
interceptor (Rank 40)2026/05/314040.0%
Mevius1 (Rank 16)2026/05/30440100.0%
鴨辺モカベ (Rank 12)2026/05/2464266.7%
hirochay (Rank 9)2026/05/1931233.3%

Round openings

Every character

Chouyoushu1P386.0%
Kaikyusei4P into Sayu Kaikyu4PP355.5%
guardG into evade down355.5%
evade down325.0%
punchP into RensuitaiPK274.2%
crouch into Zensoutai2KK223.5%
backdash into guardG213.3%
guardG182.8%
Kaikyusei4P into Jirou Tanzan4PP+K152.4%
Rimon Chouchu66P into Jouho Touken6P152.4%
Koushu RensuiPP into Rensui SoushuPPP+K142.2%
Chouyoushu1P into Housui2P132.0%
evade down into guardG132.0%
forward dash into Jouho Touken6P132.0%
guardG into backdash111.7%

140 further openings account for the other 314 rounds.

Akira

Career
175–347 · 33.5%
This season
96 matches · 35.4%
Peak rank
22

First hit in 53.0% of 381 rounds. Won 44.1% of the rounds they struck first, 38.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Chouyoushu1P389.8%
Kaikyusei4P into Sayu Kaikyu4PP359.1%
guardG into evade down318.0%
evade down287.2%
backdash into guardG194.9%
Kaikyusei4P into Jirou Tanzan4PP+K153.9%
Rimon Chouchu66P into Jouho Touken6P153.9%
Chouyoushu1P into Housui2P133.4%
forward dash into Jouho Touken6P133.4%
backdash into Jirou Tanzan4PP+K102.6%
evade up into guardG82.1%
guardG82.1%
guardG into backdash82.1%
backdash71.8%
punchP into Hachimon KaidaPP71.8%

72 further openings account for the other 131 rounds.

Lion

Career
111–222 · 33.3%
This season
51 matches · 35.3%
Peak rank
21

First hit in 59.0% of 195 rounds. Won 40.9% of the rounds they struck first, 37.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into RensuitaiPK2713.4%
crouch into Zensoutai2KK2210.9%
Koushu RensuiPP into Rensui SoushuPPP+K146.9%
Senputai8K into Katoutai8KK105.0%
Attai2K into Zensoutai2KK94.5%
Koushu RensuiPP into Renkan SenshouPPP84.0%
evade down into guardG84.0%
guardG84.0%
Attai2K into Tousentai2KK+G63.0%
Banchu6P into Banchu Renkanshu6PP63.0%
In'you4P into Ni In'you4PP63.0%
Senkyutai1K into Koushutai44K52.5%
crouch into Rakugekishou3PP52.5%
Senshippo66P into Banchu Renkanshu6PP42.0%
evade down42.0%

43 further openings account for the other 60 rounds.

Jacky

Career
14–17 · 45.2%
This season
11 matches · 45.5%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Jab StraightPP1124.4%
Jab StraightPP into Jab Double StraightPPP715.6%
Low Spin Kick1K+G36.7%
crouch into Low Spin Kick1K+G36.7%
Beat KnuckleP+K into Beat & Back KnuckleP+KP24.4%
evade up24.4%
guardG24.4%
Middle Smash6P into Middle Smash Back Knuckle6PP12.2%
Middle Smash6P into Middle Smash Sword6PK12.2%
Slant Back Knuckle1P into Rage Kick1PK12.2%
Slide Shuffle (Deflect)4P+K+G into Long Stride Back Knuckle4P+K12.2%
Slide Shuffle (Deflect)4P+K+G into Standing Knee Kick Combo: High Gear4KKKK12.2%
Spin Heel Sword4K+G into Low Spin Kick1K+G12.2%
Spinning Back Knuckle4P into Double Back Knuckle4PP12.2%
Spinning Back Knuckle4P into Dragon Combination: Another 11P+KK12.2%

7 further openings account for the other 7 rounds.

Lau

Career
5–6 · 45.5%
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fukko Kensou1P133.3%
RenshouPP into Renkanshou3PPP133.3%
crouch into Renkanshou3PPP133.3%

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 (14 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: 0 of 14 tests hold up
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lau: not tested (too few rounds)