VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

hirokiti0410

  • Jean
  • Goh
  • Kage
Career matches1,537
Career win rate57.8%
Round win rate54.1%
Peak rank32
Distinct opponents104
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1456 #2,293 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

Akira3299355643756.0%
Jean3034122112064.8%
Goh27179988154.8%
Kage2624141058.3%

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

1,516 of 1,516 rounds counted

6.5 inputs a second (387 a minute) this season. Faster than 30% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.74011,048
Jean5.9354272
Goh5.9354151
Kage6.136345

By opponent's character

Shun6.3381185
Akira6.7404162
Wolf6.3380148
Jean6.6395131
El Blaze6.5390116
Jacky6.3380112
Jeffry6.7404105
Sarah6.236981
Aoi6.337779
Goh6.639457
Lei Fei6.639448
Pai6.337951
Brad6.840747
Lau6.438543
Lion6.639740
Taka5.835036
Kage5.935226
Dural6.438323
Eileen6.539114
Vanessa7.042212

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

Shun45242153.3%-3.9
Akira41251661.0%+5.2
Wolf37231462.2%+4.5
Jean34201458.8%+5.9
El Blaze30161453.3%-8.4
Jacky27121544.4%-5.8
Jeffry26111542.3%-11.9
Sarah2012860.0%+11.9
Aoi1914573.7%+13.7
Goh1331023.1%-31.4
Lei Fei126650.0%-11.0
Pai127558.3%-9.8
Brad118372.7%+13.6
Lau117463.6%+5.7
Lion94544.4%-18.5
Taka97277.8%+27.7
Kage86275.0%+22.1
Dural52340.0%-7.5
Eileen32166.7%+18.4
Vanessa31233.3%-6.5

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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

Low Fence48301862.5%+8.1
Rectangle48272156.2%+2.0
Half Fence41202148.8%-8.2
Full Fence39192048.7%-5.3
Open38231560.5%+6.9
Single Wall37251267.6%+9.7
Breakable Full Fence32191359.4%+1.4
Octagon32181456.2%+0.8
Breakable Half Fence29131644.8%-16.3
Full Fence and Open1210283.3%+27.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22152.5%56.0%-3.5
No walls12363.4%56.1%+7.3

Walls against open: -10.8 points (95% range -21.7 to +0.0), p 0.051 — 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 29)2026/10/1884450.0%
マクシミリアン15世 (Rank 33)2026/10/18106460.0%
@nanbuno_fishing (Rank 32)2026/10/162081240.0%
tatsuya_doragon8741 (Rank 31)2026/10/1651420.0%
dalmax72 (Rank 27)2026/10/152216672.7%
はげまん (Rank 29)2026/10/0964266.7%
twinsshine (Rank 27)2026/10/0462433.3%
けつ毛バーガーking (Rank 26)2026/10/0476185.7%
失礼!スマッシュ☆彡 (Rank 26)2026/09/26167943.8%
カミナリおやじ (Rank 27)2026/09/1453260.0%
Wonda15426 (Rank 26)2026/09/1385362.5%
orz (Rank 29)2026/09/1324141058.3%
Melt (Rank 33)2026/09/0952340.0%
にすと ☆能登VF部 (Rank 32)2026/09/0953260.0%
neary (Rank 32)2026/09/0962433.3%
Bird-Tat (Rank 33)2026/09/0941325.0%
鳩男 (Rank 29)2026/09/0864266.7%
NORESPECT (Rank 30)2026/09/0563350.0%
무파ZeroBlue (Rank 34)2026/09/0554180.0%
Mon3tr (Rank 24)2026/08/2363350.0%
somelight (Rank 26)2026/08/2343175.0%
erinnx.0510 (Rank 27)2026/08/0242250.0%
AGジャッキー (Rank 26)2026/07/2653260.0%
maripon (Rank 32)2026/07/2554180.0%
FLAT (Rank 24)2026/07/2275271.4%

Round openings

Every character

forward movement into punchP28120.5%
evade up into Jouho Senshou46P705.1%
evade up into backdash654.8%
forward dash into Jouho Touken6P513.7%
guardG into evade up513.7%
backdash into Kake'uchi~Maekeri'age46PK362.6%
evade up into Souka Housui3P+K352.6%
Rimon Chouchu66P342.5%
guardG into Jouho Senshou46P292.1%
guardG into Rimon Chouchu66P282.0%
guardG into Souka Housui3P+K282.0%
backdash into Jouho Senshou46P201.5%
backdash into Yoko'enpi6P201.5%
evade up into Rimon Chouchu66P171.2%
guardG into throw escape171.2%

207 further openings account for the other 586 rounds.

Counted from 338 of the 375 matches played. The rest were not pulled for openings.

Akira

Career
556–437 · 56.0%
This season
262 matches · 55.0%
Peak rank
32

First hit in 50.6% of 887 rounds. Won 54.6% of the rounds they struck first, 54.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 19.1% of rounds, against 7.3% in their other rounds.
  • Against Wolf: backs off first in 17.2% of rounds, against 4.6% against everyone else.
  • On Rectangle stages: attacks straight away in 21.1% of rounds, against 8.6% on the other stages.
  • After losing a round: waits first in 27.0% of rounds, against 16.3% after winning one.
  • When the score is level: moves in first in 44.9% of rounds, against 29.3% when ahead or behind.
  • Against Jacky: opens with “G guard into evade up” in 11.6% of rounds, against 3.6% against everyone else.
  • On Low Fence stages: opens with “evade up into backdash” in 14.4% of rounds, against 4.3% on the other stages.
  • When the score is level: opens with “forward movement into P punch” in 32.7% of rounds, against 20.5% when ahead or behind.

How is this tested?

forward movement into punchP21724.1%
evade up into Jouho Senshou46P707.8%
forward dash into Jouho Touken6P515.7%
evade up into backdash505.6%
guardG into evade up364.0%
evade up into Souka Housui3P+K353.9%
Rimon Chouchu66P343.8%
guardG into Jouho Senshou46P293.2%
guardG into Rimon Chouchu66P283.1%
guardG into Souka Housui3P+K283.1%
backdash into Jouho Senshou46P202.2%
evade up into Rimon Chouchu66P171.9%
evade up into Chouzan Housui46P+K161.8%
guardG into Jouho Touken6P151.7%
forward movement into Hachimon KaidaPP131.4%

89 further openings account for the other 241 rounds.

Counted from 225 of the 262 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
Shun12–9 · 57%6–4 · 60%too few to test
Jean12–8 · 60%3–4 · 43%too few to test
Akira9–3 · 75%4–3 · 57%too few to test
Wolf9–3 · 75%6–2 · 75%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.

37 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
221–120 · 64.8%
This season
64 matches · 59.4%
Peak rank
30

First hit in 49.1% of 271 rounds. Won 55.6% of the rounds they struck first, 52.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP4014.7%
backdash into Kake'uchi~Maekeri'age46PK3613.2%
backdash into Yoko'enpi6P207.3%
forward movement into Kyoshin KourikenPKP165.9%
evade up into backdash124.4%
backdash into Kake'uchi46P103.7%
Shitamaeken2P93.3%
guardG into evade up82.9%
guardG into throw escape82.9%
crouch into Shitamaeken2P72.6%
Maeken~Joudan MawashigeriPK into Kyoshin KourikenPKP62.2%
Shitamaeken2P into Hizageri4K62.2%
guardG into Kake'uchi~Maekeri'age46PK62.2%
Shitamaeken2P into backdash51.8%
guardG51.8%

45 further openings account for the other 78 rounds.

Goh

Career
98–81 · 54.8%
This season
38 matches · 55.3%
Peak rank
27

First hit in 51.7% of 151 rounds. Won 55.1% of the rounds they struck first, 52.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2315.2%
guardG into Kirin33P85.3%
guardG into Kurogane Kudaki66P74.6%
guardG into evade up74.6%
forward movement into Kasumigoroshi~ShikigamiPKP53.3%
forward movement into Shouda~KasumigoroshiPK53.3%
backdash into Karura4P+K42.6%
backdash into Kyousengeri46K42.6%
forward movement into Tsurane ShoudaPP42.6%
guardG into Urahiji44P42.6%
evade down into Kirin33P32.0%
evade up into backdash32.0%
guardG32.0%
guardG into Batousatsu3KP32.0%
guardG into throw escape32.0%

47 further openings account for the other 65 rounds.

Kage

Career
14–10 · 58.3%
This season
11 matches · 63.6%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gen'you4K+G817.8%
Ryubisen44K+G715.6%
Ryu'eikyaku66K613.3%
Hagaryu66K+G36.7%
Rasen4P into Rasen Urageri4PK36.7%
forward movement into ResshouPP24.4%
guardG into Jizuridan2P24.4%
Engetsugeri9K+G12.2%
Rakujin Gaeri44P12.2%
Rasen4P12.2%
ResshouPP into SandangekiPPP12.2%
backdash into Kodachinuki4K12.2%
backdash into Yokoshutou4P+K12.2%
evade up into Gen'you4K+G12.2%
evade up into crouch dash forward12.2%

6 further openings account for the other 6 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 (15 here; about 0.8 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 15 tests hold up
  • Jean: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Kage: not tested (too few rounds)