VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

masa__375

  • Wolf
  • Jeffry
  • Lau
  • Kage
  • Taka
Career matches3,528
Career win rate52.0%
Round win rate50.2%
Peak rank27
Distinct opponents93
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1444 #2,393 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

Akira261,36468168349.9%
Kage2785044940152.8%
Wolf2652727725052.6%
Lau2647625721954.0%
Jeffry2630616913755.2%
Taka2153260.0%

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

660 of 777 rounds counted

6.5 inputs a second (390 a minute) this season. Faster than 31% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.7401340
Wolf6.3376168
Jeffry6.236955
Lau6.639756
Kage6.438634
Taka6.13647

By opponent's character

Aoi6.4385115
Wolf6.5391116
Akira6.639672
Jean6.237251
Lion6.438645
Kage6.639449
Pai6.840835
Jacky6.639616
Lau6.539116
Sarah6.639824
El Blaze6.740420
Jeffry6.337916
Shun6.438416
Brad6.841016
Goh6.237216
Lei Fei6.740417
Eileen6.73997
Taka6.13648
Dural6.53905

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

Aoi35221362.9%+7.5
Wolf31151648.4%+6.2
Akira1981142.1%-8.5
Jean1610662.5%+14.2
Lion1521313.3%-37.7
Kage1311284.6%+30.8
Pai114736.4%-11.0
Jacky73442.9%-3.3
Lau73442.9%-12.7
Sarah73442.9%-10.5
El Blaze62433.3%-17.8
Jeffry65183.3%+22.0
Shun53260.0%+9.6
Brad42250.0%+7.4
Goh41325.0%-8.3
Lei Fei4040.0%-47.0
Eileen220100.0%+71.7
Taka21150.0%+9.2
Dural1010.0%-41.1

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

Breakable Full Fence24121250.0%-5.0
Octagon2415962.5%+12.4
Full Fence22121054.5%+7.4
Half Fence2215768.2%+10.9
Low Fence2171433.3%-14.0
Breakable Half Fence178947.1%-0.4
Rectangle158753.3%+6.3
Single Wall124833.3%-21.4
Full Fence and Open103730.0%-17.3
Open95455.6%+13.0

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
Walls12456.5%51.7%+4.8
No walls4238.1%47.4%-9.3

Walls against open: +14.1 points (95% range -7.2 to +35.4), p 0.194 — 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

camelvf (Rank 27)2026/10/1732166.7%
亀 (Rank 24)2026/10/0442250.0%
ぽん (Rank 28)2026/09/2832166.7%
ら族 (Rank 24)2026/09/1831233.3%
きつね (Rank 24)2026/09/14440100.0%
Railly'25 (Rank 24)2026/09/1354180.0%
GWO (Rank 24)2026/09/13105550.0%
你是来拉屎的吗 (Rank 21)2026/09/03109190.0%
NEKOz (Rank 25)2026/09/0381712.5%
minato (Rank 21)2026/08/30330100.0%
HoAssYoAss (Rank 24)2026/08/2831233.3%
失礼!スマッシュ☆彡 (Rank 26)2026/08/2821150.0%
kadorto (Rank 22)2026/08/2843175.0%
聖☆奈♡♡ (Rank 26)2026/07/2654180.0%
こて (Rank 27)2026/07/2662433.3%
chimichama (Rank 21)2026/07/20550100.0%
コデリン03 (Rank 22)2026/07/20220100.0%
真 (Rank 24)2026/07/2032166.7%
委員ちょ (Rank 21)2026/07/0442250.0%
osAnKIRA (Rank 23)2026/06/27330100.0%
ばくちーラウ (Rank 21)2026/06/272020.0%
6132da (Rank 22)2026/06/272020.0%
ttfour@サラしかできないw (Rank 22)2026/06/1353260.0%
omuretukun (Rank 21)2026/06/0731233.3%
FUGA (Rank 23)2026/04/192020.0%

Round openings

Every character

crouch dash back into evade down7710.6%
guardG into evade up709.6%
Rimon Chouchu66P679.2%
backdash into evade up588.0%
guardG into Souka Housui3P+K283.8%
Yakuho Chouchu666P253.4%
Screw Hook63214P into Screw Lariat63214PP202.7%
Quick Shoulder66P+K192.6%
Souko Sensou66P+K172.3%
Souka Housui3P+K152.1%
forward dash into Jouho Touken6P152.1%
crouch dash back into evade up141.9%
guardG into evade down121.6%
punchP into kickK121.6%
backdash into backward movement111.5%

131 further openings account for the other 269 rounds.

Counted from 184 of the 195 matches played. The rest were not pulled for openings.

Akira

Career
681–683 · 49.9%
This season
104 matches · 51.0%
Peak rank
26

First hit in 52.0% of 381 rounds. Won 57.6% of the rounds they struck first, 42.1% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Rimon Chouchu66P6717.5%
guardG into evade up4912.8%
crouch dash back into evade down379.7%
guardG into Souka Housui3P+K287.3%
backdash into evade up277.1%
Yakuho Chouchu666P256.5%
Souka Housui3P+K153.9%
forward dash into Jouho Touken6P153.9%
forward dash into Rimon Chouchu66P92.4%
guardG into evade down71.8%
crouch dash back into evade up61.6%
evade up into crouch dash back61.6%
Geimon Tessen46P+K+G51.3%
evade down into evade up51.3%
evade up into crouch dash forward51.3%

50 further openings account for the other 76 rounds.

Counted from 96 of the 104 matches played. The rest were not pulled for openings.

Wolf

Career
277–250 · 52.6%
This season
45 matches · 48.9%
Peak rank
26

First hit in 42.0% of 169 rounds. Won 46.5% of the rounds they struck first, 53.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down2615.3%
Screw Hook63214P into Screw Lariat63214PP2011.8%
Quick Shoulder66P+K1911.2%
backdash into evade up116.5%
guardG into evade up105.9%
punchP into kickK105.9%
guardG into Low Hammer2P84.7%
Low Drop Kick62K52.9%
guardG into crouch dash back42.4%
backdash into backward movement31.8%
evade up into crouch dash forward31.8%
guardG into crouch31.8%
guardG into evade down31.8%
punchP31.8%
crouch dash back into evade up21.2%

37 further openings account for the other 40 rounds.

Counted from 43 of the 45 matches played. The rest were not pulled for openings.

Lau

Career
257–219 · 54.0%
This season
15 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souko Sensou66P+K1726.1%
crouch dash back into evade down812.3%
crouch dash back into evade up57.7%
guardG into Sako Soushou4P+K57.7%
guardG into evade up46.2%
backdash into evade up34.6%
guardG into Chisoutai2K+G34.6%
Sako Soushou4P+K into punchP23.1%
crouch dash back into Kosoushou46P23.1%
guardG into Honshin Hekiken1P+K23.1%
Chugeki6P into Hou'ou Soushou6PP11.5%
Rouko Tankai6P+K into Rouko Shukkai6P+KP11.5%
Sako Soushou4P+K into Kensou4P11.5%
backdash into RenshouPP11.5%
backdash into Tenshin EngekishouP+K11.5%

9 further openings account for the other 9 rounds.

Jeffry

Career
169–137 · 55.2%
This season
16 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1118.6%
guardG into Middle Hell Stab6P+K1016.9%
guardG into Low Knuckle2P58.5%
Middle Hell Stab6P+K46.8%
guardG into evade up46.8%
Low Knuckle2P23.4%
Smash Upper3P into Double Upper3PP23.4%
backdash into backward movement23.4%
guardG into Elbow Butt6P23.4%
guardG into backdash23.4%
punchP into kickK23.4%
Dash Elbow66P11.7%
Tsunami Beat3K+G11.7%
backdash into crouch dash back11.7%
backdash into evade down11.7%

9 further openings account for the other 9 rounds.

Counted from 15 of the 16 matches played. The rest were not pulled for openings.

Kage

Career
449–401 · 52.8%
This season
13 matches · 61.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into Rasen4P919.6%
Ryubisen44K+G613.0%
backdash into evade up613.0%
guardG into Jizuridan2P48.7%
crouch dash back into Tsumujigeri2K+G36.5%
guardG into evade up36.5%
crouch dash back into evade down24.3%
Furikakato OtoshiK+G into backdash12.2%
Rasen4P12.2%
backdash into backward movement12.2%
backdash into guardG12.2%
backward movement into ResshouPP12.2%
crouch dash back into evade up12.2%
evade down into guardG12.2%
evade up into crouch dash back12.2%

5 further openings account for the other 5 rounds.

Taka

Career
3–2 · 60.0%
This season
2 matches · 50.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into evade down342.9%
Chu Tsuppari6P+K into punchP114.3%
evade down into Shita Harite2P114.3%
guardG into Chu Tsuppari6P+K114.3%
guardG into Tsuyubarai2P+K114.3%

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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: 0 of 15 tests hold up
  • Wolf: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Taka: not tested (too few rounds)