VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

10年遅いんだよ!

  • Lau
Career matches10,278
Career win rate87.5%
Round win rate79.6%
Peak rank45
Distinct opponents417
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1848 #251 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

Akira457,8377,00383489.4%
Lau3995273521777.2%
Dural—6265537388.3%
Aoi—2972514684.5%
Jeffry—2672026575.7%
Shun—1241042083.9%
Jacky—9589693.7%
El Blaze—80562470.0%

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

5,547 of 6,741 rounds counted

8.6 inputs a second (514 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.85274,595
Lau7.6455952

By opponent's character

Akira8.7523601
Sarah8.6518463
Jacky8.5509411
Goh8.6518346
Shun7.9474381
Pai8.9532337
Lion8.7520368
Jean8.5510364
Brad8.7521332
Jeffry8.5512276
Lei Fei8.5510203
Eileen8.3501207
Vanessa8.4504178
Aoi8.3497162
Taka8.9533202
Kage8.4504158
Lau8.4506150
Wolf8.9534143
Dural8.6515140
El Blaze8.8526125

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

Akira2181873185.8%+0.1
Sarah1611402187.0%-3.7
Jacky152145795.4%+3.0
Goh137134397.8%+3.9
Shun1331211291.0%+2.3
Pai116113397.4%+3.3
Lion111961586.5%-2.2
Jean110971388.2%-1.9
Brad105901585.7%-6.7
Jeffry9183891.2%+1.8
Lei Fei7465987.8%-3.5
Eileen7368593.2%-1.1
Vanessa7069198.6%+5.5
Aoi6159296.7%+2.7
Taka6052886.7%-3.4
Kage59481181.4%-2.7
Lau56560100.0%+6.3
Wolf5346786.8%-2.3
Dural5047394.0%+1.9
El Blaze4234881.0%-6.4

0 of 20 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 20 questions at once; about 1.0 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

Octagon2212071493.7%+2.1
Rectangle2141823285.0%-3.5
Low Fence2111892289.6%-0.3
Full Fence1971762189.3%-1.6
Breakable Full Fence1951801592.3%+1.6
Breakable Half Fence1941692587.1%-2.8
Single Wall1911751691.6%-0.8
Half Fence166157994.6%+2.9
Open1651481789.7%-1.5
Full Fence and Open8782594.2%+4.8

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
Walls1,18790.2%90.5%-0.3
No walls56790.3%91.0%-0.7

Walls against open: +0.5 points (95% range -3.2 to +4.2), p 0.798 — 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

brogasaurusrex (Rank 26)82582470.7%
PsiLo (Rank 23)77770100.0%
RickoSama (Rank 21)72720100.0%
Shima (Rank 22)5048296.0%
Smashquatch (Rank 32)3832684.2%
Rodryu (Rank 33)3229390.6%
Saago_65 (Rank 35)3126583.9%
Faded (Rank 36)28141450.0%
EverlastingFGC[SCO] (Rank 27)2621580.8%
EBRAD (Rank 34)23111247.8%
nooby-X (Rank 23)2120195.2%
Citywolf (Rank 33)2015575.0%
Yoshikage_Lukas (Rank 19)20200100.0%
juersh (Rank 21)20200100.0%
LordBaconTheBoss (Rank 30)19190100.0%
AZY-G_UK (Rank 22)18180100.0%
Lorcan (Rank 33)1816288.9%
NimbleMomonga (Rank 13)18180100.0%
Itesmee (Rank 27)17170100.0%
THR (Rank 33)1713476.5%
emarcue (Rank 35)178947.1%
kila_kam (Rank 40)179852.9%
neoslayer92 (Rank 12)1751229.4%
doron02 (Rank 23)16160100.0%
pasa_vie_77 (Rank 22)16160100.0%

Most played opponents, most recent first

THR (Rank 33)2026/10/161713476.5%
kila_kam (Rank 40)2026/10/16179852.9%
Lorcan (Rank 33)2026/10/161816288.9%
Faded (Rank 36)2026/10/1628141450.0%
RickoSama (Rank 21)2026/10/1572720100.0%
Saago_65 (Rank 35)2026/10/153126583.9%
emarcue (Rank 35)2026/10/15178947.1%
Itesmee (Rank 27)2026/10/1417170100.0%
Citywolf (Rank 33)2026/10/132015575.0%
nooby-X (Rank 23)2026/10/132120195.2%
Smashquatch (Rank 32)2026/10/123832684.2%
brogasaurusrex (Rank 26)2026/10/0982582470.7%
PsiLo (Rank 23)2026/09/2677770100.0%
Rodryu (Rank 33)2026/09/083229390.6%
AZY-G_UK (Rank 22)2026/09/0718180100.0%
Yoshikage_Lukas (Rank 19)2026/09/0420200100.0%
EverlastingFGC[SCO] (Rank 27)2026/08/292621580.8%
juersh (Rank 21)2026/08/2820200100.0%
Shima (Rank 22)2026/08/045048296.0%
LordBaconTheBoss (Rank 30)2026/07/2619190100.0%
NimbleMomonga (Rank 13)2026/06/1318180100.0%
EBRAD (Rank 34)2026/05/3123111247.8%
neoslayer92 (Rank 12)2026/05/271751229.4%
doron02 (Rank 23)2026/05/2016160100.0%
pasa_vie_77 (Rank 22)2026/04/2116160100.0%

Round openings

Every character

guardG into throw escape94015.7%
Yakuho Chouchu666P4878.1%
Rimon Chouchu66P4357.3%
guardG into evade down2223.7%
guardG into Jouho Touken6P2043.4%
Souka Housui3P+K1622.7%
guardG into evade up1552.6%
forward dash into Jouho Touken6P1512.5%
Jouho Touken6P1452.4%
guardG into Souka Housui3P+K1131.9%
Chouyoushu1P871.4%
punchP801.3%
backdash into evade up771.3%
guardG into punchP771.3%
throw escape751.2%

351 further openings account for the other 2,584 rounds.

Counted from 1,720 of the 1,932 matches played. The rest were not pulled for openings.

Akira

Career
7,003–834 · 89.4%
This season
1,671 matches · 92.3%
Peak rank
45

First hit in 53.0% of 5,670 rounds. Won 83.1% of the rounds they struck first, 79.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 44.1% of rounds, against 36.0% in their other rounds.
  • Against Taka: backs off first in 21.6% of rounds, against 7.0% against everyone else.
  • After opening the round before by attacking: attacks straight away in 46.9% of rounds, against 33.4% after anything else.
  • After losing a round: evades first in 15.9% of rounds, against 6.4% after winning one.
  • When behind: evades first in 17.0% of rounds, against 7.4% when ahead or level.
  • In round 1: opens with “G guard into throw escape” in 22.1% of rounds, against 12.7% in their other rounds.
  • Against Jacky: opens with “G guard into throw escape” in 24.4% of rounds, against 14.6% against everyone else.
  • After opening the round before with “666P Yakuho Chouchu”: opens with “666P Yakuho Chouchu” in 22.7% of rounds, against 9.3% after anything else.
  • After the opponent opened the round before with “backdash”: opens with “G guard into evade down” in 7.1% of rounds, against 2.8% after anything else.
  • After losing a round: opens with “666P Yakuho Chouchu” in 15.7% of rounds, against 8.6% after winning one.
  • When behind: opens with “66P Rimon Chouchu” in 13.2% of rounds, against 8.1% when ahead or level.

How is this tested?

guardG into throw escape88315.4%
Yakuho Chouchu666P4878.5%
Rimon Chouchu66P4357.6%
guardG into Jouho Touken6P2043.6%
guardG into evade down2013.5%
Souka Housui3P+K1622.8%
forward dash into Jouho Touken6P1512.6%
guardG into evade up1462.5%
Jouho Touken6P1452.5%
guardG into Souka Housui3P+K1132.0%
Chouyoushu1P871.5%
backdash into evade up751.3%
throw escape721.3%
guardG into Youhou33P691.2%
guardG into punchP681.2%

301 further openings account for the other 2,431 rounds.

Counted from 1,648 of the 1,671 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
Akira99–5 · 95%45–7 · 87%+8.2
Sarah70–13 · 84%35–5 · 88%-1.7
Jacky90–1 · 99%32–3 · 91%+7.4
Goh79–2 · 98%38–1 · 97%-0.5
Shun67–7 · 91%26–0 · 100%too few to test
Pai57–3 · 95%29–0 · 100%too few to test
Brad61–11 · 85%20–3 · 87%too few to test
Lion40–6 · 87%34–6 · 85%+3.3
Jean51–0 · 100%19–1 · 95%too few to test
Jeffry46–4 · 92%21–3 · 88%too few to test
Lei Fei31–5 · 86%19–2 · 90%too few to test
Eileen38–4 · 90%18–0 · 100%too few to test
Aoi24–1 · 96%28–1 · 97%too few to test
Vanessa26–0 · 100%18–0 · 100%too few to test
Taka21–2 · 91%19–4 · 83%too few to test
Dural27–1 · 96%14–1 · 93%too few to test
Wolf19–6 · 76%16–1 · 94%too few to test
Kage20–1 · 95%15–2 · 88%too few to test
Lau33–0 · 100%6–0 · 100%too few to test
El Blaze21–7 · 75%8–1 · 89%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.

23 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?

Lau

Career
735–217 · 77.2%
This season
261 matches · 79.3%
Peak rank
39

First hit in 43.6% of 264 rounds. Won 62.6% of the rounds they struck first, 70.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape5721.5%
punchP249.1%
guardG into evade down217.9%
RenshouPP into Renkanshou3PPP103.8%
guardG into evade up93.4%
guardG into punchP93.4%
backdash into Kosoushou46P83.0%
crouch into down-back kick1K83.0%
backdash into backward movement62.3%
RenshouPP into Renshou Senputai3PPK51.9%
punchP into forward dash51.9%
Rouko Tankai6P+K41.5%
Souko Sensou66P+K41.5%
crouch into Chisoutai2K+G41.5%
forward dash into Souko Sensou66P+K41.5%

63 further openings account for the other 87 rounds.

Counted from 72 of the 261 matches played. The rest were not pulled for openings.

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 (17 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: 11 of 17 tests hold up
  • Lau: not tested (too few rounds)