VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

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  • Lau
Career matches5,466
Career win rate51.1%
Round win rate49.0%
Peak rank36
Distinct opponents283
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1633 #1,142 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

Akira363,4931,7901,70351.2%
Lau361,9731,00197250.7%

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

5,381 of 5,381 rounds counted

7.6 inputs a second (456 a minute) this season. Faster than 62% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.84693,483
Lau7.24321,898

By opponent's character

Jacky7.6458587
Lau7.8471589
Shun7.4442419
Akira8.0481380
Lion7.8471329
Jean7.7462324
Goh7.6455305
Sarah7.7464306
Kage7.3438281
Wolf7.3439292
Brad7.3440277
Pai7.7460245
Lei Fei7.5449218
Jeffry7.7460187
Aoi7.5452166
El Blaze7.4445155
Vanessa7.1425150
Eileen7.746266
Dural7.947658
Taka7.042247

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

Jacky148777152.0%-1.5
Lau144608441.7%-1.8
Shun106515548.1%-0.3
Akira94435145.7%-1.9
Lion81384346.9%+1.1
Jean79463358.2%+5.7
Goh74383651.4%+5.2
Sarah74423256.8%+7.6
Kage73393453.4%+5.9
Wolf70284240.0%-10.7
Brad69284140.6%-6.3
Pai61233837.7%-11.3
Lei Fei53312258.5%+8.4
Jeffry45252055.6%+6.6
Aoi43222151.2%-3.9
El Blaze40152537.5%-12.8
Vanessa36211558.3%+8.7
Eileen1711664.7%+12.3
Dural146842.9%-5.1
Taka127558.3%+9.3

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Fence156787850.0%+1.7
Octagon153807352.3%+3.8
Half Fence144687647.2%-0.8
Full Fence142657745.8%-3.4
Open134686650.8%+0.8
Rectangle131597245.0%-4.2
Single Wall127636449.6%+1.0
Breakable Half Fence117615652.1%+5.9
Low Fence114536146.5%-3.3
Full Fence and Open49232646.9%-3.2

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
Walls84348.8%48.3%+0.4
No walls37549.1%49.4%-0.4

Walls against open: +0.8 points (95% range -5.2 to +6.7), p 0.800 — 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

MaBoy (Rank 34)2026/10/14127558.3%
寿司眼鉄 (Rank 38)2026/10/13135838.5%
Laphroaig10 (Rank 37)2026/10/03124833.3%
ゲッパー (Rank 35)2026/09/101971236.8%
zakisan (Rank 36)2026/09/102591636.0%
漂泊の民回線ジプシー (Rank 38)2026/09/101991047.4%
PuzzG/ぱず爺 (Rank 35)2026/09/0548212743.8%
イイクルーン (Rank 37)2026/09/0357253243.9%
CLEARCARE (Rank 41)2026/09/03124833.3%
マンジャロ打ちたい (Rank 36)2026/08/31179852.9%
gans.sk602 (Rank 30)2026/08/301810855.6%
타우끼/taukee (Rank 37)2026/08/2927131448.1%
nanami.madogiwa (Rank 36)2026/08/261651131.2%
こんにちわアキラ (Rank 41)2026/08/23111109.1%
VF12360-PC (Rank 37)2026/08/232161528.6%
orz (Rank 30)2026/08/20138561.5%
フルレバ (Rank 36)2026/08/17124833.3%
けいすけ新宿 (Rank 32)2026/08/171514193.3%
GORIchu (Rank 35)2026/08/0438142436.8%
フェイス (Rank 33)2026/07/29137653.9%
AzaeManV (Rank 32)2026/07/291412285.7%
interceptor (Rank 34)2026/07/252291340.9%
ちょいそる (Rank 33)2026/07/2223111247.8%
Pyro (Rank 36)2026/07/20127558.3%
お~ちゃん (Rank 33)2026/06/28149564.3%

Round openings

Every character

backdash into evade up2494.9%
Senzankou66P+K into throwP+G2364.6%
guardG into Souka Housui3P+K2104.1%
backdash into evade down1953.8%
crouch into Senchutai3K1883.7%
guardG into crouch dash back1492.9%
forward dash into evade up1452.8%
crouch into Chisoutai2K+G1322.6%
Souko Sensou66P+K1292.5%
crouch dash back into backdash1252.5%
guardG into crouch dash forward1212.4%
guardG into backdash1202.4%
guardG into evade down1202.4%
backdash into Hekishou43P1192.3%
Rimon Chouchu66P1112.2%

378 further openings account for the other 2,750 rounds.

Counted from 1,264 of the 1,333 matches played. The rest were not pulled for openings.

Akira

Career
1,790–1,703 · 51.2%
This season
864 matches · 50.0%
Peak rank
36

First hit in 49.3% of 3,289 rounds. Won 52.6% of the rounds they struck first, 47.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 12.8% of rounds, against 3.2% in their other rounds.
  • Against Pai: backs off first in 40.2% of rounds, against 25.0% against everyone else.
  • After opening the round before by moving in: moves in first in 21.0% of rounds, against 13.8% after anything else.
  • After winning a round: attacks straight away in 24.9% of rounds, against 16.6% after losing one.
  • In round 1: opens with “backdash into 43P Hekishou” in 6.9% of rounds, against 2.5% in their other rounds.
  • Against Jeffry: opens with “G guard into 3P+K Souka Housui” in 17.0% of rounds, against 5.8% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 15.5% of rounds, against 5.7% after anything else.
  • After losing a round: opens with “backdash into evade up” in 9.0% of rounds, against 3.2% after winning one.
  • When behind: opens with “backdash into evade up” in 9.3% of rounds, against 4.2% when ahead or level.

How is this tested?

Senzankou66P+K into throwP+G2367.1%
guardG into Souka Housui3P+K2106.3%
backdash into evade up1665.0%
backdash into Hekishou43P1193.6%
backdash into evade down1183.6%
Rimon Chouchu66P1113.4%
crouch into Souka Housui3P+K1063.2%
guardG into crouch dash forward1013.1%
guardG into crouch dash back962.9%
forward dash into Jouho Touken6P922.8%
forward dash into evade up902.7%
crouch dash back into backdash892.7%
guardG into evade down802.4%
guardG into Rimon Chouchu66P792.4%
guardG into backdash722.2%

208 further openings account for the other 1,541 rounds.

Counted from 821 of the 864 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
Lau21–30 · 41%15–18 · 45%-2.0
Akira25–26 · 49%8–10 · 44%too few to test
Jacky18–21 · 46%14–12 · 54%too few to test
Shun22–16 · 58%4–2 · 67%too few to test
Jean17–11 · 61%9–11 · 45%too few to test
Kage15–16 · 48%9–5 · 64%too few to test
Lion19–17 · 53%5–6 · 45%too few to test
Sarah13–14 · 48%11–5 · 69%too few to test
Pai11–15 · 42%6–9 · 40%too few to test
Goh14–12 · 54%5–7 · 42%too few to test
Lei Fei19–10 · 66%4–4 · 50%too few to test
Brad12–8 · 60%6–13 · 32%too few to test
Jeffry16–11 · 59%7–3 · 70%too few to test
Aoi14–8 · 64%3–2 · 60%too few to test
Wolf8–11 · 42%5–7 · 42%too few to test
El Blaze8–12 · 40%4–5 · 44%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.

43 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
1,001–972 · 50.7%
This season
469 matches · 46.7%
Peak rank
36

First hit in 47.1% of 1,784 rounds. Won 50.4% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • Against Brad: attacks straight away in 30.7% of rounds, against 16.6% against everyone else.
  • After opening the round before by attacking: attacks straight away in 27.3% of rounds, against 16.2% after anything else.
  • In round 4 or later: opens with “crouch into 2K+G Chisoutai” in 10.1% of rounds, against 6.4% in their other rounds.
  • Against Akira: opens with “crouch into 3K Senchutai” in 23.5% of rounds, against 9.9% against everyone else.

How is this tested?

crouch into Senchutai3K18810.5%
crouch into Chisoutai2K+G1327.4%
Souko Sensou66P+K1297.2%
backdash into evade up834.6%
backdash into evade down774.3%
backdash into Honten Rakutoutai46K+G744.1%
forward dash into evade up553.1%
guardG into crouch dash back533.0%
guardG into backdash482.7%
guardG into evade down402.2%
Ko'en Senshi66K+G into forward movement392.2%
Senchutai3K362.0%
crouch dash back into backdash362.0%
guardG into Saishikkyaku4K311.7%
guardG into throw escape291.6%

217 further openings account for the other 743 rounds.

Counted from 443 of the 469 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky16–21 · 43%16–9 · 64%too few to test
Shun16–25 · 39%4–4 · 50%too few to test
Lau11–18 · 38%4–6 · 40%too few to test
Goh9–13 · 41%3–1 · 75%too few to test
Brad3–12 · 20%7–4 · 64%too few to test
Jean10–7 · 59%4–2 · 67%too few to test
Wolf6–10 · 38%0–2 · 0%too few to test
Lion9–10 · 47%0–5 · 0%too few to test
Kage8–9 · 47%3–3 · 50%too few to test
Sarah3–3 · 50%8–3 · 73%too few to test
Akira7–6 · 54%1–4 · 20%too few to test
Vanessa9–6 · 60%2–1 · 67%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.

26 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?

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 (35 here; about 1.8 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: 9 of 18 tests hold up
  • Lau: 4 of 17 tests hold up