VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

鐵拳無敵孫中山

  • Jeffry
  • Lau
Career matches2,504
Career win rate56.4%
Round win rate51.9%
Peak rank36
Distinct opponents125
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1690 #845 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

Akira361,05759845956.6%
Jeffry3699755344455.5%
Lau3345026118958.0%

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

1,266 of 1,509 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.5392341
Akira8.4501474
Lau6.9414451

By opponent's character

Kage7.1428178
Akira7.6455153
Jean7.6453117
Jacky7.847181
Lei Fei6.840643
Brad6.941452
El Blaze7.645785
Lion7.746070
Goh7.846761
Wolf7.947649
Jeffry6.840651
Vanessa7.545127
Lau6.639537
Sarah7.243237
Taka6.539052
Dural6.941443
Pai7.142843
Eileen7.142634
Shun6.739924
Aoi8.450729

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

Kage50252550.0%-3.4
Akira41271465.8%+9.3
Jean35181751.4%-5.5
Jacky21111052.4%-1.9
Lei Fei21111052.4%+1.1
Brad20101050.0%-3.2
El Blaze2012860.0%+6.3
Lion1861233.3%-19.8
Goh1611568.8%+2.3
Wolf1651131.2%-25.4
Jeffry1511473.3%+16.4
Vanessa1510566.7%+8.9
Lau123925.0%-21.3
Sarah128466.7%+10.1
Taka1211191.7%+33.9
Dural115645.5%-5.4
Pai117463.6%+8.7
Eileen94544.4%-11.1
Shun86275.0%+18.1
Aoi73442.9%-11.4

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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 Fence52302257.7%+3.9
Full Fence48272156.2%+1.7
Half Fence40231757.5%+4.3
Octagon39221756.4%+4.9
Breakable Half Fence35191654.3%-0.2
Single Wall34161847.1%-9.6
Low Fence33181554.5%-3.3
Rectangle30161453.3%-5.3
Open26161061.5%+6.1
Full Fence and Open1661037.5%-20.2

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
Walls24456.1%54.5%+1.7
No walls9353.8%56.4%-2.7

Walls against open: +4.4 points (95% range -7.7 to +16.4), p 0.477 — 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

ニトロ (Rank 34)2026/10/1864266.7%
さとやんJ (Rank 35)2026/10/1695455.6%
Mochi/かしわもち (Rank 39)2026/10/10114736.4%
무파ZeroBlue (Rank 33)2026/09/1195455.6%
LEO (Rank 36)2026/08/3174357.1%
Phrazes_For_The_Young (Rank 33)2026/08/2353260.0%
アドリブ使い (Rank 33)2026/08/2352340.0%
nidaimebannai (Rank 35)2026/08/23178947.1%
Reezent_Sousui (Rank 36)2026/08/2353260.0%
くりたろう (Rank 38)2026/06/2093633.3%
LEEGOSEGA (Rank 35)2026/06/2074357.1%
mudanadoryokuzki (Rank 37)2026/06/2063350.0%
ncub5030 (Rank 33)2026/06/20660100.0%
elpopo_3378 (Rank 35)2026/06/2074357.1%
ふかふか (Rank 36)2026/06/2042250.0%
interceptor (Rank 41)2026/06/20550100.0%
ねこむーと (Rank 35)2026/06/1953260.0%
クレウル (Rank 34)2026/06/1964266.7%
mahiro_725 (Rank 37)2026/06/1184450.0%
hsat0310 (Rank 34)2026/06/114040.0%
BONZE_ADVENTURE (Rank 33)2026/06/1175271.4%
raduakira (Rank 35)2026/04/2053260.0%
ぶひでゲス (Rank 34)2026/04/2053260.0%
jefrikko (Rank 36)2026/04/1651420.0%
pc37_lucky10 (Rank 32)2026/04/1654180.0%

Round openings

Every character

backdash into evade up947.0%
Elbow Butt6P725.3%
Rimon Chouchu66P392.9%
Chugeki6P382.8%
Elbow Butt6P into Elbow Hammer6PP362.7%
guardG352.6%
guardG into throw escape292.1%
backdash into evade down282.1%
crouch into Senchutai3K272.0%
punchP231.7%
guardG into evade up211.6%
Overblow Shoulder66P+K191.4%
backdash into throwP+G191.4%
evade up into crouch dash forward191.4%
guardG into punchP181.3%

331 further openings account for the other 829 rounds.

Counted from 328 of the 370 matches played. The rest were not pulled for openings.

Jeffry

Career
553–444 · 55.5%
This season
143 matches · 58.7%
Peak rank
36

First hit in 54.5% of 578 rounds. Won 53.6% of the rounds they struck first, 51.7% of the rounds they were struck first.

Significant Tells

  • After losing a round: waits first in 31.8% of rounds, against 10.7% after winning one.
  • When behind: evades first in 12.8% of rounds, against 4.7% when ahead or level.
  • On Rectangle stages: opens with “6P Elbow Butt into 6PP Elbow Hammer” in 25.0% of rounds, against 4.2% on the other stages.
  • After winning a round: opens with “6P Elbow Butt into 6PP Elbow Hammer” in 7.6% of rounds, against 2.8% after losing one.

How is this tested?

Elbow Butt6P7212.3%
Elbow Butt6P into Elbow Hammer6PP366.1%
backdash into evade up345.8%
Overblow Shoulder66P+K193.2%
guardG into throw escape172.9%
Low Knuckle2P162.7%
guardG132.2%
forward dash into Toe Kick2K122.0%
backdash into Kenka Hook46P111.9%
evade up into crouch dash forward111.9%
punchP into kickK111.9%
crouch into Full Swing Upper33P101.7%
backdash into evade down91.5%
backdash into throwP+G91.5%
evade up into forward dash91.5%

141 further openings account for the other 297 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage7–11 · 39%4–0 · 100%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.

How is this tested?

Lau

Career
261–189 · 58.0%
This season
110 matches · 50.0%
Peak rank
33

First hit in 54.1% of 449 rounds. Won 52.3% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • After winning a round: opens with “6P Chugeki” in 12.4% of rounds, against 2.9% after losing one.

How is this tested?

Chugeki6P388.4%
crouch into Senchutai3K276.0%
backdash into Kosoushou46P173.8%
backdash into evade up173.8%
guardG163.5%
backdash into Saishikkyaku4K122.7%
Souchuken2P112.4%
backdash into evade down112.4%
punchP112.4%
crouch into Fukko Kensou1P102.2%
Chugeki6P into Hou'ou Soushou6PP92.0%
guardG into evade up92.0%
guardG into punchP92.0%
guardG into throw escape92.0%
backdash into throwP+G81.8%

113 further openings account for the other 237 rounds.

Akira

Career
598–459 · 56.6%
This season
117 matches · 55.6%
Peak rank
36

First hit in 54.9% of 304 rounds. Won 53.3% of the rounds they struck first, 52.5% of the rounds they were struck first.

Significant Tells

  • After winning a round: attacks straight away in 41.2% of rounds, against 12.6% after losing one.
  • When behind: waits first in 27.7% of rounds, against 7.9% when ahead.
  • After winning a round: opens with “66P Rimon Chouchu” in 20.2% of rounds, against 4.5% after losing one.

How is this tested?

backdash into evade up4313.9%
Rimon Chouchu66P3912.6%
backdash into Jouho Senshou46P134.2%
backdash into Rimon Chouchu66P103.2%
backdash into evade down82.6%
forward dash into Jouho Touken6P82.6%
Geimon Tessen46P+K+G61.9%
backdash into Geimon Tessen46P+K+G61.9%
guardG61.9%
guardG into evade up61.9%
Rimon Chouchu66P into forward dash51.6%
Satei3K+G into Goko Shutsudou3K+GP51.6%
backdash into guardG51.6%
crouch into Sokutai3K51.6%
evade up into Rimon Chouchu66P41.3%

92 further openings account for the other 140 rounds.

Counted from 75 of the 117 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 (43 here; about 2.1 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

  • Jeffry: 4 of 15 tests hold up
  • Lau: 1 of 14 tests hold up
  • Akira: 3 of 14 tests hold up