VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Laozhou

  • Jeffry
  • Lau
Career matches5,926
Career win rate49.4%
Round win rate49.0%
Peak rank28
Distinct opponents357
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1466 #2,230 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

Akira263,5001,6981,80248.5%
Lau2892546945650.7%
Jeffry2776738138649.7%
Kage—68134633550.8%
Wolf—53322160.4%

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

3,562 of 3,747 rounds counted

7.3 inputs a second (438 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry7.14271,718
Lau7.34391,610
Akira8.4505234

By opponent's character

Jacky7.3439494
Wolf7.2434358
Pai7.4441336
Akira7.2431326
Sarah7.4445268
Jeffry7.0421243
Jean7.3441207
Aoi7.2433188
Shun7.0420139
Goh7.6457152
Brad7.6453149
Vanessa7.6455135
Lau7.5449120
Lion7.2434102
Lei Fei7.243078
El Blaze7.243567
Kage7.041868
Eileen7.142858
Taka7.545257
Dural7.142417

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

Jacky121705157.9%+10.8
Wolf90454550.0%+0.8
Pai84473756.0%+5.0
Akira83473656.6%+5.2
Sarah70403057.1%+5.3
Jeffry65224333.9%-13.1
Jean56183832.1%-15.0
Aoi53242945.3%-7.8
Shun44222250.0%-0.4
Goh37191851.4%-1.5
Brad36181850.0%+0.6
Vanessa36181850.0%-1.7
Lau29171258.6%+9.6
Lion2617965.4%+10.7
Lei Fei2181338.1%-14.8
El Blaze1810855.6%+9.0
Kage1861233.3%-19.9
Eileen167943.8%-8.2
Taka145935.7%-11.0
Dural52340.0%-0.0

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Rectangle118595950.0%+1.4
Open104475745.2%-5.4
Breakable Full Fence102604258.8%+7.5
Half Fence98514752.0%+0.8
Low Fence91474451.6%+3.8
Octagon91454649.5%-1.9
Full Fence86434350.0%-0.1
Single Wall85325337.6%-11.7
Breakable Half Fence82463656.1%+4.2
Full Fence and Open40182245.0%-3.0

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
Walls57752.7%50.9%+1.8
No walls28045.0%48.9%-3.9

Walls against open: +5.7 points (95% range -1.4 to +12.8), p 0.114 — 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

gimoring (Rank 28)2026/10/1872528.6%
WeeWeeW (Rank 28)2026/10/18116554.5%
Shurkn-_-pap03 (Rank 26)2026/10/1664266.7%
crazy7infinty (Rank 29)2026/10/16116554.5%
yotty_21 (Rank 26)2026/10/1662433.3%
camelvf (Rank 27)2026/10/1682625.0%
JOHNFLOE (Rank 30)2026/10/1684450.0%
AiokometeZ (Rank 24)2026/10/1576185.7%
dalmax72 (Rank 21)2026/10/14119281.8%
xXsoul-childXx (Rank 29)2026/10/1281712.5%
e-muneyoshii (Rank 26)2026/10/10105550.0%
Jacky_Chan (Rank 29)2026/10/0964266.7%
TERA (Rank 27)2026/10/0762433.3%
GWO (Rank 25)2026/10/0272528.6%
トローリロートル (Rank 23)2026/09/261310376.9%
UNIQ (Rank 24)2026/09/2262433.3%
Kmegane (Rank 25)2026/09/1864266.7%
Rosagigantea (Rank 27)2026/08/2974357.1%
hunny_honey (Rank 29)2026/07/1172528.6%
ShieldHolder (Rank 27)2026/06/1663350.0%
striker0123 (Rank 29)2026/06/1372528.6%
しろ☆おび。 (Rank 24)2026/06/1364266.7%
omuretukun (Rank 21)2026/06/1375271.4%
ziend-2525 (Rank 25)2026/06/1062433.3%
イイダ (Rank 29)2026/04/2474357.1%

Round openings

Every character

backdash into evade down1616.1%
guardG into evade down1164.4%
Dash Elbow66P672.5%
backdash into Overblow Shoulder66P+K491.9%
guardG491.9%
backdash into evade up451.7%
evade down into guardG451.7%
Elbow Butt6P441.7%
backdash into throwP+G421.6%
backward movement into evade up401.5%
backdash into Tsunami Beat3K+G391.5%
Dash Elbow66P into Dash Elbow Upper66PP381.4%
Middle Hell Stab6P+K381.4%
Sunlit Body Upper3P+K361.4%
backdash into Toe Kick2K361.4%

543 further openings account for the other 1,795 rounds.

Counted from 648 of the 922 matches played. The rest were not pulled for openings.

Jeffry

Career
381–386 · 49.7%
This season
430 matches · 53.5%
Peak rank
27

First hit in 54.5% of 1,730 rounds. Won 53.7% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 44.0% of rounds, against 32.4% in their other rounds.
  • Against Lau: evades first in 18.2% of rounds, against 7.1% against everyone else.
  • After opening the round before by backing off: backs off first in 45.7% of rounds, against 36.7% after anything else.
  • In round 1: opens with “66P Dash Elbow” in 6.5% of rounds, against 3.0% in their other rounds.
  • After losing a round: opens with “6P Elbow Butt” in 5.1% of rounds, against 0.3% after winning one.
  • When behind: opens with “6P Elbow Butt” in 4.5% of rounds, against 1.3% when ahead or level.

How is this tested?

backdash into evade down1116.4%
guardG into evade down704.0%
Dash Elbow66P673.9%
backdash into Overblow Shoulder66P+K492.8%
Elbow Butt6P442.5%
backdash into Tsunami Beat3K+G392.2%
Dash Elbow66P into Dash Elbow Upper66PP382.2%
Middle Hell Stab6P+K382.2%
Sunlit Body Upper3P+K362.1%
backdash into Toe Kick2K362.1%
crouch into Ducking Low2K+G331.9%
guardG331.9%
backdash into evade up291.7%
evade down into guardG291.7%
Sunlit Body Upper3P+K into guardG271.6%

304 further openings account for the other 1,057 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira17–15 · 53%7–6 · 54%too few to test
Jacky18–11 · 62%14–7 · 67%too few to test
Wolf14–12 · 54%6–3 · 67%too few to test
Pai11–10 · 52%9–7 · 56%too few to test
Jeffry12–16 · 43%1–0 · 100%too few to test
Sarah8–7 · 53%5–6 · 45%too few to test
Jean5–10 · 33%2–8 · 20%too few to test
Vanessa9–9 · 50%2–2 · 50%too few to test
Brad6–4 · 60%5–3 · 62%too few to test
Aoi6–3 · 67%4–6 · 40%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
469–456 · 50.7%
This season
399 matches · 48.1%
Peak rank
28

First hit in 50.3% of 517 rounds. Won 52.3% of the rounds they struck first, 40.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

guardG into evade down367.0%
backdash into Junho Renshou33PP346.6%
backdash into evade down295.6%
Chugeki6P152.9%
Kosoushou46P152.9%
backdash into Sako Soushou4P+K142.7%
Fukko Kensou1P into evade down132.5%
Koryu Tenshinkyaku6K+G122.3%
Saishikkyaku4K122.3%
backdash into evade up112.1%
backdash into throwP+G112.1%
evade down into guardG112.1%
Fukko Kensou1P101.9%
RenshouPP into Renkanshou3PPP101.9%
backdash into Kosoushou46P101.9%

137 further openings account for the other 275 rounds.

Counted from 125 of the 399 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
Jacky10–5 · 67%2–3 · 40%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.

274 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?

Akira

Career
1,698–1,802 · 48.5%
This season
93 matches · 43.0%
Peak rank
26

First hit in 54.5% of 380 rounds. Won 46.9% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

  • On Open stages: backs off first in 49.1% of rounds, against 27.2% on the other stages.

How is this tested?

Rimon Chouchu66P277.0%
backdash into evade down215.4%
Yakuho Chouchu666P into forward dash123.1%
backdash into throwP+G123.1%
backward movement into evade up112.9%
Senzankou66P+K into throwP+G102.6%
backdash into Youhou33P102.6%
forward dash into Jouho Touken6P102.6%
guardG into evade down102.6%
Yakuho Chouchu666P92.3%
crouch dash forward into Youhou33P92.3%
Jouho Senshou46P71.8%
guardG71.8%
Rimon Chouchu66P into forward dash61.6%
Geimon Tessen46P+K+G51.3%

132 further openings account for the other 220 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 (42 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: 6 of 15 tests hold up
  • Lau: 0 of 14 tests hold up
  • Akira: 1 of 13 tests hold up