VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

てぃーえむ

  • Lau
  • Jean
Career matches352
Career win rate63.6%
Round win rate59.9%
Peak rank25
Distinct opponents68
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1403 #2,640 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

Akira2525415310160.2%
Lau1867521577.6%
Jean1131191261.3%

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

556 of 556 rounds counted

8.1 inputs a second (488 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.4505432
Lau7.444574
Jean6.941350

By opponent's character

Akira8.3497110
El Blaze8.048079
Eileen8.148451
Jean8.048142
Kage7.645640
Shun7.846838
Brad8.349634
Lau8.853033
Aoi9.054029
Wolf7.846625
Jacky7.343816
Vanessa8.048218
Sarah8.651814
Goh8.14868
Pai9.255411
Lei Fei8.35004
Taka7.34364

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

Akira2719870.4%-1.3
El Blaze1917289.5%+22.2
Eileen138561.5%-10.3
Jean113827.3%-41.9
Kage107370.0%+11.5
Shun106460.0%+5.8
Brad93633.3%-27.6
Lau96366.7%-3.3
Aoi880100.0%+21.1
Wolf63350.0%-12.3
Jacky53260.0%-10.1
Vanessa54180.0%+24.3
Sarah440100.0%+33.9
Goh32166.7%-17.1
Pai330100.0%+35.1
Lei Fei110100.0%+33.5
Taka1010.0%-67.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Octagon2218481.8%+14.2
Full Fence1810855.6%-4.5
Single Wall1812666.7%+2.4
Breakable Full Fence1761135.3%-39.3
Half Fence1713476.5%+3.3
Breakable Half Fence118372.7%+6.4
Rectangle107370.0%+9.0
Low Fence84450.0%-12.7
Open86275.0%+4.6
Full Fence and Open54180.0%+6.0

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
Walls9565.3%67.3%-2.1
No walls3464.7%65.4%-0.7

Walls against open: -1.4 points (95% range -19.4 to +16.7), p 0.882 — 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

vf_akira_love (Rank 27)2026/07/2841325.0%
せいりゅう (Rank 21)2026/07/2853260.0%
44884 (Rank 27)2026/07/2521150.0%
委員ちょ (Rank 21)2026/07/25220100.0%
さとし (Rank 21)2026/07/2532166.7%
arafif-50 (Rank 26)2026/07/2531233.3%
あかげら (Rank 24)2026/07/1753260.0%
紫荆一头牛 (Rank 23)2026/07/172020.0%
yasai (Rank 22)2026/07/1732166.7%
cobra_daidai3 (Rank 26)2026/07/1331233.3%
SICHIROUJI (Rank 25)2026/07/13330100.0%
nakamine0824 (Rank 22)2026/07/1342250.0%
ゆあいおお (Rank 25)2026/07/13220100.0%
twinsshine (Rank 26)2026/07/1332166.7%
noritama-chan (Rank 24)2026/07/06220100.0%
Crippler08r (Rank 17)2026/07/06220100.0%
makoto.qo.op (Rank 21)2026/07/06330100.0%
super_great_5 (Rank 22)2026/07/0631233.3%
nolimiTea (Rank 17)2026/07/04220100.0%
yuu08031713 (Rank 11)2026/07/02550100.0%
かっち (Rank 13)2026/06/30330100.0%
chileung18 (Rank 31)2026/06/3031233.3%
Hosoccher (Rank 21)2026/06/3031233.3%
S7117 (Rank 17)2026/06/2965183.3%
metaltinko (Rank 11)2026/06/2564266.7%

Round openings

Every character

backdash into evade up6611.7%
forward movement into punchP6010.7%
Rimon Chouchu66P into Jouho Touken6P396.9%
guardG into evade down234.1%
backdash into Jouho Senshou46P203.6%
evade down into backdash152.7%
Yakuho Chouchu666P into Jouho Touken6P132.3%
evade up into crouch dash forward132.3%
guardG132.3%
Jouho Touken6P into forward dash112.0%
Rimon Chouchu66P112.0%
backward movement into Jouho Touken6P112.0%
backward movement into evade up112.0%
Jouho Senshou46P into forward dash91.6%
backdash into Kake'uchi~Maekeri'age46PK91.6%

129 further openings account for the other 238 rounds.

Akira

Career
153–101 · 60.2%
This season
112 matches · 67.9%
Peak rank
25

First hit in 60.4% of 429 rounds. Won 61.8% of the rounds they struck first, 57.6% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 53.3% of rounds, against 26.7% against everyone else.
  • In round 1: opens with “G guard into evade down” in 9.8% of rounds, against 2.8% in their other rounds.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 25.3% of rounds, against 0.3% against everyone else.

How is this tested?

backdash into evade up5412.3%
forward movement into punchP4811.0%
Rimon Chouchu66P into Jouho Touken6P398.9%
backdash into Jouho Senshou46P204.6%
guardG into evade down204.6%
evade down into backdash143.2%
Yakuho Chouchu666P into Jouho Touken6P133.0%
Jouho Touken6P into forward dash112.5%
Rimon Chouchu66P112.5%
backward movement into Jouho Touken6P112.5%
Jouho Senshou46P into forward dash92.0%
evade up into crouch dash forward92.0%
backward movement into evade up81.8%
guardG81.8%
backdash into punchP61.4%

94 further openings account for the other 157 rounds.

Lau

Career
52–15 · 77.6%
This season
19 matches · 73.7%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1114.9%
forward movement into punchP810.8%
backdash into Kosoushou46P45.4%
crouch into Senchutai3K34.0%
Fukko Kensou1P22.7%
backdash into Sako Soushou4P+K22.7%
backdash into forward dash22.7%
backdash into punchP22.7%
backward movement into evade up22.7%
crouch dash back into Kosoushou46P22.7%
evade up into evade down22.7%
guardG into evade down22.7%
punchP22.7%
Kosoushou46P into forward dash11.4%
Souchuken2P11.4%

28 further openings account for the other 28 rounds.

Jean

Career
19–12 · 61.3%
This season
13 matches · 53.9%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kake'uchi~Maekeri'age46PK918.0%
forward movement into punchP48.0%
guardG48.0%
backdash into Kake'uchi46P36.0%
crouch into Shitamaeken2P36.0%
evade up into crouch dash forward36.0%
guardG into Tate'enpi~Tenkai Hizageri33PK24.0%
Doumawashi Kaitengeri46K+G12.0%
Gyaku Seikenzuki66P into Yoko'enpi6P12.0%
backdash12.0%
backdash into Getsuku Shouken46P+K12.0%
backdash into Konohana Sakuya43P+K12.0%
backdash into Shutoukiri~Ushirogeri4PK12.0%
backdash into evade up12.0%
backward movement into evade up12.0%

14 further openings account for the other 14 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 (14 here; about 0.7 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: 3 of 14 tests hold up
  • Lau: not tested (too few rounds)
  • Jean: not tested (too few rounds)