VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

廿撚二

  • Lau
Career matches4,300
Career win rate41.9%
Round win rate45.9%
Peak rank25
Distinct opponents144
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1230 #3,362 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

Akira253,7021,5442,15841.7%
Lau2359825734143.0%

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

1,768 of 1,932 rounds counted

6.8 inputs a second (408 a minute) this season. Faster than 40% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau6.63981,242
Akira7.2432526

By opponent's character

Akira6.6398293
Jacky6.7405187
Jeffry6.6396165
Shun6.8408167
Aoi6.9416151
Goh6.841070
Kage6.639797
Lion6.840590
Sarah6.841189
El Blaze6.941472
Lau7.041969
Lei Fei6.941673
Brad7.343659
Vanessa6.739946
Wolf7.142651
Jean6.740245
Pai7.041821
Taka7.242913
Eileen7.847110

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

Akira77364146.8%+4.6
Jacky48173135.4%-3.8
Jeffry45182740.0%-4.5
Shun41172441.5%-6.8
Aoi38162242.1%-1.8
Goh28161257.1%+15.0
Kage2542116.0%-25.1
Lion25121348.0%+6.7
Sarah2215768.2%+25.0
El Blaze2131814.3%-25.9
Lau2011955.0%+6.0
Lei Fei1912763.2%+15.3
Brad145935.7%+1.3
Vanessa1421214.3%-28.4
Wolf134930.8%-6.8
Jean117463.6%+21.8
Pai74357.1%+15.6
Taka53260.0%+7.3
Eileen43175.0%+22.2

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 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

Half Fence66313547.0%+1.9
Open63263741.3%-0.5
Breakable Half Fence51173433.3%-10.7
Full Fence49202940.8%-0.4
Low Fence46182839.1%+1.0
Breakable Full Fence43212248.8%+1.9
Rectangle39182146.1%+4.2
Single Wall39182146.1%-0.2
Octagon36152141.7%-0.7
Full Fence and Open33141942.4%+0.1

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
Walls28443.0%43.6%-0.7
No walls14841.9%41.9%+0.0

Walls against open: -0.7 points (95% range -11.1 to +9.7), p 0.893 — 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

parking-orange (Rank 21)2026/10/1665183.3%
dark-baron (Rank 22)2026/10/1673442.9%
Sun-sin (Rank 19)2026/10/1365183.3%
chopping_left (Rank 22)2026/10/136060.0%
[Garnet]agingcurvedAjeossi (Rank 24)2026/10/1362433.3%
AiokometeZ (Rank 24)2026/10/12124833.3%
カプリッチョ (Rank 21)2026/10/1285362.5%
omuretukun (Rank 24)2026/10/1225151060.0%
ziend-2525 (Rank 23)2026/08/2762433.3%
はれんちぶるどっく (Rank 21)2026/08/2793633.3%
ミクzzzw (Rank 24)2026/08/26130130.0%
格雷希欧 (Rank 24)2026/08/26112918.2%
omiso345 (Rank 25)2026/08/2672528.6%
coy5555 (Rank 23)2026/08/2664266.7%
ガンジャッキー (Rank 24)2026/08/2562433.3%
Might小麥豆漿 (Rank 22)2026/08/25116554.5%
你是来拉屎的吗 (Rank 21)2026/08/04109190.0%
Tazza (Rank 26)2026/05/2774357.1%
SinNagy (Rank 21)2026/05/2587187.5%
TaKaArAsHi573 (Rank 26)2026/05/25120120.0%
我變強了,但沒有禿喔 (Rank 21)2026/05/25107370.0%
hide2480gt (Rank 21)2026/05/2563350.0%
がんぴーさん【S.R.G.M】 (Rank 24)2026/05/2573442.9%
BRS (Rank 22)2026/05/2563350.0%
qzmix (Rank 22)2026/04/0375271.4%

Round openings

Every character

forward dash into throwP+G774.9%
Rimon Chouchu66P654.2%
RenshouPP into Renshou Senputai3PPK583.7%
evade up553.5%
backdash into Kosoushou46P543.5%
Jouho Senshou46P513.3%
Kosoushou46P422.7%
backdash into Jouho Senshou46P422.7%
backdash into guardG402.6%
guardG402.6%
crouch dash forward into evade down312.0%
forward dash into Jouho Senshou46P312.0%
Rimon Chouchu66P into evade down281.8%
backdash into Souko Reppa3P+K271.7%
Chugeki6P into Hou'ou Soushou6PP221.4%

269 further openings account for the other 900 rounds.

Counted from 385 of the 477 matches played. The rest were not pulled for openings.

Lau

Career
257–341 · 43.0%
This season
307 matches · 39.1%
Peak rank
23

First hit in 52.4% of 870 rounds. Won 47.6% of the rounds they struck first, 40.3% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 49.8% of rounds, against 33.8% in their other rounds.

How is this tested?

RenshouPP into Renshou Senputai3PPK586.7%
backdash into Kosoushou46P546.2%
evade up505.7%
Kosoushou46P424.8%
guardG283.2%
backdash into Souko Reppa3P+K273.1%
Chugeki6P into Hou'ou Soushou6PP222.5%
backdash into guardG212.4%
forward dash into throwP+G212.4%
punchP192.2%
crouch dash forward into evade down171.9%
Senchutai3K into Senkyaku Chushou3KP161.8%
crouch into Chisoutai2K+G161.8%
Senkyaku Chushou3KP into Senkyaku Renkan Sakurokushou3KPP141.6%
punchP into kickK141.6%

167 further openings account for the other 452 rounds.

Counted from 215 of the 307 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
Akira12–11 · 52%2–7 · 22%too few to test
Jacky6–11 · 35%0–5 · 0%too few to test
Jeffry4–12 · 25%3–5 · 38%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.

92 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
1,544–2,158 · 41.7%
This season
170 matches · 50.0%
Peak rank
25

First hit in 52.7% of 687 rounds. Won 55.0% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 20.6% of rounds, against 9.2% in their other rounds.
  • Against Akira: moves in first in 33.9% of rounds, against 22.0% against everyone else.
  • After the opponent opened the round before by backing off: moves in first in 36.0% of rounds, against 18.2% after anything else.

How is this tested?

Rimon Chouchu66P659.4%
forward dash into throwP+G568.1%
Jouho Senshou46P517.4%
backdash into Jouho Senshou46P426.1%
forward dash into Jouho Senshou46P314.5%
Rimon Chouchu66P into evade down284.0%
backdash into guardG192.8%
crouch dash forward into evade down142.0%
evade up into forward dash142.0%
Souka Housui3P+K121.7%
guardG121.7%
Koboku214P111.6%
evade up into evade down111.6%
crouch dash forward into guardG101.4%
Geimon Tessen46P+K+G91.3%

121 further openings account for the other 307 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–9 · 47%4–8 · 33%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?

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 (30 here; about 1.5 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

  • Lau: 1 of 15 tests hold up
  • Akira: 3 of 15 tests hold up