VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

aomaro-IX

  • Lau
  • Brad
  • Jacky
Career matches5,177
Career win rate50.7%
Round win rate49.1%
Peak rank31
Distinct opponents183
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1516 #1,894 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

Akira314,1262,0532,07349.8%
Brad2854629724954.4%
Lau2949026722354.5%
Jacky21158753.3%

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

1,641 of 2,027 rounds counted

6.1 inputs a second (367 a minute) this season. Faster than 21% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.13661,404
Lau6.4387167
Brad5.834970

By opponent's character

Jacky6.4384166
Wolf6.2374119
Akira6.3376133
Jeffry6.1366125
Shun6.0357143
Aoi6.036191
El Blaze6.136699
Pai5.9357114
Jean6.2373101
Goh5.834870
Sarah6.1364106
Vanessa6.338073
Dural6.035865
Lau6.740351
Lei Fei6.036238
Lion6.136538
Kage5.835039
Brad5.935324
Eileen5.935425
Taka6.438121

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

Jacky66313547.0%-1.9
Wolf39251464.1%+19.2
Akira38191950.0%+0.3
Jeffry35132237.1%-11.7
Shun35142140.0%-11.9
Aoi33191457.6%+5.3
El Blaze32181456.2%+9.2
Pai32191359.4%+7.8
Jean31102132.3%-12.7
Goh29141548.3%-6.3
Sarah29161355.2%+9.8
Vanessa1910952.6%+6.6
Dural1661037.5%-5.6
Lau167943.8%+1.4
Lei Fei135838.5%-14.4
Lion124833.3%-17.8
Kage115645.5%-3.1
Brad83537.5%-8.5
Eileen74357.1%+12.0
Taka54180.0%+25.6

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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 Fence63352855.6%+5.1
Open60233738.3%-10.1
Breakable Full Fence54302455.6%+9.2
Rectangle47192840.4%-7.9
Full Fence46133328.3%-19.4
Breakable Half Fence44251956.8%+9.7
Single Wall44222250.0%+4.2
Low Fence39251464.1%+12.8
Octagon38211755.3%+4.9
Full Fence and Open32161650.0%+2.1

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
Walls29249.0%48.5%+0.5
No walls14349.0%48.3%+0.7

Walls against open: -0.2 points (95% range -10.6 to +10.2), p 0.968 — 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

seobin_papa (Rank 29)2026/09/1763350.0%
弱者 (Rank 32)2026/09/0853260.0%
orz (Rank 29)2026/09/082314960.9%
BANANA (Rank 30)2026/09/0294544.4%
ペケ壱 (Rank 28)2026/09/0253260.0%
☆プなれ☆ (Rank 29)2026/08/23550100.0%
windowkhs (Rank 27)2026/08/1894544.4%
pallmtree (Rank 29)2026/08/1862433.3%
SHUSHUSHU (Rank 30)2026/08/1875271.4%
nasumiso (Rank 29)2026/08/1873442.9%
カミナリおやじ (Rank 29)2026/08/0354180.0%
TaKaArAsHi573 (Rank 29)2026/08/0382625.0%
dalmax72 (Rank 26)2026/07/2976185.7%
GreenJacky (Rank 29)2026/07/2951420.0%
KAISER (Rank 27)2026/07/2974357.1%
りてりん (Rank 29)2026/07/2984450.0%
maripon (Rank 31)2026/07/2962433.3%
ガリバー (Rank 31)2026/07/2351420.0%
cokeshi (Rank 29)2026/07/1473442.9%
てーらい (Rank 28)2026/07/1094544.4%
don'tthink,feel. (Rank 29)2026/07/0983537.5%
h3cube.esports (Rank 30)2026/06/0463350.0%
漂泊の民回線ジプシー (Rank 30)2026/05/256060.0%
B.S.R-JP (Rank 29)2026/05/2053260.0%
AGジャッキー (Rank 25)2026/05/1072528.6%

Round openings

Every character

guardG22411.0%
Rimon Chouchu66P1326.5%
crouch dash forward into evade down1205.9%
guardG into Souka Housui3P+K874.3%
forward dash into Jouho Touken6P713.5%
backdash into guardG603.0%
backdash into backward movement552.7%
forward dash into forward punch+kick6P+K482.4%
forward dash into Souka Housui3P+K442.2%
crouch dash forward into guardG432.1%
Senzankou66P+K into throwP+G381.9%
crouch dash forward into punchP361.8%
evade down into guardG361.8%
Senzankou66P+K321.6%
forward dash into throwP+G291.4%

288 further openings account for the other 980 rounds.

Akira

Career
2,053–2,073 · 49.8%
This season
425 matches · 48.2%
Peak rank
31

First hit in 50.0% of 1,681 rounds. Won 51.6% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 38.3% of rounds, against 28.6% in their other rounds.
  • Against Shun: waits first in 50.4% of rounds, against 24.4% against everyone else.
  • After opening the round before by waiting: waits first in 39.5% of rounds, against 22.0% after anything else.
  • After winning a round: backs off first in 22.4% of rounds, against 5.1% after losing one.
  • When ahead: backs off first in 21.4% of rounds, against 7.1% when level or behind.
  • Against Shun: opens with “G guard” in 27.6% of rounds, against 10.5% against everyone else.
  • After losing a round: opens with “66P Rimon Chouchu” in 11.3% of rounds, against 3.1% after winning one.
  • When behind: opens with “forward dash into 6P Jouho Touken” in 6.8% of rounds, against 1.5% when ahead or level.

How is this tested?

guardG20111.7%
Rimon Chouchu66P1327.7%
crouch dash forward into evade down925.4%
guardG into Souka Housui3P+K875.1%
forward dash into Jouho Touken6P714.1%
backdash into guardG573.3%
backdash into backward movement553.2%
forward dash into forward punch+kick6P+K482.8%
forward dash into Souka Housui3P+K442.6%
Senzankou66P+K into throwP+G382.2%
crouch dash forward into punchP352.0%
Senzankou66P+K321.9%
crouch dash forward into guardG281.6%
evade down into guardG281.6%
guardG into Sokutai3K281.6%

179 further openings account for the other 737 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky16–17 · 48%6–5 · 55%too few to test
Wolf12–7 · 63%8–3 · 73%too few to test
Akira10–13 · 43%3–3 · 50%too few to test
Jeffry5–9 · 36%5–6 · 45%too few to test
Shun8–8 · 50%4–9 · 31%too few to test
Jean3–5 · 38%3–12 · 20%too few to test
Pai13–7 · 65%3–2 · 60%too few to test
El Blaze11–11 · 50%3–2 · 60%too few to test
Goh10–5 · 67%2–8 · 20%too few to test
Aoi9–9 · 50%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
267–223 · 54.5%
This season
45 matches · 51.1%
Peak rank
29

First hit in 49.7% of 185 rounds. Won 52.2% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down179.1%
crouch dash forward into guardG147.5%
crouch dash forward into Chisoutai2K+G126.5%
guardG126.5%
RenshouPP into Renkanshou3PPP105.4%
Chugeki6P63.2%
backdash into Souko Reppa3P+K63.2%
crouch dash forward into Chugeki6P52.7%
guardG into Chisoutai2K+G52.7%
crouch dash forward into Fukko Kensou1P42.1%
crouch into Chisoutai2K+G42.1%
Chisoutai2K+G31.6%
backdash into Honshin Hekiken1P+K31.6%
backdash into Kosoushou46P31.6%
evade down into guardG31.6%

61 further openings account for the other 79 rounds.

Brad

Career
297–249 · 54.4%
This season
35 matches · 48.6%
Peak rank
28

First hit in 49.2% of 132 rounds. Won 50.8% of the rounds they struck first, 50.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Stop Kick4K1410.5%
crouch dash forward into evade down118.3%
guardG107.5%
Middle Spin Kick66K64.5%
evade down into guardG53.8%
Jackal Straight46P+K43.0%
Ducking6P+K+G into Crush Knee KickK+G32.3%
backdash into Destruction Body3P+K32.3%
backdash into Sway Back4P+K+G32.3%
crouch dash forward into throwP+G32.3%
throwP+G32.3%
Dtee Sawk Dtrohng4P+K21.5%
Further Low1K+G21.5%
Further Low1K+G into guardG21.5%
Turn Savate44K21.5%

51 further openings account for the other 60 rounds.

Jacky

Career
8–7 · 53.3%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Long Stride Back Knuckle4P+K266.7%
guardG133.3%

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 (17 here; about 0.9 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: 8 of 17 tests hold up
  • Lau: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jacky: not tested (too few rounds)