VirtuAnalytics

Novel Insights Through Data & Analysis

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

Lau

ふさ

  • Jacky
  • Jeffry
  • Akira
Career matches1,220
Career win rate56.1%
Round win rate49.3%
Peak rank32
Distinct opponents10
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1570 Not ranked yet: the list needs 50 matches. See 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

Lau—37522714860.5%
Kage—35118216951.9%
Jacky3231419012460.5%
Akira26170818947.6%
Jeffry26105550.0%

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

18 of 71 rounds counted

9.2 inputs a second (555 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Akira9.255518

By opponent's character

El Blaze8.85309
Aoi9.75824
Lau9.75805

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

Jacky53260.0%+11.2
Jeffry32166.7%+33.2
El Blaze21150.0%+9.1
Sarah21150.0%+3.8
Aoi1010.0%-49.8
Lau110100.0%+51.0
Lion1010.0%-59.5
Vanessa1010.0%-45.0
Wolf1010.0%-49.6

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

Open41325.0%-28.4
Single Wall42250.0%+5.5
Breakable Full Fence21150.0%-4.3
Full Fence220100.0%+76.5
Half Fence21150.0%+9.1
Full Fence and Open1010.0%-69.3
Low Fence1010.0%-59.5
Octagon110100.0%+51.0

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
Walls771.4%44.1%+27.3
No walls933.3%47.3%-14.0

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

え~る (Rank 28)2026/06/1921150.0%
チョリ=チョリス (Rank 27)2026/06/191010.0%
WeeWeeW (Rank 26)2026/06/19110100.0%
banpal/バンパル (Rank 35)2026/03/3032166.7%
乱世の奸雄 (Rank 34)2026/03/301010.0%
ヤートン ようつべ (Rank 31)2026/03/301010.0%
Bob-Takkun (Rank 33)2026/03/301010.0%
SATORI_ASK (Rank 33)2026/03/3021150.0%
Oo-Mujirushi-oO (Rank 30)2026/03/27220100.0%
hs72kim (Rank 24)2026/03/2731233.3%

Round openings

Every character

Middle Smash6P45.6%
backdash into Jouho Senshou46P34.2%
punchP34.2%
Dash Elbow66P22.8%
Elbow Butt6P22.8%
Low Knuckle2P22.8%
Squat Straight2P22.8%
backdash into Beat KnuckleP+K22.8%
backdash into evade down22.8%
crouch into Low Spin Kick1K+G22.8%
evade down into guardG22.8%
forward movement into punchP22.8%
punchP into Middle Smash6P22.8%
Dash Hammer Kick66K11.4%
Dragon Combination 11P+K into Dragon Combination 21P+KP11.4%

39 further openings account for the other 39 rounds.

Jacky

Career
190–124 · 60.5%
This season
8 matches · 37.5%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P412.5%
Squat Straight2P26.2%
backdash into Beat KnuckleP+K26.2%
crouch into Low Spin Kick1K+G26.2%
evade down into guardG26.2%
punchP into Middle Smash6P26.2%
Dash Hammer Kick66K13.1%
Dragon Combination 11P+K into Dragon Combination 21P+KP13.1%
Low Spin Kick1K+G13.1%
Side Hook Turn44P13.1%
Slant Back Knuckle1P into guardG13.1%
Standing Knee Kick4K13.1%
Step-in Middle Kick66K+G into backward movement13.1%
backdash into Side Hook Turn44P13.1%
backdash into Spin Heel Sword4K+G13.1%

9 further openings account for the other 9 rounds.

Jeffry

Career
5–5 · 50.0%
This season
5 matches · 60.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Elbow66P29.5%
Elbow Butt6P29.5%
Low Knuckle2P29.5%
punchP29.5%
Elbow Butt6P into forward movement14.8%
Megaton Knuckle43P+K14.8%
Side Kick3K into guardG14.8%
Toe Kick2K14.8%
backdash into Toe Kick2K14.8%
backdash into evade down14.8%
crouch into Ducking Low2K+G14.8%
evade down into Hell Dunk Elbow2P+K14.8%
evade up into forward, down punch+kick+guard62P+K+G14.8%
forward movement into punchP14.8%
punchP into Double KnucklePP14.8%

2 further openings account for the other 2 rounds.

Akira

Career
81–89 · 47.6%
This season
4 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jouho Senshou46P316.7%
Rimon Chouchu66P15.6%
Souka Housui3P+K15.6%
backdash into evade up15.6%
crouch dash forward into throwP+G15.6%
forward dash into Souka Housui3P+K15.6%
forward dash into evade up15.6%
forward dash into guardG15.6%
forward dash into throwP+G15.6%
forward movement into punchP15.6%
guardG15.6%
guardG into Souka Housui3P+K15.6%
guardG into SoutoP+K15.6%
guardG into backdash15.6%
punchP15.6%

1 further openings account for the other 1 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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Akira: not tested (too few rounds)