VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

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  • Goh
  • Lau
Career matches2,450
Career win rate32.6%
Round win rate42.9%
Peak rank23
Distinct opponents83
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1184 #3,468 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

Akira231,9526411,31132.8%
Goh2147314832531.3%
Shun—1641225.0%
Lau1695455.6%

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

674 of 843 rounds counted

6.9 inputs a second (414 a minute) this season. Faster than 43% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.1424587
Goh5.935184
Lau6.23733

By opponent's character

Akira7.3436132
Aoi6.639488
Goh6.739950
Pai7.042255
Jacky6.639953
Jeffry6.740031
Sarah6.840848
Brad7.142842
Lau7.243224
El Blaze6.941635
Kage7.042138
Lion7.243021
Wolf6.840924
Eileen5.73418
Shun6.740012
Jean7.44433
Taka6.74017
Vanessa5.53283

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

Akira39112828.2%-4.1
Aoi2571828.0%-13.8
Goh1741323.5%-13.5
Pai1761135.3%-6.2
Jacky169756.2%+17.1
Jeffry1551033.3%-13.1
Sarah1331023.1%-10.6
Brad103730.0%-5.6
Lau106460.0%+23.6
El Blaze95455.6%+26.2
Kage97277.8%+47.5
Lion72528.6%-8.8
Wolf63350.0%+17.7
Eileen4040.0%-26.4
Shun43175.0%+30.1
Jean21150.0%+5.8
Lei Fei2020.0%-41.2
Taka21150.0%+26.3
Vanessa1010.0%-44.5

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Rectangle32122037.5%+2.3
Octagon28111739.3%+10.2
Half Fence22101245.5%+9.5
Full Fence21111052.4%+10.4
Open2171433.3%-5.5
Single Wall1851327.8%-6.3
Breakable Half Fence1661037.5%-5.7
Low Fence1651131.2%-9.6
Breakable Full Fence1551033.3%-3.6
Full Fence and Open101910.0%-22.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13441.0%36.9%+4.2
No walls5530.9%37.2%-6.3

Walls against open: +10.5 points (95% range -4.6 to +25.6), p 0.172 — 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

dalmax72 (Rank 21)2026/10/0885362.5%
kosk5906 (Rank 16)2026/09/2832166.7%
委員ちょ (Rank 21)2026/09/271631318.8%
ら族 (Rank 23)2026/09/2562433.3%
김멋있다 (Rank 22)2026/09/2462433.3%
富美 (Rank 22)2026/09/2352340.0%
sk901 (Rank 21)2026/09/233030.0%
yujiberra (Rank 21)2026/09/1553260.0%
チバミナミデス373 (Rank 23)2026/09/1441325.0%
ttfour@サラしかできないw (Rank 22)2026/09/1241325.0%
CHASER (Rank 21)2026/07/2031233.3%
Mon3tr (Rank 23)2026/07/143030.0%
snjpeeee (Rank 21)2026/06/2131233.3%
qzmix (Rank 22)2026/06/2051420.0%
ねこ吉 (Rank 21)2026/06/193030.0%
對人形無差別概念體 (Rank 21)2026/06/1553260.0%
kowalski (Rank 24)2026/06/063030.0%
osAnKIRA (Rank 24)2026/06/0441325.0%
MTAR_GARU (Rank 22)2026/05/283030.0%
Fuji_Atsuka (Rank 21)2026/05/2631233.3%
starszhouuu (Rank 23)2026/05/2541325.0%
Martin1833 (Rank 24)2026/05/2331233.3%
penta (Rank 21)2026/05/2353260.0%
rikojjang (Rank 40)2026/05/053030.0%
tama (Rank 23)2026/05/0431233.3%

Round openings

Every character

Rimon Chouchu66P24029.9%
crouch dash back into evade down374.6%
forward movement into punchP374.6%
Kaikyusei4P into Sayu Kaikyu4PP303.7%
Raikou3P into Denkou3PP303.7%
Yakuho Chouchu666P253.1%
forward dash into Jouho Touken6P232.9%
Hiji'ate6P222.7%
crouch dash back into guardG212.6%
crouch dash back into forward dash151.9%
Rimon Chouchu66P into forward dash131.6%
guardG into evade up121.5%
backdash into Jouho Senshou46P111.4%
evade down into guardG111.4%
crouch dash back into Koboku214P91.1%

134 further openings account for the other 266 rounds.

Counted from 198 of the 208 matches played. The rest were not pulled for openings.

Akira

Career
641–1,311 · 32.8%
This season
165 matches · 39.4%
Peak rank
23

First hit in 54.4% of 631 rounds. Won 45.8% of the rounds they struck first, 40.6% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 14.2% of rounds, against 7.3% in their other rounds.
  • Against Goh: backs off first in 38.6% of rounds, against 17.7% against everyone else.
  • After opening the round before by waiting: waits first in 22.2% of rounds, against 6.4% after anything else.
  • After losing a round: backs off first in 24.0% of rounds, against 10.2% after winning one.
  • When behind: backs off first in 24.9% of rounds, against 11.1% when ahead or level.
  • In round 2: opens with “666P Yakuho Chouchu” in 6.5% of rounds, against 3.1% in their other rounds.
  • Against Sarah: opens with “crouch dash back into evade down” in 14.6% of rounds, against 4.5% against everyone else.

How is this tested?

Rimon Chouchu66P24038.0%
crouch dash back into evade down335.2%
Kaikyusei4P into Sayu Kaikyu4PP304.8%
Yakuho Chouchu666P254.0%
forward dash into Jouho Touken6P233.6%
crouch dash back into guardG172.7%
forward movement into punchP172.7%
crouch dash back into forward dash152.4%
Rimon Chouchu66P into forward dash132.1%
backdash into Jouho Senshou46P111.7%
guardG into evade up111.7%
evade down into guardG101.6%
crouch dash back into Koboku214P91.4%
guardG into backdash81.3%
Ekishou3P into guardG71.1%

87 further openings account for the other 163 rounds.

Counted from 155 of the 165 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–16 · 36%1–2 · 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.

10 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?

Goh

Career
148–325 · 31.3%
This season
42 matches · 23.8%
Peak rank
21

First hit in 58.1% of 167 rounds. Won 40.2% of the rounds they struck first, 32.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Raikou3P into Denkou3PP3018.0%
Hiji'ate6P2213.2%
forward movement into punchP2012.0%
backdash into Karura4P+K74.2%
crouch into Denkou3PP53.0%
Kyousengeri46K42.4%
Raikou3P into guardG42.4%
backdash into guardG42.4%
crouch dash back into guardG42.4%
backdash into Soukyu46P31.8%
crouch dash back into evade down31.8%
crouch into Sune Kudaki43P31.8%
guardG31.8%
guardG into Denkou3PP31.8%
guardG into Karura4P+K31.8%

43 further openings account for the other 49 rounds.

Lau

Career
5–4 · 55.6%
This season
1 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kosoushou46P133.3%
RenshouPP into Renkanshou3PPP133.3%
crouch dash back into evade down133.3%

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 (15 here; about 0.8 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: 7 of 15 tests hold up
  • Goh: not tested (too few rounds)
  • Lau: not tested (too few rounds)