VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

いぬ

  • El Blaze
  • Lau
  • Jacky
  • Taka
Career matches9,494
Career win rate55.1%
Round win rate51.6%
Peak rank42
Distinct opponents252
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1851 #243 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

Akira427,2823,9843,29854.7%
Jacky3358832726155.6%
Goh—52728624154.3%
Taka3650229920359.6%
Kage—46624022651.5%
El Blaze3565461970.8%
Lau3564471773.4%

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

3,233 of 3,608 rounds counted

7.5 inputs a second (447 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.54483,137
Lau6.941288
Jacky5.83493
Taka7.74635

By opponent's character

Akira7.3440547
Lau7.5452440
Jacky7.8465294
Aoi7.9472173
Lion7.5450182
Kage7.3437171
Lei Fei7.2429171
Jeffry7.4446172
Vanessa7.1425110
Brad7.4446129
Wolf7.8467125
Sarah7.1424109
Pai7.5449117
El Blaze7.444296
Shun7.243396
Taka7.645786
Eileen7.343775
Goh7.645765
Jean7.545068
Dural7.44427

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

Akira137815659.1%+1.0
Lau128725656.2%+6.4
Jacky85404547.1%-6.5
Aoi52351767.3%+11.8
Lion51252649.0%-2.8
Kage49193038.8%-15.3
Lei Fei43162737.2%-9.8
Jeffry42271564.3%+11.5
Vanessa37221559.5%+6.7
Brad36181850.0%+0.3
Wolf36231363.9%+8.9
Sarah30121840.0%-14.1
Pai29181162.1%+8.4
El Blaze2591636.0%-22.9
Shun25131252.0%-7.9
Taka2112957.1%+7.0
Eileen1913668.4%+12.8
Goh1871138.9%-17.6
Jean1711664.7%+10.6
Dural42250.0%+1.7

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Breakable Half Fence97455246.4%-11.4
Breakable Full Fence94514354.3%+0.6
Full Fence93553859.1%+2.7
Half Fence89533659.5%+5.4
Octagon89424747.2%-3.6
Single Wall89444549.4%-4.5
Open87414647.1%-6.5
Low Fence81384346.9%-9.5
Rectangle69452465.2%+12.8
Full Fence and Open45311468.9%+21.3

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
Walls53154.8%54.3%+0.5
No walls25747.9%54.0%-6.1

Walls against open: +6.6 points (95% range -1.0 to +14.1), p 0.090 — 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

堂島様 (Rank 42)2026/10/17178947.1%
藤の花 (Rank 41)2026/10/1684450.0%
ひかる (Rank 41)2026/10/1694544.4%
manatsu_7 (Rank 42)2026/10/112571828.0%
KWGC-Union (Rank 41)2026/10/0983537.5%
ikkyusaaan (Rank 42)2026/10/06127558.3%
弐代目JA&れんじぃPA (Rank 40)2026/10/0298188.9%
kagesada (Rank 39)2026/09/27138561.5%
a.k.aとりてん (Rank 39)2026/09/25116554.5%
マサオチョップの廻天 (Rank 39)2026/09/1174357.1%
ctraum (Rank 39)2026/09/032721677.8%
フェイスレス (Rank 40)2026/08/2787187.5%
マハリータまるこ (Rank 39)2026/08/2686275.0%
なめ (Rank 36)2026/08/1876185.7%
シエロJ (Rank 42)2026/08/0592722.2%
こば次狼/covajiro (Rank 44)2026/08/0472528.6%
GP (Rank 40)2026/08/032113861.9%
VF12360-PC (Rank 38)2026/08/02138561.5%
banjar (Rank 38)2026/07/29115645.5%
siroiro_16bit (Rank 38)2026/07/2898188.9%
ヨドリバジャッキー (Rank 41)2026/07/24105550.0%
亜希 (Rank 44)2026/07/2383537.5%
モブ太郎 (Rank 40)2026/07/06118372.7%
nidaimebannai (Rank 36)2026/05/1994544.4%
まきお (Rank 35)2026/04/10149564.3%

Round openings

Every character

backdash into evade up44313.3%
backdash into evade down3309.9%
Rimon Chouchu66P2577.7%
Yakuho Chouchu666P1594.8%
backdash into Jouho Senshou46P1534.6%
backdash into Chouyoushu1P1384.2%
Housui2P842.5%
punchP842.5%
backdash into throwP+G752.3%
crouch into Housui2P742.2%
backdash into Rimon Chouchu66P712.1%
backdash into Youhou33P591.8%
backdash into Jouho Touken6P581.7%
guardG571.7%
backdash into punchP481.4%

239 further openings account for the other 1,235 rounds.

Counted from 813 of the 883 matches played. The rest were not pulled for openings.

Akira

Career
3,984–3,298 · 54.7%
This season
834 matches · 52.5%
Peak rank
42

First hit in 54.4% of 3,111 rounds. Won 53.5% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 64.8% of rounds, against 47.1% in their other rounds.
  • Against Pai: evades first in 21.6% of rounds, against 5.0% against everyone else.
  • After opening the round before by moving in: moves in first in 20.5% of rounds, against 5.6% after anything else.
  • After losing a round: attacks straight away in 35.8% of rounds, against 27.0% after winning one.
  • When ahead: backs off first in 52.8% of rounds, against 46.1% when level or behind.
  • In round 1: opens with “backdash into evade down” in 15.2% of rounds, against 7.3% in their other rounds.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 11.8% of rounds, against 3.6% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 17.1% of rounds, against 6.2% after anything else.
  • After losing a round: opens with “66P Rimon Chouchu” in 10.7% of rounds, against 6.4% after winning one.
  • When behind: opens with “666P Yakuho Chouchu” in 7.4% of rounds, against 4.5% when ahead or level.

How is this tested?

backdash into evade up43513.9%
backdash into evade down2909.2%
Rimon Chouchu66P2578.2%
Yakuho Chouchu666P1595.1%
backdash into Jouho Senshou46P1534.9%
backdash into Chouyoushu1P1384.4%
Housui2P842.7%
punchP792.5%
backdash into throwP+G742.4%
crouch into Housui2P742.4%
backdash into Rimon Chouchu66P712.3%
backdash into Youhou33P591.9%
backdash into Jouho Touken6P581.9%
guardG501.6%
backdash into Souka Housui3P+K431.4%

185 further openings account for the other 1,111 rounds.

Counted from 764 of the 834 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
Akira48–25 · 66%19–19 · 50%+11.4
Lau31–33 · 48%18–13 · 58%-9.8
Jacky19–29 · 40%11–12 · 48%too few to test
Lion13–19 · 41%6–4 · 60%too few to test
Kage11–16 · 41%4–9 · 31%too few to test
Vanessa6–6 · 50%9–5 · 64%too few to test
Brad12–9 · 57%3–5 · 38%too few to test
Jeffry19–6 · 76%1–8 · 11%too few to test
Aoi13–6 · 68%6–4 · 60%too few to test
Lei Fei7–13 · 35%0–6 · 0%too few to test
Wolf14–7 · 67%4–6 · 40%too few to test
Pai12–5 · 71%2–5 · 29%too few to test
Sarah8–8 · 50%2–6 · 25%too few to test
Shun9–6 · 60%2–5 · 29%too few to test
Taka8–4 · 67%2–0 · 100%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

70 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?

El Blaze

Career
46–19 · 70.8%
This season
26 matches · 76.9%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2121.6%
backdash into Volcano Upper4P+K1212.4%
Shadow Strike6P1010.3%
backdash into evade up55.2%
guardG44.1%
Sit Jab2P33.1%
backward movement into evade down33.1%
crouch dash back into Shadow Spear6K33.1%
punchP33.1%
Shadow Spear6K into throwP+G22.1%
Shadow Strike6P into kickK22.1%
backdash into High Spin KickK+G22.1%
backdash into Shadow Spear6K22.1%
backdash into punchP22.1%
evade down into Volcano Upper4P+K22.1%

17 further openings account for the other 21 rounds.

Lau

Career
47–17 · 73.4%
This season
22 matches · 77.3%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1921.6%
Fukko Kensou1P78.0%
backdash into punchP55.7%
Fukko Kensou1P into guardG44.5%
Chugeki6P33.4%
backdash into Chisoutai2K+G33.4%
backdash into evade up33.4%
guardG33.4%
Chugeki6P into punchP22.3%
Genchi Senpukyaku8K+G22.3%
RenshouPP into Renkanshou3PPP22.3%
Souko Sensou66P+K22.3%
backdash into Fukko Kensou1P22.3%
backdash into Souchuken2P22.3%
backdash into kickK22.3%

25 further openings account for the other 27 rounds.

Taka

Career
299–203 · 59.6%
This season
1 matches · 0.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP240.0%
Morotezuki66P into punchP120.0%
backdash into punchP120.0%
punchP into Tsuppari 2PP120.0%

Not counted here: Jacky. Their matches were not pulled for openings.

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 (16 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: 10 of 16 tests hold up
  • El Blaze: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Taka: not tested (too few rounds)