VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ブリブリ飯店堺店

  • Lau
Career matches6,161
Career win rate45.1%
Round win rate51.1%
Peak rank27
Distinct opponents173
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1403 #2,638 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

Akira276,1612,7803,38145.1%
Lau21000—

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

1,471 of 1,888 rounds counted

7.5 inputs a second (453 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.54531,468
Lau7.64543

By opponent's character

Jacky7.7459191
Akira7.7460172
Aoi7.7459105
Wolf7.8465117
Sarah7.0423110
Pai7.545271
Jeffry7.544998
Shun7.444282
Jean7.645649
Kage7.444469
Brad8.349845
Lion7.746058
Vanessa7.343952
Lau7.746459
Goh8.148349
Taka7.444360
El Blaze7.243324
Eileen7.243432
Lei Fei7.041817
Dural7.041811

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

Jacky55312456.4%+1.8
Akira53282552.8%+0.8
Aoi41212051.2%-1.6
Wolf33141942.4%-3.4
Sarah32161650.0%+5.0
Pai29111837.9%-7.1
Jeffry27101737.0%-11.3
Shun27101737.0%-2.9
Jean2291340.9%-14.8
Kage21101147.6%-5.3
Brad20101050.0%+5.9
Lion2012860.0%+2.9
Vanessa1911857.9%+1.2
Lau1881044.4%-8.9
Goh1771041.2%-4.1
Taka1611568.8%+4.5
El Blaze119281.8%+29.4
Eileen109190.0%+26.6
Lei Fei660100.0%+44.4
Dural31233.3%-5.9

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

Breakable Half Fence60372361.7%+8.6
Breakable Full Fence54282651.9%+2.8
Half Fence54252946.3%-2.1
Full Fence51213041.2%-9.2
Octagon45261957.8%+0.4
Rectangle45222348.9%-3.2
Low Fence44202445.5%-5.4
Open43182541.9%-5.6
Single Wall41261563.4%+12.8
Full Fence and Open23101343.5%-7.9

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls30951.5%51.6%-0.1
No walls12850.0%49.6%+0.4

Walls against open: -0.5 points (95% range -10.6 to +9.5), p 0.921 — 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

こて (Rank 28)2026/09/306060.0%
G.S (Rank 21)2026/09/30550100.0%
zxyzguy (Rank 25)2026/09/30114736.4%
kinoppy0126 (Rank 22)2026/09/3075271.4%
naowai (Rank 21)2026/09/0963350.0%
ASSERT(m_pThink); (Rank 21)2026/09/0874357.1%
chimichama (Rank 21)2026/09/0865183.3%
gimoring (Rank 26)2026/08/3052340.0%
ねこ吉 (Rank 23)2026/08/3098188.9%
dalmax72 (Rank 22)2026/08/182218481.8%
CHASER (Rank 22)2026/08/0454180.0%
ぽん (Rank 25)2026/07/2692722.2%
makoto.qo.op (Rank 21)2026/07/1097277.8%
avolpe (Rank 23)2026/07/0354180.0%
김치 (Rank 23)2026/07/0375271.4%
neco (Rank 23)2026/06/2252340.0%
0Y-Y0 (Rank 21)2026/06/2254180.0%
μ (Rank 27)2026/06/2062433.3%
manekinecogames (Rank 21)2026/06/201411378.6%
shinkita (Rank 21)2026/06/1754180.0%
headup11 (Rank 25)2026/05/2974357.1%
camelvf (Rank 25)2026/05/2852340.0%
masa4861 (Rank 22)2026/05/28550100.0%
달달하다(酒は甘い) (Rank 27)2026/05/2552340.0%
냠냠이 (Rank 23)2026/05/16102820.0%

Round openings

Every character

Rimon Chouchu66P52727.9%
Jouho Touken6P21511.4%
backward movement into Jouho Touken6P1749.2%
Kaikyusei4P into Sayu Kaikyu4PP1357.2%
evade up into Rimon Chouchu66P1005.3%
Souka Housui3P+K502.6%
punchP382.0%
backdash into Jouho Senshou46P341.8%
backdash into guardG301.6%
Jouho Senshou46P291.5%
crouch dash forward into Souka Housui3P+K271.4%
evade up into Jouho Senshou46P261.4%
forward movement into punchP261.4%
backdash into Chouzan Housui46P+K241.3%
Chouyoushu1P201.1%

130 further openings account for the other 434 rounds.

Akira

Career
2,780–3,381 · 45.1%
This season
479 matches · 50.9%
Peak rank
27

First hit in 59.1% of 1,879 rounds. Won 53.1% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 30.3% of rounds, against 19.5% in their other rounds.
  • Against Akira: evades first in 19.8% of rounds, against 9.1% against everyone else.
  • On Rectangle stages: evades first in 17.4% of rounds, against 9.5% on the other stages.
  • After losing a round: backs off first in 22.4% of rounds, against 16.7% after winning one.
  • In round 4 or later: opens with “66P Rimon Chouchu” in 33.9% of rounds, against 26.0% in their other rounds.
  • Against Jean: opens with “backward movement into 6P Jouho Touken” in 20.2% of rounds, against 8.7% against everyone else.
  • On Breakable Full Fence stages: opens with “4P Kaikyusei into 4PP Sayu Kaikyu” in 14.8% of rounds, against 6.2% on the other stages.
  • After opening the round before with “4P Kaikyusei into 4PP Sayu Kaikyu”: opens with “4P Kaikyusei into 4PP Sayu Kaikyu” in 28.1% of rounds, against 6.3% after anything else.

How is this tested?

Rimon Chouchu66P52727.9%
Jouho Touken6P21511.4%
backward movement into Jouho Touken6P1749.2%
Kaikyusei4P into Sayu Kaikyu4PP1357.2%
evade up into Rimon Chouchu66P1005.3%
Souka Housui3P+K502.6%
punchP372.0%
backdash into Jouho Senshou46P341.8%
Jouho Senshou46P291.5%
backdash into guardG291.5%
crouch dash forward into Souka Housui3P+K271.4%
evade up into Jouho Senshou46P261.4%
forward movement into punchP261.4%
backdash into Chouzan Housui46P+K241.3%
Chouyoushu1P201.1%

129 further openings account for the other 433 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky21–22 · 49%8–2 · 80%too few to test
Akira15–10 · 60%9–11 · 45%too few to test
Aoi16–8 · 67%4–8 · 33%too few to test
Wolf6–12 · 33%6–6 · 50%too few to test
Sarah11–10 · 52%4–4 · 50%too few to test
Pai7–14 · 33%1–4 · 20%too few to test
Jeffry8–10 · 44%2–5 · 29%too few to test
Shun8–13 · 38%2–3 · 40%too few to test
Jean5–8 · 38%2–5 · 29%too few to test
Kage9–9 · 50%1–1 · 50%too few to test
Brad7–6 · 54%2–4 · 33%too few to test
Lion6–6 · 50%6–1 · 86%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
0–0 · —
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Chisoutai2K+G133.3%
backdash into guardG133.3%
punchP133.3%

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 (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: 8 of 16 tests hold up
  • Lau: not tested (too few rounds)