VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

チャベス

  • Goh
  • Pai
  • Lau
  • Lion
  • Jacky
Career matches3,158
Career win rate53.5%
Round win rate51.5%
Peak rank42
Distinct opponents130
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1782 #439 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

Akira422,6821,3991,28352.2%
Goh3745027717361.6%
Pai26158753.3%
Lau2652340.0%
Jacky2643175.0%
Lion26220100.0%

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

1,250 of 1,675 rounds counted

11.2 inputs a second (669 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira11.36781,041
Goh10.4625209

By opponent's character

Brad11.0659109
Lau11.5687144
Jacky11.368193
Pai11.166854
Kage11.166663
Shun11.166890
Lion11.568899
Wolf11.568991
Aoi11.065944
El Blaze11.065976
Jeffry11.066260
Sarah11.166655
Akira10.764453
Goh11.367659
Jean11.065931
Eileen10.260929
Vanessa10.864840
Lei Fei11.066124
Taka11.267432
Dural10.86504

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

Brad41172441.5%-9.3
Lau39231659.0%+12.7
Jacky34181652.9%-4.4
Pai27151255.6%-4.1
Kage26151157.7%+4.5
Shun26131350.0%-8.7
Lion24141058.3%+10.7
Wolf24121250.0%-4.2
Aoi23131056.5%+8.3
El Blaze2213959.1%+14.3
Jeffry2011955.0%+0.2
Sarah1910952.6%-0.6
Akira178947.1%+2.1
Goh1711664.7%+6.2
Jean135838.5%-10.9
Eileen128466.7%+18.0
Vanessa102820.0%-31.9
Lei Fei84450.0%-6.2
Taka83537.5%-22.1
Dural1010.0%-56.8

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 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

Rectangle55352063.6%+10.8
Octagon45232251.1%-1.5
Open44202445.5%-7.3
Single Wall44242054.5%+5.0
Breakable Half Fence41202148.8%-3.5
Breakable Full Fence37201754.0%+0.9
Full Fence35132237.1%-18.7
Low Fence34201458.8%+8.4
Half Fence31191261.3%+14.3
Full Fence and Open24111345.8%-9.2

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
Walls24453.3%52.6%+0.7
No walls12252.5%51.1%+1.4

Walls against open: -0.7 points (95% range -11.8 to +10.4), p 0.900 — 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

デネ (Rank 41)2026/10/1273442.9%
★闘将拉麵男★ (Rank 36)2026/09/1363350.0%
ハマラウ (Rank 42)2026/09/0652340.0%
寿司眼鉄 (Rank 36)2026/09/0673442.9%
cyomiko (Rank 41)2026/09/0564266.7%
jinmenusagi (Rank 43)2026/09/0563350.0%
ピーエス (Rank 39)2026/08/2265183.3%
P式截拳道こくとう (Rank 40)2026/08/2274357.1%
ダンプよっし~2.0 (Rank 39)2026/08/22660100.0%
VF劳模 (Rank 37)2026/08/2298188.9%
CLEARCARE (Rank 41)2026/08/22128466.7%
こんにちわアキラ (Rank 41)2026/08/21125741.7%
manatsu_7 (Rank 42)2026/08/17102820.0%
津古さん (Rank 38)2026/08/1754180.0%
グラウンド・ゼロ (Rank 39)2026/08/1762433.3%
いくお (Rank 43)2026/08/0272528.6%
hurikake1999 (Rank 37)2026/08/0284450.0%
GP (Rank 40)2026/08/0264266.7%
NEWTYPE (Rank 39)2026/07/20137653.9%
ぁ     やごろ (Rank 38)2026/07/2095455.6%
jikacho-Gigas (Rank 39)2026/07/1252340.0%
ikkyusaaan (Rank 40)2026/07/126060.0%
papermoon_7 (Rank 38)2026/06/0774357.1%
ゼータ(MSZ-006) (Rank 38)2026/05/2454180.0%
O-cha_GAMI-san-3 (Rank 22)2026/05/0665183.3%

Round openings

Every character

backdash into Jouho Senshou46P1277.8%
forward dash into evade up1136.9%
Rimon Chouchu66P into crouch dash forward1016.2%
backdash into evade up976.0%
Rimon Chouchu66P into evade down593.6%
backdash into Satei3K+G523.2%
crouch dash forward into throw escape452.8%
backdash into Karura4P+K442.7%
backdash into kickK342.1%
crouch dash forward into throwP+G322.0%
forward dash into throw escape322.0%
backdash into Chouzan Housui46P+K301.8%
crouch dash back into Jouho Touken6P281.7%
guardG into throw escape271.7%
Housui2P261.6%

246 further openings account for the other 783 rounds.

Counted from 401 of the 411 matches played. The rest were not pulled for openings.

Akira

Career
1,399–1,283 · 52.2%
This season
306 matches · 52.9%
Peak rank
42

First hit in 56.2% of 1,199 rounds. Won 54.3% of the rounds they struck first, 49.9% of the rounds they were struck first.

Significant Tells

  • Against Brad: waits first in 14.3% of rounds, against 2.3% against everyone else.
  • Against Jacky: opens with “backdash into 46P Jouho Senshou” in 20.0% of rounds, against 9.7% against everyone else.
  • After winning a round: opens with “66P Rimon Chouchu into crouch dash forward” in 10.4% of rounds, against 4.1% after losing one.

How is this tested?

backdash into Jouho Senshou46P12710.6%
Rimon Chouchu66P into crouch dash forward1018.4%
forward dash into evade up695.8%
backdash into evade up675.6%
Rimon Chouchu66P into evade down594.9%
backdash into Satei3K+G524.3%
backdash into kickK322.7%
backdash into Chouzan Housui46P+K302.5%
crouch dash back into Jouho Touken6P282.3%
Housui2P262.2%
backdash into forward movement252.1%
crouch dash forward into throwP+G242.0%
forward dash into Jouho Touken6P221.8%
forward dash into Yakuho Chouchu666P221.8%
Jouho Touken6P into crouch dash forward201.7%

135 further openings account for the other 497 rounds.

Counted from 296 of the 306 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
Lau10–9 · 53%3–5 · 38%too few to test
Jacky10–6 · 62%5–7 · 42%too few to test
Shun5–4 · 56%6–4 · 60%too few to test
Brad6–9 · 40%2–5 · 29%too few to test
Lion7–4 · 64%5–3 · 62%too few to test
Wolf3–4 · 43%3–2 · 60%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
277–173 · 61.6%
This season
80 matches · 50.0%
Peak rank
37

First hit in 50.6% of 320 rounds. Won 50.6% of the rounds they struck first, 48.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into Karura4P+K4413.7%
forward dash into evade up3410.6%
Tsukikage6K257.8%
crouch dash forward into throw escape195.9%
backdash into evade up185.6%
backdash into Soukyu46P123.7%
forward dash into throw escape123.7%
crouch dash forward into throwP+G82.5%
throw escape82.5%
Raikou3P into Denkou3PP72.2%
guardG into throw escape61.9%
Tsukikage6K into kickK51.6%
Ni'oudaoshi3K+G41.2%
Sune'uchi2P41.2%
backdash into throw escape41.2%

80 further openings account for the other 111 rounds.

Pai

Career
8–7 · 53.3%
This season
14 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into evade up812.9%
crouch dash forward into throw escape711.3%
backdash into evade up58.1%
forward dash into throw escape46.5%
Senchuken6P23.2%
backdash into Enbu Renkyaku6K+G23.2%
crouch dash back into guardG23.2%
forward dash into punchP23.2%
guardG into throw escape23.2%
throw escape23.2%
Chouho Soukasui66P+K11.6%
Enbu Renkyaku6K+G11.6%
Ensei KatanhekiP+K into Soukasui3P11.6%
Ensei SenpukyakuK+G into forward dash11.6%
Rikensui1P into forward movement11.6%

21 further openings account for the other 21 rounds.

Lau

Career
2–3 · 40.0%
This season
6 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up312.5%
backdash into punchP28.3%
crouch dash back into throw escape28.3%
crouch dash forward into throw escape28.3%
forward dash into throw escape28.3%
Fukko Kensou1P into Kosoushou46P14.2%
Souchuken2P14.2%
backdash into Junho Chushou33P14.2%
backdash into Kosoushou46P14.2%
backdash into Souko Reppa3P+K14.2%
backdash into Souko Sensou66P+K14.2%
crouch dash forward into Honshin Hekiken1P+K14.2%
down-back kick+guard1K+G into down-back kick1K14.2%
evade up into throw escape14.2%
forward dash into Souko Sensou66P+K14.2%

3 further openings account for the other 3 rounds.

Lion

Career
2–0 · 100.0%
This season
3 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up323.1%
Ukoushin46P+K17.7%
backdash into Banchu Renkanshu6PP17.7%
backdash into Kouho Hachihonsui44P+K17.7%
backdash into Kousoutai2K+G17.7%
backdash into Senshou Haiten44P17.7%
backdash into Sentai4K17.7%
backdash into Tanhikyaku46K17.7%
crouch dash back into Banchu Renkanshu6PP17.7%
crouch dash back into crouch17.7%
crouch into Katousui2P17.7%

Jacky

Career
3–1 · 75.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Bil Jee6P+K into backward movement111.1%
backdash into Slide Shuffle (Deflect)4P+K+G111.1%
backdash into Spin Heel Sword4K+G111.1%
backdash into Switch StepP+K+G111.1%
backdash into evade up111.1%
evade up into throw escape111.1%
forward dash into Bil Jee6P+K111.1%
forward dash into Standing Knee Kick Combo4KK111.1%
forward dash into evade up111.1%

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 (29 here; about 1.5 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: 3 of 15 tests hold up
  • Goh: 0 of 14 tests hold up
  • Pai: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)