VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ZR615C

  • Lau
  • Jacky
Career matches9,330
Career win rate46.9%
Round win rate47.2%
Peak rank27
Distinct opponents422
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1388 #2,711 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

Akira278,1453,8224,32346.9%
Lau251,15753562246.2%
Jacky2228141450.0%

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

3,080 of 4,163 rounds counted

8.4 inputs a second (506 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.65132,627
Lau7.9472376
Jacky7.444577

By opponent's character

Wolf8.4505400
Jacky8.5510313
Akira9.1544322
Jeffry8.3501199
Shun8.6513242
Aoi8.2492144
Sarah8.5511213
Pai8.6517134
Lion8.3500118
Lau8.6517155
Vanessa8.2489125
Goh8.2491114
El Blaze8.248974
Jean8.1488122
Kage7.847074
Brad8.5509102
Taka7.947462
Lei Fei8.350084
Eileen8.249065
Dural8.651418

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

Wolf117546346.1%+4.1
Jacky106584854.7%+9.2
Akira102465645.1%+1.7
Jeffry79324740.5%-10.1
Shun75334244.0%-1.1
Aoi66412562.1%+12.6
Sarah58292950.0%+3.0
Pai55213438.2%-4.2
Lion51242747.1%+9.5
Lau47242351.1%+4.0
Vanessa42172540.5%-10.4
Goh40142635.0%-16.5
El Blaze38182047.4%+1.3
Jean35102528.6%-14.5
Kage29121741.4%+0.6
Brad2791833.3%-4.1
Taka2581732.0%-13.0
Lei Fei23121152.2%+7.1
Eileen2191242.9%-3.7
Dural5050.0%-36.1

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Low Fence125586746.4%-1.3
Half Fence121546744.6%-1.1
Breakable Half Fence114377732.5%-14.2
Open106505647.2%+1.5
Single Wall103544952.4%+7.2
Full Fence100475347.0%+0.5
Rectangle95316432.6%-8.6
Breakable Full Fence92474551.1%+8.3
Octagon80404050.0%+3.0
Full Fence and Open58292950.0%+4.1

1 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
Walls60242.5%44.7%-2.2
No walls33448.5%46.5%+2.0

Walls against open: -4.2 points (95% range -10.6 to +2.2), p 0.196 — 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

HayanieMozu (Rank 22)2026/10/1485362.5%
たかティン (Rank 24)2026/10/1465183.3%
neco (Rank 21)2026/09/0795455.6%
ちょいそる (Rank 27)2026/09/0762433.3%
がんぴーさん【S.R.G.M】 (Rank 27)2026/09/0593633.3%
toothy-limb74 (Rank 24)2026/08/2564266.7%
a_h_i_k_o (Rank 26)2026/08/24135838.5%
nidone_55 (Rank 26)2026/08/0471614.3%
moga_moga24 (Rank 22)2026/07/2972528.6%
いそじぇい (Rank 25)2026/07/2963350.0%
crazy7infinty (Rank 28)2026/07/29113827.3%
tomiruri1120 (Rank 26)2026/07/1973442.9%
kupipi_ff11 (Rank 26)2026/06/2874357.1%
dalmax72 (Rank 21)2026/06/26128466.7%
★★★★★ (Rank 22)2026/06/2682625.0%
d0ragonryu721435 (Rank 26)2026/06/2672528.6%
へんたいラウ (Rank 24)2026/06/2663350.0%
豆次郎 (Rank 21)2026/06/2195455.6%
osaka_mouko4649 (Rank 24)2026/06/1063350.0%
Railly'25 (Rank 24)2026/06/08106460.0%
nagare004 (Rank 22)2026/05/30107370.0%
AgnusDei (Rank 24)2026/05/2763350.0%
あぶらこ (Rank 22)2026/05/2575271.4%
twinsshine (Rank 26)2026/05/1464266.7%
TakuAnn (Rank 24)2026/05/0675271.4%

Round openings

Every character

backdash into Jouho Senshou46P3679.1%
Rimon Chouchu66P3238.0%
backdash into Koboku214P3228.0%
forward movement into punchP2586.4%
Rimon Chouchu66P into forward dash2195.5%
forward dash into Jouho Senshou46P1373.4%
backdash into evade up1243.1%
forward dash into Souka Housui3P+K1032.6%
forward dash into Jouho Touken6P912.3%
Housui2P681.7%
backdash into punchP681.7%
guardG into Jouho Senshou46P681.7%
backdash into evade down571.4%
evade down into Jouho Senshou46P531.3%
backdash into Tenshin EngekishouP+K511.3%

374 further openings account for the other 1,712 rounds.

Counted from 1,003 of the 1,041 matches played. The rest were not pulled for openings.

Akira

Career
3,822–4,323 · 46.9%
This season
927 matches · 45.5%
Peak rank
27

First hit in 58.1% of 3,526 rounds. Won 50.0% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 29.0% of rounds, against 24.0% in their other rounds.
  • Against Lion: attacks straight away in 45.0% of rounds, against 23.9% against everyone else.
  • After opening the round before by attacking: backs off first in 41.6% of rounds, against 35.1% after anything else.
  • After the opponent opened the round before by backing off: moves in first in 29.1% of rounds, against 22.1% after anything else.
  • After winning a round: backs off first in 47.2% of rounds, against 26.9% after losing one.
  • When behind: attacks straight away in 30.3% of rounds, against 19.9% when ahead or level.
  • In round 1: opens with “forward movement into P punch” in 9.9% of rounds, against 4.7% in their other rounds.
  • Against Jeffry: opens with “forward movement into P punch” in 13.6% of rounds, against 5.2% against everyone else.
  • After opening the round before with “66P Rimon Chouchu into forward dash”: opens with “backdash into 214P Koboku” in 16.6% of rounds, against 10.7% after anything else.
  • After winning a round: opens with “backdash into 214P Koboku” in 15.0% of rounds, against 7.4% after losing one.
  • When behind: opens with “forward movement into P punch” in 6.5% of rounds, against 3.5% when ahead or level.

How is this tested?

backdash into Jouho Senshou46P36710.3%
Rimon Chouchu66P3239.1%
backdash into Koboku214P3229.0%
Rimon Chouchu66P into forward dash2196.1%
forward movement into punchP2136.0%
forward dash into Jouho Senshou46P1373.8%
backdash into evade up1113.1%
forward dash into Souka Housui3P+K1032.9%
forward dash into Jouho Touken6P912.5%
Housui2P681.9%
guardG into Jouho Senshou46P681.9%
backdash into punchP601.7%
evade down into Jouho Senshou46P531.5%
backdash into evade down501.4%
Rimon Chouchu66P into crouch dash forward481.4%

252 further openings account for the other 1,335 rounds.

Counted from 889 of the 927 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
Wolf17–33 · 34%26–16 · 62%-24.7
Jacky29–22 · 57%16–12 · 57%too few to test
Akira29–28 · 51%5–10 · 33%too few to test
Jeffry16–22 · 42%12–16 · 43%too few to test
Shun18–20 · 47%13–16 · 45%too few to test
Aoi20–16 · 56%10–2 · 83%too few to test
Pai11–20 · 35%5–9 · 36%too few to test
Sarah14–13 · 52%10–11 · 48%too few to test
Lion5–16 · 24%9–7 · 56%too few to test
Lau8–10 · 44%7–7 · 50%too few to test
El Blaze8–10 · 44%7–5 · 58%too few to test
Goh7–16 · 30%4–6 · 40%too few to test
Vanessa9–13 · 41%3–6 · 33%too few to test
Jean3–10 · 23%5–8 · 38%too few to test
Kage6–8 · 43%5–4 · 56%too few to test
Brad5–9 · 36%1–5 · 17%too few to test
Taka4–9 · 31%3–4 · 43%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.

38 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?

Lau

Career
535–622 · 46.2%
This season
94 matches · 39.4%
Peak rank
25

First hit in 51.3% of 372 rounds. Won 51.3% of the rounds they struck first, 39.2% of the rounds they were struck first.

Significant Tells

  • After opening the round before by moving in: backs off first in 56.9% of rounds, against 41.7% after anything else.
  • After winning a round: backs off first in 57.6% of rounds, against 35.8% after losing one.
  • Against Jacky: opens with “forward movement into P punch” in 24.6% of rounds, against 7.3% against everyone else.

How is this tested?

backdash into Tenshin EngekishouP+K5113.6%
forward movement into punchP3810.1%
backdash into Kosoushou46P184.8%
Shakashou3P into RenshouPP133.5%
Kosoushou46P into forward dash123.2%
punchP123.2%
forward movement into RenshouPP112.9%
crouch dash back into Kosoushou46P102.7%
backdash into evade up92.4%
RenshouPP into Renshou Senputai3PPK82.1%
backdash into Chisoutai2K+G82.1%
backdash into punchP82.1%
crouch into Chisoutai2K+G71.9%
Shakashou3P61.6%
guardG into evade down61.6%

98 further openings account for the other 159 rounds.

Jacky

Career
14–14 · 50.0%
This season
20 matches · 60.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP79.1%
backdash into evade down56.5%
Squat Straight2P45.2%
backdash into Spin Heel Sword4K+G45.2%
backdash into evade up45.2%
guardG45.2%
forward movement into Jab Double StraightPPP33.9%
Lightning Kick 12K+G22.6%
Slant Back Knuckle1P into Rage Kick1PK22.6%
backdash into Long Stride Back Knuckle4P+K22.6%
backdash into Middle Spin Kick46K+G22.6%
backdash into Slant Back Knuckle1P22.6%
backdash into Slide Shuffle (Deflect)4P+K+G22.6%
evade down22.6%
guardG into Dash Hammer Kick66K22.6%

29 further openings account for the other 30 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 (32 here; about 1.6 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: 11 of 18 tests hold up
  • Lau: 3 of 14 tests hold up
  • Jacky: not tested (too few rounds)