VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

Labrat

  • Lau
  • Jacky
  • Aoi
Career matches1,672
Career win rate52.1%
Round win rate54.1%
Peak rank27
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1427 #2,488 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

Akira—75038136950.8%
Lau2771339232155.0%
Jacky23173829147.4%
Wolf—2091145.0%
Aoi21168850.0%

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

260 of 268 rounds counted

7.9 inputs a second (476 a minute) this season. Faster than 70% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau8.0478240
Jacky7.444213
Aoi7.94757

By opponent's character

Akira8.148784
Kage7.746531
Pai7.947625
El Blaze6.94138
Lau8.249314
Lei Fei8.148415
Wolf7.545216
Jacky8.047913
Shun8.349913
Aoi8.048110
Eileen7.44479
Sarah7.64568
Taka7.64589
Goh8.04775

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

Akira2013765.0%+5.1
Kage85362.5%+12.8
Pai73442.9%-2.9
El Blaze43175.0%+14.5
Lau42250.0%-9.9
Lei Fei41325.0%-29.5
Wolf42250.0%-6.3
Jacky31233.3%-20.6
Shun32166.7%+2.2
Aoi21150.0%-9.6
Eileen21150.0%+2.5
Sarah21150.0%-16.3
Taka220100.0%+61.0
Goh1010.0%-46.8

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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

Octagon137653.9%+0.6
Open138561.5%+10.9
Single Wall116554.5%+0.1
Full Fence96366.7%-0.2
Rectangle72528.6%-17.8
Breakable Full Fence42250.0%-9.8
Low Fence42250.0%-10.6
Half Fence32166.7%+7.6
Full Fence and Open220100.0%+24.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls3652.8%56.2%-3.4
No walls2857.1%54.5%+2.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

kazukun-taka (Rank 27)2026/09/232020.0%
Tazza (Rank 28)2026/09/14110100.0%
こて (Rank 28)2026/09/141010.0%
osAnKIRA (Rank 23)2026/09/1443175.0%
さざび (Rank 29)2026/09/142020.0%
あ (Rank 23)2026/09/14220100.0%
ありがとナス (Rank 28)2026/09/142020.0%
ASSERT(m_pThink); (Rank 21)2026/09/14220100.0%
Insanerr (Rank 24)2026/09/13220100.0%
オオカミ (Rank 27)2026/09/1321150.0%
yasai (Rank 23)2026/09/13220100.0%
maeK55 (Rank 21)2026/09/132020.0%
JOHNFLOE (Rank 29)2026/09/121010.0%
Journie(つ⊙︿⊙)つ (Rank 28)2026/09/1132166.7%
めがね (Rank 26)2026/09/1121150.0%
triseball (Rank 25)2026/09/11220100.0%
maximum_miruchi (Rank 23)2026/09/1132166.7%
AiokometeZ (Rank 24)2026/09/1121150.0%
PKG (Rank 27)2026/09/11220100.0%
도룡밖에난몰라/RSA (Rank 24)2026/09/0864266.7%
オージ (Rank 27)2026/09/0851420.0%
たけし (Rank 25)2026/09/0821150.0%
格雷希欧 (Rank 23)2026/08/26330100.0%
ttfour@サラしかできないw (Rank 22)2026/05/3021150.0%
ズサ齋藤 (Rank 21)2026/05/04220100.0%

Round openings

Every character

crouch dash back into Kosoushou46P4416.4%
crouch dash forward into evade down3011.2%
backdash into evade up269.7%
crouch dash forward into guardG93.4%
crouch dash back into guardG72.6%
forward dash into evade up72.6%
Senchutai3K62.2%
crouch dash back into backward movement62.2%
backdash into Kensou4P51.9%
backward movement into evade up51.9%
crouch dash back into evade down51.9%
forward dash into throw escape51.9%
crouch dash forward into punchP41.5%
forward movement into crouch dash forward41.5%
backdash into Hi'en Renshou44PP31.1%

78 further openings account for the other 102 rounds.

Lau

Career
392–321 · 55.0%
This season
61 matches · 59.0%
Peak rank
27

First hit in 41.9% of 248 rounds. Won 58.6% of the rounds they struck first, 52.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into Kosoushou46P4417.7%
crouch dash forward into evade down249.7%
backdash into evade up239.3%
crouch dash forward into guardG93.6%
crouch dash back into guardG72.8%
forward dash into evade up72.8%
Senchutai3K62.4%
crouch dash back into backward movement62.4%
backdash into Kensou4P52.0%
backward movement into evade up52.0%
crouch dash back into evade down52.0%
forward dash into throw escape52.0%
crouch dash forward into punchP41.6%
forward movement into crouch dash forward41.6%
backdash into Hi'en Renshou44PP31.2%

68 further openings account for the other 91 rounds.

Jacky

Career
82–91 · 47.4%
This season
3 matches · 33.3%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into evade down538.5%
backdash into evade up215.4%
backdash into Side Hook Turn44P17.7%
backdash into Spin Heel Sword4K+G17.7%
crouch into backdash17.7%
forward dash into Lightning Back Knuckle3PPP17.7%
forward movement into Beat & Back KnuckleP+KP17.7%
no input17.7%

Aoi

Career
8–8 · 50.0%
This season
2 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up114.3%
backward movement into evade down114.3%
crouch dash forward into evade down114.3%
crouch into forward dash114.3%
crouch into kickK114.3%
evade up into crouch dash forward114.3%
forward movement into Ryoushi43P114.3%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Aoi: not tested (too few rounds)