VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

CastellaRecipe

  • Sarah
  • Lau
Career matches535
Career win rate61.7%
Round win rate52.6%
Peak rank30
Distinct opponents34
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1531 #1,805 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

Akira3041825016859.8%
Sarah2586572966.3%
Lau243123874.2%
Pai—000—

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

295 of 312 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.4446185
Sarah6.237091
Lau6.538819

By opponent's character

Goh7.042337
Jean7.243423
Wolf6.539033
Akira7.243231
Jeffry6.639629
Lau6.941623
Brad7.142618
Jacky7.343611
Pai7.846619
Taka6.539318
Aoi7.947613
Shun7.243214
El Blaze6.94168
Sarah6.136410
Kage7.04225
Lei Fei6.13643

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

Goh92722.2%-21.7
Jean96366.7%+19.8
Wolf95455.6%+10.0
Akira76185.7%+32.7
Jeffry71614.3%-49.2
Lau65183.3%+24.2
Brad54180.0%+27.1
Jacky52340.0%-16.6
Pai42250.0%-2.5
Taka4040.0%-42.4
Aoi32166.7%-5.3
Shun330100.0%+37.9
El Blaze220100.0%+44.0
Sarah2020.0%-73.3
Kage1010.0%-44.7
Lei Fei110100.0%+35.9

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

Full Fence and Open112918.2%-44.8
Octagon118372.7%+24.1
Breakable Full Fence104640.0%-2.7
Half Fence82625.0%-39.0
Open87187.5%+37.1
Low Fence75271.4%+11.2
Breakable Half Fence63350.0%-1.5
Single Wall64266.7%+19.0
Rectangle53260.0%+2.6
Full Fence220100.0%+38.9

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
Walls4252.4%52.3%+0.1
No walls2176.2%55.1%+21.1

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

ppp_ppp_pppk (Rank 30)2026/10/0331233.3%
무파ZeroBlue (Rank 26)2026/10/0332166.7%
TERA (Rank 28)2026/10/032020.0%
elf4sale (Rank 31)2026/10/02220100.0%
tatsuya_doragon8741 (Rank 31)2026/09/3052340.0%
48歳技覚えられないよ (Rank 27)2026/09/2921150.0%
NORESPECT (Rank 32)2026/09/1252340.0%
Sinabro (Rank 30)2026/09/12220100.0%
ケイメイざとぅ (Rank 28)2026/09/12220100.0%
yuzu (Rank 29)2026/09/0421150.0%
mitorakujo (Rank 27)2026/09/04220100.0%
osAnKIRA (Rank 22)2026/08/30330100.0%
サーちゃん (Rank 22)2026/08/252020.0%
lemon-sour (Rank 26)2026/08/2531233.3%
super_style (Rank 23)2026/08/22220100.0%
Wonda15426 (Rank 27)2026/08/2231233.3%
PKG (Rank 28)2026/08/222020.0%
uribo (Rank 26)2026/08/2253260.0%
naowai (Rank 22)2026/08/22220100.0%
Hypertension (Rank 32)2026/07/2221150.0%
jiwoonpk (Rank 32)2026/07/222020.0%
滝太郎(Takitarou) (Rank 30)2026/07/062020.0%
めかざわ (Rank 25)2026/07/064040.0%
入れ込むかもしれない (Rank 27)2026/05/07220100.0%
sby (Rank 30)2026/05/0732166.7%

Round openings

Every character

backdash into guardG3310.6%
backdash into evade up299.3%
guardG185.8%
forward movement into punchP144.5%
backdash into Youhou33P113.5%
backdash into Dragon Smash Cannon1K92.9%
guardG into forward dash92.9%
guardG into punchP92.9%
Housui2P72.2%
Housui2P into forward dash72.2%
backdash into crouch72.2%
punchP72.2%
backdash into evade down61.9%
forward dash into Jouho Touken6P61.9%
guardG into evade up61.9%

89 further openings account for the other 134 rounds.

Akira

Career
250–168 · 59.8%
This season
49 matches · 51.0%
Peak rank
30

First hit in 50.5% of 198 rounds. Won 61.0% of the rounds they struck first, 41.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2110.4%
forward movement into punchP136.4%
backdash into Youhou33P115.5%
guardG94.5%
guardG into forward dash94.5%
guardG into punchP84.0%
Housui2P73.5%
Housui2P into forward dash73.5%
backdash into evade down63.0%
forward dash into Jouho Touken6P63.0%
guardG into evade up63.0%
punchP63.0%
backdash into guardG52.5%
backdash into throwP+G42.0%
crouch dash forward into evade down42.0%

60 further openings account for the other 80 rounds.

Sarah

Career
57–29 · 66.3%
This season
23 matches · 47.8%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG2628.6%
backdash into Dragon Smash Cannon1K99.9%
guardG88.8%
backdash into evade up77.7%
backdash into crouch66.6%
backdash into Snap Side Chop3P33.3%
backdash into punchP33.3%
guardG into backdash33.3%
guardG into evade down33.3%
punchP into Jab StraightPP33.3%
Jab StraightPP into Flash Piston PunchPPP22.2%
throwP+G22.2%
Dragon Smash Cannon1K11.1%
Dragon Smash Cannon1K into punchP11.1%
Long Snap Side Chop3P+K11.1%

13 further openings account for the other 13 rounds.

Lau

Career
23–8 · 74.2%
This season
5 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kensou4P210.5%
backdash into Souko Reppa3P+K210.5%
backdash into guardG210.5%
crouch into Shakashou3P210.5%
backdash into Sako Soushou4P+K15.3%
backdash into backward movement15.3%
backdash into evade up15.3%
crouch15.3%
crouch into Junho Renshou33PP15.3%
forward movement into punchP15.3%
guardG15.3%
guardG into Kensou4P15.3%
guardG into Sako Soushou4P+K15.3%
guardG into crouch15.3%
punchP15.3%

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

  • Akira: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Lau: not tested (too few rounds)