VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

ChilePiquín

  • Goh
  • Lau
  • Shun
Career matches11,776
Career win rate50.3%
Round win rate54.9%
Peak rank37
Distinct opponents256
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1648 #1,058 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

Akira378,9604,5604,40050.9%
Shun291,8888821,00646.7%
Goh3092247444851.4%
Lau2663350.0%

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

3,969 of 4,325 rounds counted

5.7 inputs a second (342 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.03623,017
Goh4.7282904
Lau5.331832
Shun5.935216

By opponent's character

Brad5.9351462
Shun5.5330438
Pai5.8348287
Kage5.5331242
Aoi6.0358310
Sarah5.6333293
Lion5.6337279
Akira5.8348242
Jacky5.7344212
Wolf6.1365188
El Blaze5.5329169
Goh5.8350141
Lau5.8348116
Vanessa5.4324142
Jean5.2311122
Lei Fei6.1367102
Dural5.935272
Jeffry5.935362
Taka5.432164
Eileen6.136726

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

Brad124675754.0%-0.9
Shun124675754.0%+3.9
Pai85533262.4%-1.0
Kage84404447.6%+0.1
Aoi80522865.0%+6.4
Sarah78384048.7%-2.9
Lion72403255.6%+3.4
Akira70511972.9%+13.3
Jacky58243441.4%-11.4
Wolf53322160.4%+6.6
El Blaze43232053.5%-3.0
Goh39281171.8%+1.7
Lau38211755.3%+0.7
Vanessa36221461.1%+1.7
Jean35181751.4%-14.8
Lei Fei34231167.7%+1.0
Dural1861233.3%-26.9
Jeffry1881044.4%-17.2
Taka1661037.5%-5.9
Eileen64266.7%-1.8

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Octagon132735955.3%+0.4
Single Wall123675654.5%-1.3
Breakable Half Fence115635254.8%-2.2
Low Fence115674858.3%-1.2
Breakable Full Fence112684460.7%-1.8
Rectangle108634558.3%+8.4
Half Fence107624557.9%+3.3
Open107545350.5%+0.5
Full Fence91494253.9%-1.2
Full Fence and Open47272057.5%-9.8

0 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
Walls66556.8%55.8%+1.0
No walls34554.5%55.1%-0.6

Walls against open: +1.6 points (95% range -4.5 to +7.8), p 0.604 — 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

Da-Goat-Pawn (Rank 33)2026/10/18137653.9%
MashPotatoTower (Rank 28)2026/10/17127558.3%
UltraSeBassツ (Rank 36)2026/10/141721511.8%
leefung._ (Rank 32)2026/10/14139469.2%
BFGC|McMoney (Rank 36)2026/10/11128466.7%
avery (Rank 33)2026/10/11148657.1%
Mr_LoverMan85 (Rank 32)2026/10/10137653.9%
Jason_Elbow (Rank 34)2026/10/021731417.6%
5CRUBL1FE (Rank 31)2026/10/02127558.3%
y2d (Rank 42)2026/09/24191185.3%
evoyd (Rank 33)2026/09/231871138.9%
suna19 (Rank 32)2026/09/13134930.8%
I'monlysleeping (Rank 36)2026/09/10138561.5%
onuelito (Rank 38)2026/09/082261627.3%
RushdownTurtle(RDT) (Rank 37)2026/09/06136746.1%
Pudding (Rank 41)2026/08/231551033.3%
Crawlman (Rank 36)2026/07/31145935.7%
Nate__theRipper (Rank 39)2026/07/301421214.3%
live4eva_ (Rank 41)2026/07/281541126.7%
BLACKSTAR (Rank 41)2026/07/262171433.3%
JINXHAND (Rank 32)2026/07/2312120100.0%
xChimerax (Rank 33)2026/07/21116554.5%
SC1_Signia (Rank 37)2026/07/20114736.4%
Setsuna_X (Rank 39)2026/07/18189950.0%
ChiefRocka (Rank 30)2026/05/25147750.0%

Round openings

Every character

crouch dash back into guardG81019.6%
Rimon Chouchu66P3488.4%
crouch dash forward into guardG2957.1%
Chouyoushu1P1894.6%
evade up into Jouho Touken6P1724.2%
backdash into evade down1533.7%
backdash into Jouho Touken6P1152.8%
crouch dash back into Sokutai3K842.0%
evade down into guardG842.0%
evade down into Jouho Touken6P832.0%
crouch dash back into Jouho Senshou46P791.9%
crouch dash back into Chouyoushu1P741.8%
evade up551.3%
crouch dash back into evade down491.2%
crouch dash forward into Housui2P491.2%

241 further openings account for the other 1,502 rounds.

Counted from 1,062 of the 1,111 matches played. The rest were not pulled for openings.

Akira

Career
4,560–4,400 · 50.9%
This season
874 matches · 57.5%
Peak rank
37

First hit in 54.2% of 3,253 rounds. Won 59.0% of the rounds they struck first, 52.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 56.6% of rounds, against 36.7% in their other rounds.
  • Against Akira: moves in first in 21.3% of rounds, against 12.1% against everyone else.
  • After opening the round before by evading: attacks straight away in 30.6% of rounds, against 24.3% after anything else.
  • After losing a round: attacks straight away in 36.6% of rounds, against 16.7% after winning one.
  • When behind: attacks straight away in 34.3% of rounds, against 21.7% when ahead or level.
  • In round 1: opens with “crouch dash back into G guard” in 35.0% of rounds, against 11.8% in their other rounds.
  • Against Pai: opens with “evade up into 6P Jouho Touken” in 11.3% of rounds, against 4.7% against everyone else.
  • After opening the round before with “crouch dash forward into G guard”: opens with “crouch dash forward into G guard” in 10.3% of rounds, against 5.6% after anything else.
  • After losing a round: opens with “66P Rimon Chouchu” in 18.5% of rounds, against 8.3% after winning one.
  • When behind: opens with “66P Rimon Chouchu” in 17.6% of rounds, against 11.0% when ahead or level.

How is this tested?

crouch dash back into guardG58817.8%
Rimon Chouchu66P34810.5%
crouch dash forward into guardG2307.0%
Chouyoushu1P1895.7%
evade up into Jouho Touken6P1725.2%
backdash into evade down1394.2%
backdash into Jouho Touken6P1153.5%
crouch dash back into Sokutai3K842.5%
evade down into Jouho Touken6P832.5%
crouch dash back into Jouho Senshou46P792.4%
evade down into guardG772.3%
crouch dash back into Chouyoushu1P742.2%
crouch dash forward into Housui2P491.5%
evade up into Rimon Chouchu66P441.3%
evade up into forward dash441.3%

147 further openings account for the other 996 rounds.

Counted from 854 of the 874 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
Brad46–37 · 55%11–7 · 61%too few to test
Shun31–25 · 55%15–5 · 75%too few to test
Kage18–17 · 51%11–15 · 42%too few to test
Akira33–8 · 80%11–9 · 55%too few to test
Sarah23–16 · 59%2–11 · 15%too few to test
Pai19–14 · 58%12–5 · 71%too few to test
Aoi28–12 · 70%9–4 · 69%too few to test
Wolf22–13 · 63%8–8 · 50%too few to test
Lion10–6 · 62%10–9 · 53%too few to test
Jacky4–9 · 31%16–12 · 57%too few to test
Goh16–8 · 67%4–3 · 57%too few to test
Lau10–8 · 56%4–6 · 40%too few to test
Lei Fei12–5 · 71%6–0 · 100%too few to test
El Blaze8–4 · 67%5–9 · 36%too few to test
Jean4–7 · 36%7–3 · 70%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.

20 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
474–448 · 51.4%
This season
226 matches · 50.4%
Peak rank
30

First hit in 45.5% of 782 rounds. Won 55.6% of the rounds they struck first, 46.7% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 28.4% of rounds, against 17.8% in their other rounds.
  • After losing a round: moves in first in 23.3% of rounds, against 11.7% after winning one.
  • When behind: moves in first in 25.7% of rounds, against 13.0% when ahead or level.
  • In round 1: opens with “crouch dash back into G guard” in 38.6% of rounds, against 22.7% in their other rounds.

How is this tested?

crouch dash back into guardG20926.7%
crouch dash forward into guardG638.1%
crouch dash back into Shouzuka Okuri1P+K445.6%
evade up into Shouzuka Okuri1P+K395.0%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G222.8%
evade up into crouch dash back192.4%
Raikou3P into Denkou3PP182.3%
evade up182.3%
evade up into evade down182.3%
Maegeri3K into Batousatsu3KP162.0%
crouch dash forward into Jibishou3P+K151.9%
crouch dash back141.8%
crouch dash back into evade down141.8%
crouch dash forward into Shouzuka Okuri1P+K141.8%
evade up into guardG141.8%

82 further openings account for the other 245 rounds.

Counted from 197 of the 226 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun7–20 · 26%2–2 · 50%too few to test
Pai11–4 · 73%3–3 · 50%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.

29 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
3–3 · 50.0%
This season
7 matches · 42.9%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash back into guardG1134.4%
evade up into Souko Reppa3P+K26.2%
Kosoushou46P13.1%
Risensou46P+K13.1%
Senchutai3K13.1%
Souko Reppa3P+K13.1%
Touku Kosenkyaku9K13.1%
backdash into evade down13.1%
crouch dash back into Chugeki6P13.1%
crouch dash back into Kosoushou46P13.1%
crouch dash back into Souko Reppa3P+K13.1%
crouch dash back into Tenshin EngekishouP+K13.1%
crouch dash forward into Kosoushou46P13.1%
crouch dash forward into Souchuken2P13.1%
crouch dash forward into guardG13.1%

6 further openings account for the other 6 rounds.

Shun

Career
882–1,006 · 46.7%
This season
4 matches · 75.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

offensive move531.2%
crouch dash back into guardG212.5%
Dokuritsu Kanpai46P+K16.2%
Dokuritsu Kanpai46P+K into Saishu RenkangekiPPP16.2%
Toukyaku6K+G16.2%
crouch dash forward into Fukuchougeki2P16.2%
crouch dash forward into Gyousentai2K16.2%
crouch dash forward into guardG16.2%
evade up into Tenshin Souchushou6P+K16.2%
evade up into Toukyaku6K+G16.2%
evade up into guardG16.2%

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 (35 here; about 1.8 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: 10 of 18 tests hold up
  • Goh: 4 of 17 tests hold up
  • Lau: not tested (too few rounds)
  • Shun: not tested (too few rounds)