VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

もっこり

  • Kage
Career matches8,196
Career win rate48.8%
Round win rate48.0%
Peak rank36
Distinct opponents333
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1630 #1,162 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

Akira368,0953,9614,13448.9%
Kage26101425941.6%

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

5,405 of 6,126 rounds counted

13.0 inputs a second (779 a minute) this season. Faster than 100% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira13.07795,405

By opponent's character

Jacky12.9777568
Akira12.9777446
Lau13.1785402
Lion12.8770420
Kage12.8768389
Brad12.7763390
Shun13.1786300
Jeffry13.1784318
Wolf13.5811302
Pai13.0780255
Jean13.4802261
Lei Fei13.0780208
Sarah12.8768199
El Blaze13.0778193
Goh13.3796171
Vanessa12.8770136
Aoi12.8769114
Eileen12.3741154
Taka13.2791121
Dural12.574858

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

Jacky152718146.7%-1.0
Akira123566745.5%-1.8
Lau113466740.7%-4.2
Lion111466541.4%-3.9
Kage105446141.9%-3.0
Brad103564754.4%+11.6
Shun92326034.8%-5.1
Jeffry85454052.9%+4.7
Wolf83404348.2%-5.7
Pai80413951.2%+4.0
Jean73363749.3%+4.5
Lei Fei70274338.6%-4.2
Sarah55292652.7%+2.6
El Blaze54233142.6%-5.6
Goh47232448.9%+3.5
Vanessa45232251.1%+6.0
Aoi36171947.2%+2.1
Eileen36162044.4%+1.0
Taka29151451.7%+9.6
Dural2091145.0%-6.6

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Fence182859746.7%+1.4
Open165679840.6%-3.3
Half Fence164739144.5%-2.3
Octagon154668842.9%-5.0
Single Wall151797252.3%+7.0
Breakable Half Fence149707947.0%-0.6
Rectangle135627345.9%-0.6
Breakable Full Fence132597344.7%-1.6
Full Fence127685953.5%+8.1
Full Fence and Open71294240.9%-3.0

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
Walls86146.2%46.7%-0.5
No walls49846.4%45.0%+1.4

Walls against open: -1.9 points (95% range -7.3 to +3.5), p 0.494 — 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

のみ (Rank 33)2026/10/18125741.7%
xu.simon29 (Rank 36)2026/10/15115645.5%
SAZABI (Rank 35)2026/10/15134930.8%
ぱりぱり (Rank 40)2026/10/141321115.4%
akira__9633 (Rank 32)2026/10/14138561.5%
elpopo_3378 (Rank 37)2026/10/14114736.4%
marchan-87 (Rank 37)2026/10/1432141843.8%
Mochi/かしわもち (Rank 38)2026/10/13113827.3%
躑躅 (Rank 36)2026/10/121551033.3%
ayunii216 (Rank 35)2026/10/12168850.0%
REDdog.狂犬 (Rank 33)2026/10/11138561.5%
ぁ     やごろ (Rank 36)2026/10/111711664.7%
漂泊の民回線ジプシー (Rank 37)2026/10/09129375.0%
★闘将拉麵男★ (Rank 38)2026/10/0933141942.4%
atototto1000 (Rank 39)2026/10/051951426.3%
yossystanp-ussa (Rank 35)2026/10/041410471.4%
umiyama_kai (Rank 35)2026/09/2623121152.2%
kzkm92678 (Rank 37)2026/09/22116554.5%
jikacho-Gigas (Rank 41)2026/09/182281436.4%
JKSTW(SEGAWORLD大亞店) (Rank 34)2026/09/0427161159.3%
五寸釘くん (Rank 35)2026/08/251771041.2%
マクシミリアン15世 (Rank 33)2026/08/0538231560.5%
タマ@鳴潮民 (Rank 34)2026/07/24137653.9%
ヒ・ジハー (Rank 36)2026/06/20145935.7%
教えたがりおじさん (Rank 35)2026/06/14113827.3%

Round openings

Every character

backdash into evade up3827.5%
crouch dash back into Jouho Touken6P3657.2%
backdash into Sokutai3K3476.8%
backdash into Jouho Senshou46P3106.1%
backdash into evade down3076.0%
backdash into Koboku214P2474.9%
Rimon Chouchu66P into forward dash2384.7%
forward dash into Jouho Touken6P1803.5%
Jouho Touken6P into forward dash1232.4%
backdash into Goko Shutsudou3K+GP1212.4%
backdash into Satei3K+G1132.2%
backdash into punchP1102.2%
backdash into throwP+G861.7%
Rimon Chouchu66P631.2%
forward dash into forward punch+kick6P+K601.2%

294 further openings account for the other 2,027 rounds.

Counted from 1,253 of the 1,512 matches played. The rest were not pulled for openings.

Akira

Career
3,961–4,134 · 48.9%
This season
1,459 matches · 46.1%
Peak rank
36

First hit in 53.2% of 4,822 rounds. Won 51.9% of the rounds they struck first, 44.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 72.6% of rounds, against 63.0% in their other rounds.
  • Against Akira: backs off first in 83.2% of rounds, against 63.5% against everyone else.
  • On Rectangle stages: moves in first in 19.5% of rounds, against 13.5% on the other stages.
  • After opening the round before by backing off: backs off first in 65.5% of rounds, against 58.1% after anything else.
  • After losing a round: backs off first in 77.2% of rounds, against 47.9% after winning one.
  • When behind: backs off first in 73.3% of rounds, against 55.7% when ahead or level.
  • In round 1: opens with “crouch dash back into 6P Jouho Touken” in 12.8% of rounds, against 5.7% in their other rounds.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 17.7% of rounds, against 5.2% against everyone else.
  • On Rectangle stages: opens with “crouch dash back into 6P Jouho Touken” in 15.9% of rounds, against 6.8% on the other stages.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 15.4% of rounds, against 5.0% after anything else.
  • After losing a round: opens with “backdash into 3K Sokutai” in 10.4% of rounds, against 3.5% after winning one.
  • When behind: opens with “backdash into 3K Sokutai” in 10.5% of rounds, against 5.1% when ahead or level.
  • After being hit first in the round before: opens with “backdash into 46P Jouho Senshou” in 7.7% of rounds, against 4.8% after landing the first hit.

How is this tested?

backdash into evade up3757.7%
crouch dash back into Jouho Touken6P3657.5%
backdash into Sokutai3K3477.1%
backdash into Jouho Senshou46P3106.4%
backdash into evade down3066.3%
backdash into Koboku214P2475.1%
Rimon Chouchu66P into forward dash2384.9%
forward dash into Jouho Touken6P1803.7%
Jouho Touken6P into forward dash1232.5%
backdash into Goko Shutsudou3K+GP1212.5%
backdash into Satei3K+G1132.3%
backdash into punchP1052.2%
backdash into throwP+G861.8%
Rimon Chouchu66P631.3%
forward dash into forward punch+kick6P+K601.2%

235 further openings account for the other 1,833 rounds.

Counted from 1,200 of the 1,459 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
Jacky39–48 · 45%20–18 · 53%-7.3
Akira28–36 · 44%20–18 · 53%-13.0
Lion21–28 · 43%14–21 · 40%+2.8
Brad32–24 · 57%9–7 · 56%too few to test
Lau15–36 · 29%8–12 · 40%too few to test
Kage17–21 · 45%11–13 · 46%too few to test
Jeffry23–18 · 56%15–13 · 54%too few to test
Wolf17–19 · 47%16–14 · 53%too few to test
Pai20–16 · 56%9–16 · 36%too few to test
Lei Fei16–14 · 53%4–14 · 22%too few to test
Jean17–9 · 65%12–11 · 52%too few to test
Shun14–25 · 36%5–6 · 45%too few to test
Sarah13–10 · 57%6–9 · 40%too few to test
Vanessa7–13 · 35%14–8 · 64%too few to test
El Blaze10–16 · 38%6–5 · 55%too few to test
Goh13–13 · 50%3–2 · 60%too few to test
Aoi11–7 · 61%5–8 · 38%too few to test
Eileen5–3 · 62%6–8 · 43%too few to test
Taka7–6 · 54%6–3 · 67%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.

259 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?

Kage

Career
42–59 · 41.6%
This season
53 matches · 41.5%
Peak rank
26

First hit in 52.9% of 206 rounds. Won 49.5% of the rounds they struck first, 38.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P2813.5%
backward movement into Nagiharai6P+K136.3%
Hagakure-ryu In Raijingeki46P+K104.8%
backdash into Nakageri3K83.9%
crouch dash forward into Fusenjin3P83.9%
backdash into evade up73.4%
Rasen4P into Rasen Urageri4PK52.4%
backdash into punchP52.4%
crouch dash forward into evade down52.4%
punchP52.4%
backdash into Rasen Fujin3KP41.9%
backdash into Tsumujigeri2K+G41.9%
crouch dash back into evade down41.9%
evade down into punchP41.9%
Hiji'uchi6P into crouch dash forward31.4%

66 further openings account for the other 94 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 (17 here; about 0.9 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: 13 of 17 tests hold up
  • Kage: not tested (too few rounds)