VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

juste

  • Kage
Career matches6,351
Career win rate49.2%
Round win rate50.4%
Peak rank33
Distinct opponents778
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1510 #1,941 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

Akira336,3483,1213,22749.2%
Kage631233.3%

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

12,917 of 12,946 rounds counted

7.8 inputs a second (469 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira7.846912,917

By opponent's character

Akira8.04781,677
Jacky7.94771,519
Wolf7.84711,245
Pai7.9472747
Shun7.9476681
Sarah7.7461711
Jeffry7.7462685
Lau7.8467651
Goh8.0479623
Lei Fei7.9472598
Kage7.4446561
Jean7.7463520
Lion7.8469522
Aoi7.7460520
Brad7.9475471
Vanessa7.9472377
El Blaze7.6455322
Taka7.2434198
Eileen7.5448169
Dural7.6454120

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

Akira41320121248.7%-3.0
Jacky37620417254.3%+4.0
Wolf30514815748.5%-2.8
Pai1861147261.3%+10.9
Shun174868849.4%-2.1
Sarah173947954.3%+4.2
Jeffry170908052.9%+2.2
Lau162847851.9%+3.2
Goh156807651.3%+0.9
Lei Fei145816455.9%+6.9
Kage139617843.9%-4.7
Jean130508038.5%-9.6
Lion127745358.3%+7.5
Aoi125725357.6%+7.2
Brad117536445.3%-3.3
Vanessa94346036.2%-13.1
El Blaze81374445.7%-5.4
Taka51262551.0%-1.4
Eileen43142932.6%-20.6
Dural2962320.7%-23.9

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Open35117617550.1%+0.3
Full Fence34217716551.8%+2.0
Single Wall33616417248.8%-1.9
Half Fence33115717447.4%-3.2
Low Fence32816016848.8%-1.7
Breakable Half Fence31315715650.2%+0.1
Octagon30516913655.4%+5.6
Rectangle29815214651.0%+0.5
Breakable Full Fence26913213749.1%-2.8
Full Fence and Open144707448.6%-1.6

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
Walls1,85850.8%50.4%+0.4
No walls1,01549.3%50.3%-1.0

Walls against open: +1.4 points (95% range -2.6 to +5.3), p 0.506 — 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

orz (Rank 29)2026/10/1750272354.0%
こて (Rank 29)2026/10/161612475.0%
chileung18 (Rank 30)2026/10/1633161748.5%
무파ZeroBlue (Rank 34)2026/10/162081240.0%
takeyan5608 (Rank 30)2026/10/161610662.5%
handon-san- (Rank 30)2026/10/1623111247.8%
ma_hime1007 (Rank 33)2026/10/15167943.8%
44884 (Rank 29)2026/10/152191242.9%
hahaha (Rank 29)2026/10/1537231462.2%
Bird-Tat (Rank 33)2026/10/13158753.3%
銀 (Rank 30)2026/10/1324111345.8%
gin-chaman (Rank 29)2026/10/1334211361.8%
satoru5110 (Rank 29)2026/10/122191242.9%
BANANA (Rank 29)2026/10/122720774.1%
elf4sale (Rank 31)2026/10/101761135.3%
calmknight[냠냠] (Rank 29)2026/10/0330161453.3%
방가방가 (Rank 31)2026/09/291761135.3%
ShieldHolder (Rank 28)2026/09/192315865.2%
NORESPECT (Rank 28)2026/09/152361726.1%
maruneru-_-khs (Rank 28)2026/09/1525111444.0%
be-shedded (Rank 30)2026/09/13178947.1%
ER_higante (Rank 29)2026/09/081881044.4%
gimoring (Rank 27)2026/08/292418675.0%
Varsity0326 (Rank 27)2026/08/251512380.0%
HiHo-HiHo_daho (Rank 29)2026/07/271961331.6%

Round openings

Every character

forward movement into punchP2,33321.4%
backdash into guardG1,65615.2%
crouch dash back into Koboku214P8668.0%
crouch dash back into backward movement6706.2%
backdash into Jouho Senshou46P3833.5%
forward dash into Jouho Touken6P3323.0%
backdash into Koboku214P3112.9%
backdash into Souka Housui3P+K2772.5%
backdash into Jouho Touken6P2041.9%
backdash1991.8%
crouch dash back into backdash1971.8%
forward movement into KansuitaiPK1771.6%
backdash into backward movement1621.5%
backdash into throw escape1361.2%
Rimon Chouchu66P1171.1%

265 further openings account for the other 2,857 rounds.

Counted from 2,684 of the 3,196 matches played. The rest were not pulled for openings.

Akira

Career
3,121–3,227 · 49.2%
This season
3,195 matches · 50.3%
Peak rank
33

First hit in 54.2% of 10,787 rounds. Won 53.3% of the rounds they struck first, 46.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 75.3% of rounds, against 54.0% in their other rounds.
  • Against Lion: moves in first in 44.1% of rounds, against 29.3% against everyone else.
  • On Rectangle stages: moves in first in 37.3% of rounds, against 29.2% on the other stages.
  • After opening the round before by waiting: waits first in 7.4% of rounds, against 3.3% after anything else.
  • After losing a round: moves in first in 37.7% of rounds, against 32.2% after winning one.
  • When behind: moves in first in 38.7% of rounds, against 33.2% when ahead or level.
  • In round 2: opens with “forward movement into P punch” in 28.2% of rounds, against 19.2% in their other rounds.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 10.3% of rounds, against 2.5% against everyone else.
  • On Rectangle stages: opens with “forward movement into P punch” in 26.0% of rounds, against 21.0% on the other stages.
  • After opening the round before with “backdash into 46P Jouho Senshou”: opens with “backdash into 46P Jouho Senshou” in 9.2% of rounds, against 2.3% after anything else.
  • After losing a round: opens with “forward movement into P punch” in 30.6% of rounds, against 22.6% after winning one.
  • When behind: opens with “forward movement into P punch” in 31.4% of rounds, against 24.2% when ahead or level.

How is this tested?

forward movement into punchP2,33321.5%
backdash into guardG1,65615.2%
crouch dash back into Koboku214P8668.0%
crouch dash back into backward movement6706.2%
backdash into Jouho Senshou46P3833.5%
forward dash into Jouho Touken6P3323.0%
backdash into Koboku214P3112.9%
backdash into Souka Housui3P+K2772.5%
backdash into Jouho Touken6P2041.9%
backdash1991.8%
crouch dash back into backdash1971.8%
forward movement into KansuitaiPK1771.6%
backdash into backward movement1621.5%
backdash into throw escape1361.2%
Rimon Chouchu66P1171.1%

262 further openings account for the other 2,853 rounds.

Counted from 2,683 of the 3,195 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
Akira118–112 · 51%48–55 · 47%+6.2
Jacky97–89 · 52%53–42 · 56%-3.8
Wolf62–64 · 49%44–63 · 41%+8.7
Sarah45–32 · 58%29–27 · 52%+7.2
Jeffry51–39 · 57%27–22 · 55%-1.7
Shun44–45 · 49%19–24 · 44%+7.1
Goh36–37 · 49%31–29 · 52%-1.3
Pai47–31 · 60%26–13 · 67%-9.7
Lei Fei40–34 · 54%16–13 · 55%too few to test
Jean28–44 · 39%14–18 · 44%-5.5
Lau35–42 · 45%13–14 · 48%too few to test
Lion36–25 · 59%21–15 · 58%+1.7
Brad28–38 · 42%15–13 · 54%too few to test
Kage30–24 · 56%16–21 · 43%+11.5
Aoi30–22 · 58%15–11 · 58%too few to test
Vanessa20–33 · 38%5–16 · 24%too few to test
El Blaze20–30 · 40%7–4 · 64%too few to test
Taka12–14 · 46%12–10 · 55%too few to test
Eileen5–14 · 26%5–8 · 38%too few to test
Dural3–10 · 23%1–9 · 10%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.

512 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
1–2 · 33.3%
This season
1 matches · 100.0%
Peak rank
6

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Furikakato OtoshiK+G250.0%
backdash into Gen'you4K+G125.0%
backdash into Kodachinuki4K125.0%

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 (18 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: 12 of 18 tests hold up
  • Kage: not tested (too few rounds)