VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Akira

Uevo

  • Kage
Career matches583
Career win rate49.6%
Round win rate46.7%
Peak rank24
Distinct opponents58
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1314 #3,065 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

Akira2454226627649.1%
Kage2141231856.1%

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

592 of 593 rounds counted

8.1 inputs a second (488 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.2491544
Kage7.544848

By opponent's character

Akira8.6513134
Shun7.142864
Aoi8.450554
Jacky8.853140
Kage7.746234
Sarah7.041840
Lion7.847130
El Blaze8.249428
Brad7.846526
Taka8.953630
Jean8.450621
Jeffry7.746119
Eileen8.249314
Goh7.846816
Pai9.456611
Vanessa8.148412
Lau9.15448
Wolf9.25548
Lei Fei10.76403

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

Akira33181554.5%+11.6
Shun169756.2%+8.5
Aoi137653.9%+4.1
Jacky113827.3%-17.9
Kage108280.0%+13.9
Sarah102820.0%-28.3
Lion91811.1%-19.9
El Blaze84450.0%+8.8
Brad75271.4%+26.2
Taka73442.9%+1.1
Jean6060.0%-41.5
Jeffry52340.0%-18.6
Eileen43175.0%+22.1
Goh43175.0%+21.0
Pai3030.0%-30.1
Vanessa3030.0%-49.4
Lau21150.0%+0.1
Wolf220100.0%+52.0
Lei Fei110100.0%+58.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Half Fence2561924.0%-19.2
Breakable Full Fence2315865.2%+8.4
Full Fence2011955.0%+9.8
Octagon1871138.9%-7.3
Rectangle169756.2%+9.0
Open135838.5%-3.2
Low Fence114736.4%-5.1
Breakable Half Fence107370.0%+16.9
Single Wall84450.0%-2.3
Full Fence and Open52340.0%+1.6

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
Walls11249.1%48.2%+0.9
No walls3240.6%44.0%-3.3

Walls against open: +4.3 points (95% range -18.8 to +27.4), p 0.716 — 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

[VirtuAnalytics]SuperGolden (Rank 26)2026/10/1232166.7%
拳拳體爆光 (Rank 21)2026/10/11330100.0%
ハミィ(DQ10の使者) (Rank 25)2026/10/1132166.7%
MAXマンピー (Rank 21)2026/10/11330100.0%
2month (Rank 24)2026/10/114040.0%
도룡밖에난몰라/RSA (Rank 21)2026/10/0352340.0%
サーちゃん (Rank 22)2026/09/2482625.0%
Might小麥豆漿 (Rank 21)2026/09/2432166.7%
potimaru1059 (Rank 22)2026/09/24220100.0%
김멋있다 (Rank 22)2026/09/14330100.0%
みらめたる (Rank 21)2026/09/1432166.7%
kinoppy0126 (Rank 23)2026/09/1431233.3%
Rosagigantea (Rank 27)2026/09/143030.0%
富美 (Rank 21)2026/09/1343175.0%
委員ちょ (Rank 21)2026/09/1375271.4%
フォアグラVtuber (Rank 24)2026/09/1196366.7%
dalmax72 (Rank 24)2026/09/1163350.0%
ガンジャッキー(bunbun) (Rank 25)2026/09/1132166.7%
けいすけ新宿 (Rank 26)2026/09/1063350.0%
Kakeog (Rank 25)2026/09/0932166.7%
mokemotio (Rank 23)2026/09/0932166.7%
nekodiver2 (Rank 21)2026/09/09330100.0%
けつ毛バーガーking (Rank 21)2026/09/0332166.7%
TERA (Rank 17)2026/08/204040.0%
old_wheelwind_barbarian (Rank 17)2026/08/193030.0%

Round openings

Every character

Rimon Chouchu66P into forward dash14127.2%
forward movement into punchP6612.7%
Rimon Chouchu66P into crouch dash forward295.6%
Rimon Chouchu66P173.3%
crouch dash back into Koboku214P142.7%
forward dash into Jouho Touken6P122.3%
Jouho Touken6P into forward dash91.7%
punchP into forward dash91.7%
crouch dash forward into guardG81.5%
Yakuho Chouchu666P into forward dash71.4%
Souka Housui3P+K61.2%
forward dash into guardG61.2%
Fusenjin3P51.0%
Rimon Chouchu66P into forward movement51.0%
forward dash into Souka Housui3P+K51.0%

119 further openings account for the other 180 rounds.

Counted from 135 of the 154 matches played. The rest were not pulled for openings.

Akira

Career
266–276 · 49.1%
This season
141 matches · 46.1%
Peak rank
24

First hit in 56.3% of 469 rounds. Won 50.0% of the rounds they struck first, 40.0% of the rounds they were struck first.

Significant Tells

  • When behind: moves in first in 36.2% of rounds, against 20.0% when ahead or level.
  • After opening the round before with “66P Rimon Chouchu into forward dash”: opens with “forward movement into P punch” in 19.3% of rounds, against 9.8% after anything else.

How is this tested?

Rimon Chouchu66P into forward dash14129.9%
forward movement into punchP5912.5%
Rimon Chouchu66P into crouch dash forward296.2%
Rimon Chouchu66P173.6%
crouch dash back into Koboku214P143.0%
forward dash into Jouho Touken6P122.5%
Jouho Touken6P into forward dash91.9%
crouch dash forward into guardG81.7%
Yakuho Chouchu666P into forward dash71.5%
punchP into forward dash71.5%
Souka Housui3P+K61.3%
forward dash into guardG61.3%
Rimon Chouchu66P into forward movement51.1%
forward dash into Souka Housui3P+K51.1%
forward dash into throwP+G51.1%

92 further openings account for the other 141 rounds.

Counted from 122 of the 141 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
Akira8–7 · 53%3–5 · 38%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.

19 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
23–18 · 56.1%
This season
13 matches · 53.9%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP714.6%
Fusenjin3P510.4%
Fusenjin3P into Shippuzan3PP36.2%
backdash into Fusenjin3P36.2%
Hagakure-ryu In Raijingeki46P+K24.2%
Hagakure-ryu In Raijingeki46P+K into forward dash24.2%
Rasen4P into forward dash24.2%
punchP into forward dash24.2%
Doukudaki46K12.1%
Fusenjin3P into punchP12.1%
Hagakure-ryu In Raijingeki46P+K into punchP12.1%
Hiji'uchi6P into backward movement12.1%
Hiji'uchi6P into forward dash12.1%
Kodachinuki4K12.1%
Ryubisen44K+G12.1%

15 further openings account for the other 15 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 (15 here; about 0.8 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: 2 of 15 tests hold up
  • Kage: not tested (too few rounds)