VirtuAnalytics

Novel Insights Through Data & Analysis

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

Akira

asap-noa

  • Kage
  • Lau
Career matches1,378
Career win rate30.2%
Round win rate35.6%
Peak rank21
Distinct opponents38
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1135 #3,551 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

Akira2181322059327.1%
Kage2146915131832.2%
Lau1696455146.9%

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

189 of 222 rounds counted

8.2 inputs a second (490 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira8.047878
Kage8.148493
Lau9.657618

By opponent's character

Aoi8.751948
Akira7.746428
Goh8.248918
Jeffry8.349710
Jacky7.645816
Lion7.746413
Pai8.349710
Wolf9.45679
Brad8.04808
El Blaze8.04817
Kage8.24929
Vanessa7.947610
Taka6.74053

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

Aoi147750.0%+21.8
Akira82625.0%-6.2
Goh61516.7%-4.0
Jeffry61516.7%-12.2
Jacky42250.0%+16.8
Lion42250.0%+16.0
Pai3030.0%-38.9
Wolf3030.0%-25.7
Brad21150.0%+14.6
El Blaze21150.0%+11.6
Kage2020.0%-31.6
Vanessa21150.0%+17.5
Sarah1010.0%-33.8
Taka1010.0%-30.8

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

Breakable Half Fence81712.5%-20.8
Octagon84450.0%+24.0
Low Fence61516.7%-18.6
Open6060.0%-29.9
Rectangle62433.3%+0.8
Full Fence42250.0%+20.9
Half Fence42250.0%+24.2
Single Wall42250.0%+19.2
Breakable Full Fence21150.0%+24.8
Full Fence and Open110100.0%+68.0

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
Walls3237.5%29.9%+7.6
No walls1618.8%30.6%-11.8

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

yasai (Rank 23)2026/10/1831233.3%
ma.ya2013 (Rank 24)2026/10/121010.0%
Pharita (Rank 21)2026/07/301010.0%
aoi7sg (Rank 21)2026/07/3021150.0%
うさぎ帝国 (Rank 22)2026/07/2121150.0%
hitokabe2003 (Rank 24)2026/07/2031233.3%
和那 (Rank 21)2026/07/152020.0%
sk901 (Rank 21)2026/07/1321150.0%
地方公務員 (Rank 22)2026/07/0321150.0%
super_style (Rank 21)2026/06/272020.0%
委員ちょ@今夜もEatIt・ (Rank 21)2026/06/21220100.0%
ズサ齋藤 (Rank 22)2026/06/091010.0%
CHASER (Rank 21)2026/06/044040.0%
KARA (Rank 21)2026/06/021010.0%
ぬ (Rank 12)2026/05/28110100.0%
Rayscott (Rank 17)2026/05/272020.0%
totoronooheso (Rank 21)2026/05/261010.0%
ー男ー (Rank 17)2026/05/25440100.0%
snjpeeee (Rank 15)2026/05/241010.0%
Shako_P (Rank 23)2026/05/241010.0%
shinkita (Rank 21)2026/05/24110100.0%
ぽん (Rank 17)2026/05/162020.0%
_(:3」∠)_ (Rank 20)2026/05/14110100.0%
☆瞳氷☆ (Rank 22)2026/05/122020.0%
bombomhuang (Rank 18)2026/05/051010.0%

Round openings

Every character

guardG167.7%
forward dash into Jouho Touken6P157.2%
crouch into Shippuzan3PP94.3%
Souka Housui3P+K83.9%
crouch into Tsumujigeri2K+G83.9%
Tsumujigeri2K+G62.9%
forward dash into Rimon Chouchu66P52.4%
guardG into throwP+G52.4%
Chugeki6P into Hou'ou Soushou6PP41.9%
Ura Tsumujigeri44K into Tenshin Agokudaki4KKK41.9%
Yakuho Chouchu666P41.9%
crouch dash back41.9%
Furikakato OtoshiK+G into Tsumujigeri2K+G31.4%
Fusenjin3P into Shippuzan3PP31.4%
Jouho Touken6P31.4%

84 further openings account for the other 111 rounds.

Counted from 54 of the 58 matches played. The rest were not pulled for openings.

Akira

Career
220–593 · 27.1%
This season
27 matches · 22.2%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Jouho Touken6P1515.6%
guardG1010.4%
Souka Housui3P+K88.3%
forward dash into Rimon Chouchu66P55.2%
Yakuho Chouchu666P44.2%
Jouho Touken6P33.1%
crouch dash back33.1%
Rimon Chouchu66P22.1%
Rimon Chouchu66P into crouch22.1%
backdash into forward dash22.1%
crouch into Sokutai3K22.1%
evade up22.1%
forward dash into guardG22.1%
guardG into evade up22.1%
guardG into throwP+G22.1%

30 further openings account for the other 32 rounds.

Counted from 26 of the 27 matches played. The rest were not pulled for openings.

Kage

Career
151–318 · 32.2%
This season
26 matches · 30.8%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shippuzan3PP910.0%
crouch into Tsumujigeri2K+G88.9%
Tsumujigeri2K+G66.7%
guardG66.7%
Ura Tsumujigeri44K into Tenshin Agokudaki4KKK44.4%
Furikakato OtoshiK+G into Tsumujigeri2K+G33.3%
Fusenjin3P into Shippuzan3PP33.3%
backdash into Tenshin Agokudaki4KKK33.3%
crouch into Nirenkyaku3KK33.3%
Ryubigeri4KK into Tenshin Agokudaki4KKK22.2%
Ryubisen44K+G22.2%
backdash into kickK22.2%
guardG into Ryubisen44K+G22.2%
guardG into crouch22.2%
guardG into throwP+G22.2%

33 further openings account for the other 33 rounds.

Counted from 23 of the 26 matches played. The rest were not pulled for openings.

Lau

Career
45–51 · 46.9%
This season
5 matches · 80.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P into Hou'ou Soushou6PP418.2%
crouch into Chisoutai2K+G313.6%
Chugeki6P14.5%
Kosoushou46P into forward dash14.5%
RenshouPP into RaigekishouPPP14.5%
Rouko Tankai6P+K14.5%
Senchutai3K into Ko'en Kasou Renshou2KP14.5%
backdash into crouch dash back14.5%
backdash into guardG14.5%
crouch dash back into Kensou4P14.5%
crouch dash forward into crouch14.5%
crouch into Senchutai3K14.5%
forward movement into Senchutai3K14.5%
guardG into Chisoutai2K+G14.5%
guardG into Touku Kosenkyaku9K14.5%

2 further openings account for the other 2 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 (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)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)