Virtua Fighter 5 REVO · v1.10
Elo rating
Overall, and on each character played 10+ times1285 Not ranked: the list needs matches against 10 different people. See 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
| Akira | 21 | 299 | 150 | 149 | 50.2% |
|---|---|---|---|---|---|
| Kage | 21 | 262 | 130 | 132 | 49.6% |
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.
Against each character
| Akira | 174 | 88 | 86 | 50.6% | +1.2 |
|---|---|---|---|---|---|
| Pai | 170 | 84 | 86 | 49.4% | -1.2 |
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
| Half Fence | 50 | 26 | 24 | 52.0% | +2.2 |
|---|---|---|---|---|---|
| Open | 50 | 23 | 27 | 46.0% | -4.8 |
| Breakable Full Fence | 48 | 27 | 21 | 56.2% | +7.9 |
| Breakable Half Fence | 38 | 16 | 22 | 42.1% | -9.0 |
| Octagon | 38 | 20 | 18 | 52.6% | +2.4 |
| Rectangle | 29 | 16 | 13 | 55.2% | +5.5 |
| Single Wall | 26 | 12 | 14 | 46.1% | -4.3 |
| Full Fence | 25 | 11 | 14 | 44.0% | -6.4 |
| Low Fence | 22 | 11 | 11 | 50.0% | +0.3 |
| Full Fence and Open | 11 | 5 | 6 | 45.5% | -4.5 |
No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.
With or without walls
| Stages | Matches | Win % | Expected | vs expected |
|---|---|---|---|---|
| Walls | 228 | 50.9% | 50.0% | +0.9 |
| No walls | 98 | 46.9% | 50.0% | -3.1 |
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
| Yoshi (Rank 21) | 344 | 172 | 172 | 50.0% |
|---|
Most played opponents, most recent first
| Yoshi (Rank 21) | 2026/03/31 | 344 | 172 | 172 | 50.0% |
|---|
Round openings
Every character
| no input | 531 | 51.7% |
|---|---|---|
| forward dash | 203 | 19.8% |
| punchP into Hachimon KaidaPP | 109 | 10.6% |
| ResshouPP into SandangekiPPP | 65 | 6.3% |
| evade down | 36 | 3.5% |
| backdash | 18 | 1.8% |
| punchP | 17 | 1.7% |
| evade up | 7 | 0.7% |
| punchP into ResshouPP | 6 | 0.6% |
| forward dash into forward movement | 5 | 0.5% |
| Hachimon KaidaPP | 4 | 0.4% |
| forward movement | 4 | 0.4% |
| punchP into SandangekiPPP | 3 | 0.3% |
| ResshouPP | 2 | 0.2% |
| SandangekiPPP | 2 | 0.2% |
13 further openings account for the other 15 rounds.
Akira
- Career
- 150–149 · 50.2%
- This season
- 174 matches · 50.6%
- Peak rank
- 21
First hit in 44.7% of 351 rounds. Won 93.0% of the rounds they struck first, 4.1% of the rounds they were struck first.
Significant Tells
- On Octagon stages: attacks straight away in 48.6% of rounds, against 18.4% on the other stages.
- After opening the round before by waiting: waits first in 85.6% of rounds, against 11.6% after anything else.
- After the opponent opened the round before by moving in: waits first in 94.1% of rounds, against 42.2% after anything else.
- After losing a round: waits first in 94.8% of rounds, against 6.3% after winning one.
- When behind: waits first in 94.8% of rounds, against 6.3% when ahead.
- After being hit first in the round before: waits first in 93.5% of rounds, against 17.9% after landing the first hit.
- On Octagon stages: opens with “P punch into PP Hachimon Kaida” in 45.8% of rounds, against 16.3% on the other stages.
- After opening the round before with “forward dash”: opens with “forward dash” in 81.7% of rounds, against 5.5% after anything else.
- After the opponent opened the round before with “no input”: opens with “P punch into PP Hachimon Kaida” in 29.7% of rounds, against 1.9% after anything else.
- After losing a round: opens with “no input” in 94.8% of rounds, against 6.3% after winning one.
- When behind: opens with “no input” in 94.8% of rounds, against 6.3% when ahead.
- After being hit first in the round before: opens with “no input” in 93.5% of rounds, against 17.9% after landing the first hit.
Every one of these rounds was against the same opponent, so a pattern here may be about them rather than about this player.
| no input | 269 | 51.8% |
|---|---|---|
| punchP into Hachimon KaidaPP | 109 | 21.0% |
| forward dash | 99 | 19.1% |
| evade down | 17 | 3.3% |
| backdash | 8 | 1.5% |
| punchP | 7 | 1.4% |
| Hachimon KaidaPP | 4 | 0.8% |
| forward dash into forward movement | 2 | 0.4% |
| backdash into forward dash | 1 | 0.2% |
| forward movement | 1 | 0.2% |
| forward movement into Hachimon KaidaPP | 1 | 0.2% |
| punchP into forward dash | 1 | 0.2% |
By stage type
Record against each character on walled and open stages, as Akira
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Akira | 58–56 · 51% | 22–23 · 49% | 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.
Kage
- Career
- 130–132 · 49.6%
- This season
- 170 matches · 49.4%
- Peak rank
- 21
First hit in 39.1% of 407 rounds. Won 96.9% of the rounds they struck first, 2.8% of the rounds they were struck first.
Significant Tells
- On Rectangle stages: evades first in 55.6% of rounds, against 0.2% on the other stages.
- After opening the round before by moving in: moves in first in 75.0% of rounds, against 10.6% after anything else.
- After the opponent opened the round before by attacking: waits first in 85.8% of rounds, against 28.6% after anything else.
- After losing a round: waits first in 91.3% of rounds, against 10.6% after winning one.
- When behind: waits first in 91.3% of rounds, against 10.6% when ahead.
- After being hit first in the round before: waits first in 89.7% of rounds, against 14.9% after landing the first hit.
- In round 3: opens with “forward dash” in 24.3% of rounds, against 18.6% in their other rounds.
- On Breakable Full Fence stages: opens with “PP Resshou into PPP Sandangeki” in 36.3% of rounds, against 7.5% on the other stages.
- After opening the round before with “forward dash”: opens with “forward dash” in 77.8% of rounds, against 10.5% after anything else.
- After the opponent opened the round before with “Renshou into Raigekishou”: opens with “no input” in 88.6% of rounds, against 28.2% after anything else.
- After losing a round: opens with “no input” in 91.3% of rounds, against 10.6% after winning one.
- When behind: opens with “no input” in 91.3% of rounds, against 10.6% when ahead.
- After being hit first in the round before: opens with “no input” in 89.7% of rounds, against 14.9% after landing the first hit.
Every one of these rounds was against the same opponent, so a pattern here may be about them rather than about this player.
| no input | 262 | 51.6% |
|---|---|---|
| forward dash | 104 | 20.5% |
| ResshouPP into SandangekiPPP | 65 | 12.8% |
| evade down | 19 | 3.7% |
| backdash | 10 | 2.0% |
| punchP | 10 | 2.0% |
| evade up | 7 | 1.4% |
| punchP into ResshouPP | 6 | 1.2% |
| forward dash into forward movement | 3 | 0.6% |
| forward movement | 3 | 0.6% |
| punchP into SandangekiPPP | 3 | 0.6% |
| ResshouPP | 2 | 0.4% |
| SandangekiPPP | 2 | 0.4% |
| forward dash into Hiji'uchi6P | 2 | 0.4% |
| forward movement into forward dash | 2 | 0.4% |
8 further openings account for the other 8 rounds.
By stage type
Record against each character on walled and open stages, as Kage
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Pai | 58–56 · 51% | 24–29 · 45% | 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.
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 (28 here; about 1.4 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 14 tests hold up
- Kage: 13 of 14 tests hold up
