VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

EZSD

  • Taka
  • Brad
  • Jeffry
  • Goh
  • Vanessa
  • Akira
Career matches870
Career win rate46.4%
Round win rate45.0%
Peak rank24
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1339 #2,971 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

Kage2454524430144.8%
Taka2420610110549.0%
Goh2066313547.0%
Brad1836181850.0%
Jeffry171310376.9%
Vanessa163030.0%
Akira161010.0%

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

Aoi124833.3%-5.4
Jacky115645.5%+12.9
Wolf91811.1%-22.1
Akira84450.0%+3.9
Lion82625.0%-9.0
Sarah84450.0%+11.1
Kage6060.0%-30.6
Taka65183.3%+41.4
Brad51420.0%-20.4
Goh42250.0%+27.4
Pai42250.0%+14.8
Vanessa41325.0%-22.2
Jean31233.3%-6.5
Lau31233.3%+2.4
Shun31233.3%-19.1
Dural1010.0%-36.8
Eileen110100.0%+75.4
El Blaze110100.0%+57.6

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

Full Fence1541126.7%-9.4
Breakable Full Fence113827.3%-10.4
Low Fence113827.3%-7.2
Rectangle116554.5%+17.7
Single Wall105550.0%+6.0
Breakable Half Fence92722.2%-16.4
Octagon94544.4%+3.1
Half Fence83537.5%+3.9
Open54180.0%+38.4
Full Fence and Open31233.3%+8.5

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
Walls6334.9%37.0%-2.0
No walls2646.2%39.8%+6.4

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

gaigai01013 (Rank 21)2026/04/17110100.0%
たけし (Rank 23)2026/04/166060.0%
χρωμα☆★ (Rank 16)2026/04/16220100.0%
bar_runheim (Rank 15)2026/04/1632166.7%
UltraCooling (Rank 21)2026/04/1642250.0%
hatoman[otoware] (Rank 25)2026/04/151010.0%
BBC (Rank 22)2026/04/082020.0%
dij_0826 (Rank 22)2026/04/0821150.0%
Koutya__AB (Rank 24)2026/04/0632166.7%
Sun-sin (Rank 16)2026/04/0454180.0%
coo (Rank 15)2026/04/04220100.0%
AKIRA68000 (Rank 23)2026/04/0231233.3%
hexa-RAh (Rank 25)2026/04/022020.0%
moroQamazingdelicious (Rank 23)2026/04/0231233.3%
mini0501 (Rank 25)2026/03/305050.0%
RX-7FD3S-Type-RS (Rank 23)2026/03/3021150.0%
ATARi (Rank 21)2026/03/302020.0%
cps_shock (Rank 23)2026/03/2921150.0%
nagare004 (Rank 22)2026/03/2921150.0%
ポーキーとともに (Rank 24)2026/03/294040.0%
twinsshine (Rank 24)2026/03/292020.0%
level_1173 (Rank 21)2026/03/2731233.3%
gimoring (Rank 22)2026/03/2731233.3%
nanoka-222 (Rank 23)2026/03/262020.0%
鳶飛戾天,魚躍於淵 (Rank 24)2026/03/2621150.0%

Round openings

Every character

backdash into evade up4812.2%
backward movement into evade up194.8%
backdash164.1%
backdash into backward movement133.3%
backdash into Rakujin Gaeri44P123.0%
punchP102.5%
backdash into evade down82.0%
backdash into Ryu'eikyaku66K61.5%
crouch into Shippuzan3PP61.5%
evade up into backdash61.5%
punchP into Double KnucklePP61.5%
backdash into Engetsugeri9K+G51.3%
backdash into Kumoyaburi4P+K51.3%
backdash into Ryubisen44K+G51.3%
backdash into punchP51.3%

152 further openings account for the other 224 rounds.

Kage

Career
244–301 · 44.8%
This season
41 matches · 31.7%
Peak rank
24

First hit in 63.1% of 168 rounds. Won 36.8% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2011.8%
backdash into Rakujin Gaeri44P127.1%
backdash95.3%
backward movement into evade up95.3%
backdash into backward movement74.1%
backdash into Ryu'eikyaku66K63.5%
backdash into evade down63.5%
crouch into Shippuzan3PP63.5%
backdash into Engetsugeri9K+G52.9%
backdash into Ryubisen44K+G52.9%
Tsumujigeri2K+G42.4%
backdash into Fusen Renkyaku6K+G42.4%
backdash into Gen'you4K+G42.4%
backdash into Rasen4P42.4%
backdash into Shippuzan3PP42.4%

42 further openings account for the other 65 rounds.

Taka

Career
101–105 · 49.0%
This season
29 matches · 24.1%
Peak rank
24

First hit in 52.5% of 120 rounds. Won 47.6% of the rounds they struck first, 33.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1915.7%
backward movement into evade up65.0%
backdash into Kumoyaburi4P+K54.1%
punchP54.1%
backdash43.3%
backdash into Gozou Kehataki4KP43.3%
backdash into Mawashi Harite44P43.3%
evade up into backdash43.3%
backdash into Gozougeri4K32.5%
backdash into punchP32.5%
crouch into Tsuyubarai 22P+KP32.5%
guardG into throwP+G32.5%
Sokubi Otoshi41236P21.6%
backdash into backward movement21.6%
backward movement into punchP21.6%

50 further openings account for the other 52 rounds.

Brad

Career
18–18 · 50.0%
This season
9 matches · 77.8%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up615.0%
Jab StraightPP into Combination UpperPPP37.5%
backdash into backward movement37.5%
punchP into Jab StraightPP37.5%
Rapid Double JabP+K25.0%
Sawk Klab6P+K into crouch25.0%
backdash into Jackal Straight46P+K25.0%
backward movement into Jackal Straight46P+K25.0%
evade up into backdash25.0%
Double Knee Solo9K12.5%
High Spin KickK+G12.5%
Kao Loy6K+G12.5%
Rapid Double JabP+K into Sawk Klab6P+K12.5%
Rapid Double JabP+K into backdash12.5%
Sawk Klab6P+K12.5%

9 further openings account for the other 9 rounds.

Jeffry

Career
10–3 · 76.9%
This season
9 matches · 66.7%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Double KnucklePP619.4%
punchP39.7%
Threat StanceP+K+G into Gather BlowP26.5%
backward movement into evade up26.5%
punchP into backdash26.5%
Body CrushP+K into Double CrushP+KP13.2%
Elbow Butt6P into Elbow Hammer6PP13.2%
Threat StanceP+K+G into Front KickK13.2%
backdash into Ducking Low2K+G13.2%
backdash into Heel Drop6K+G13.2%
backdash into Knee Attack6K13.2%
backdash into Scoop Kick4K+G13.2%
backdash into evade up13.2%
backward movement into Knee Attack6K13.2%
crouch into Double Upper3PP13.2%

6 further openings account for the other 6 rounds.

Goh

Career
31–35 · 47.0%
This season
4 matches · 75.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash213.3%
backdash into evade up213.3%
backward movement213.3%
Soukyu46P16.7%
backdash into Kokuryusatsu Ichi46P+K16.7%
backward movement into Ni'oudaoshi3K+G16.7%
backward movement into evade up16.7%
backward movement into kickK16.7%
crouch into Raikou3P16.7%
forward movement into punchP16.7%
punchP16.7%
punchP into Hoderi~Shikigami4PP16.7%

Vanessa

Career
0–3 · 0.0%
This season
4 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into Bone Crush Middle3K428.6%
Defensive Style: Wind Elbow214.3%
Defensive Style: Back Charge Kick17.1%
Defensive Style: backdash into Spinning Savate66K+G17.1%
Defensive Style: backdash into evade up17.1%
Defensive Style: backdash into guardG17.1%
Defensive Style: crouch dash back into Wind Elbow4P+K17.1%
Defensive Style: crouch dash back into punchP17.1%
Defensive Style: evade up into crouch dash back17.1%
Defensive Style: offensive move into evade down17.1%

Akira

Career
0–1 · 0.0%
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jouho Senshou46P133.3%
Rimon Chouchu66P into forward movement133.3%
backdash into backward movement133.3%

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

  • Kage: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Akira: not tested (too few rounds)