VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

dis_is_Surumeika

  • Goh
  • Lion
Career matches1,487
Career win rate33.0%
Round win rate37.3%
Peak rank23
Distinct opponents78
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1141 #3,547 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

Kage231,12437375133.2%
Goh2133110422731.4%
Lion1632141843.8%

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

616 of 616 rounds counted

6.5 inputs a second (392 a minute) this season. Faster than 32% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.7402430
Goh6.2372174
Lion5.835112

By opponent's character

Akira6.7401153
Kage6.538765
Jeffry6.338056
Wolf6.840535
Aoi6.438530
Lau6.941231
Shun6.639831
El Blaze7.042226
Jacky6.639327
Jean6.136625
Sarah6.337922
Lei Fei6.036119
Lion6.639720
Vanessa6.136821
Goh6.941616
Taka6.136714
Brad6.13659
Eileen7.34387
Pai6.23699

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

Akira39112828.2%+3.1
Kage1651131.2%+4.4
Jeffry145935.7%-5.2
Wolf93633.3%+8.5
Aoi8080.0%-20.9
Lau8080.0%-25.4
Shun82625.0%-1.0
El Blaze71614.3%-13.7
Jacky72528.6%+2.0
Jean61516.7%+2.3
Sarah61516.7%-1.5
Lei Fei52340.0%+27.8
Lion52340.0%+13.4
Vanessa52340.0%+11.6
Goh41325.0%-9.8
Taka42250.0%+12.6
Brad2020.0%-28.7
Eileen21150.0%+23.5
Pai21150.0%+8.5

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

Low Fence2251722.7%-1.8
Single Wall2021810.0%-21.8
Full Fence1961331.6%+4.7
Breakable Half Fence1751229.4%+2.4
Octagon1771041.2%+11.6
Half Fence145935.7%+16.1
Open1331023.1%-5.0
Rectangle123925.0%+1.6
Breakable Full Fence103730.0%+12.1
Full Fence and Open92722.2%-13.0

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
Walls8932.6%25.6%+7.0
No walls5518.2%26.8%-8.6

Walls against open: +15.6 points (95% range +0.5 to +30.7), p 0.042 — a difference this size is unlikely to be chance.

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

失礼!スマッシュ☆彡 (Rank 26)2026/09/1441325.0%
wh-ida2 (Rank 25)2026/09/1342250.0%
minato (Rank 21)2026/09/13330100.0%
紫荆一头牛 (Rank 24)2026/09/123030.0%
你是来拉屎的吗 (Rank 15)2026/09/1181712.5%
yasai (Rank 21)2026/09/1121150.0%
super_style (Rank 23)2026/08/0532166.7%
ttfour@サラしかできないw (Rank 24)2026/07/3021150.0%
osAnKIRA (Rank 23)2026/06/122020.0%
Garuyan (Rank 24)2026/06/124040.0%
dalmax72 (Rank 21)2026/06/1252340.0%
6132da (Rank 21)2026/06/1041325.0%
omuretukun (Rank 21)2026/06/103030.0%
kimxxxtt (Rank 23)2026/06/102020.0%
qzmix (Rank 18)2026/06/0951420.0%
コデリン03 (Rank 21)2026/06/0953260.0%
KARA (Rank 16)2026/06/092020.0%
kowalski (Rank 24)2026/06/073030.0%
sk901 (Rank 21)2026/06/0532166.7%
MaxMuncy (Rank 24)2026/06/0541325.0%
SBD0121 (Rank 23)2026/06/042020.0%
FLAT (Rank 14)2026/06/0431233.3%
hitokabe2003 (Rank 21)2026/05/3121150.0%
SouzaTheo (Rank 25)2026/05/282020.0%
ma.ya2013 (Rank 22)2026/05/214040.0%

Round openings

Every character

Rasen4P426.7%
crouch dash back into evade down375.9%
backdash into guardG243.9%
backdash into Soukyu46P233.7%
evade down into guardG213.4%
punchP203.2%
backdash into Gen'you4K+G172.7%
crouch dash back into guardG152.4%
backdash into Furikakato OtoshiK+G132.1%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G121.9%
backdash into backward movement121.9%
punchP into backdash121.9%
crouch dash back into Furikakato OtoshiK+G111.8%
punchP into ResshouPP91.4%
backdash81.3%

166 further openings account for the other 347 rounds.

Kage

Career
373–751 · 33.2%
This season
111 matches · 26.1%
Peak rank
23

First hit in 51.5% of 427 rounds. Won 36.4% of the rounds they struck first, 35.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Rasen4P429.7%
crouch dash back into evade down245.5%
backdash into guardG184.2%
backdash into Gen'you4K+G173.9%
evade down into guardG173.9%
backdash into Furikakato OtoshiK+G133.0%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G122.8%
crouch dash back into Furikakato OtoshiK+G112.5%
punchP into ResshouPP92.1%
punchP81.8%
Hiji'uchi6P71.6%
backdash into Engetsugeri9K+G71.6%
evade down into crouch dash back71.6%
Rasen4P into Hagakure-ryu In Shippujin4P+K+G61.4%
crouch dash back into Engetsugeri9K+G61.4%

117 further openings account for the other 230 rounds.

By stage type

Record against each character on walled and open stages, as Kage

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira5–9 · 36%3–9 · 25%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 is this tested?

Goh

Career
104–227 · 31.4%
This season
43 matches · 25.6%
Peak rank
21

First hit in 56.1% of 171 rounds. Won 40.6% of the rounds they struck first, 37.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Soukyu46P2313.0%
crouch dash back into evade down137.3%
punchP into backdash126.8%
punchP116.2%
backdash into Kyousengeri46K84.5%
crouch dash back into guardG84.5%
Soukyu46P63.4%
backdash into backward movement63.4%
backdash52.8%
backdash into guardG52.8%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G42.3%
Kyousengeri46K42.3%
backdash into Karura4P+K42.3%
punchP into kickK42.3%
Hiji'ate6P31.7%

45 further openings account for the other 61 rounds.

Lion

Career
14–18 · 43.8%
This season
3 matches · 66.7%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Attai2K into Tousentai2KK+G18.3%
Koushutai44K into Souji SenpuP+K18.3%
Senshippo66P18.3%
Senshippo66P into punchP18.3%
backdash into backward movement18.3%
backdash into guardG18.3%
crouch dash back into Kishitsu Kasensou43P18.3%
crouch dash back into guardG18.3%
evade down into Sen'inshou3P18.3%
evade down into guardG18.3%
evade up into Dantai3K18.3%
punchP18.3%

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 (14 here; about 0.7 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

  • Kage: 0 of 14 tests hold up
  • Goh: not tested (too few rounds)
  • Lion: not tested (too few rounds)