VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Kage

tamagokun_1980

  • Lion
  • Akira
Career matches1,628
Career win rate54.8%
Round win rate51.2%
Peak rank40
Distinct opponents147
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1718 #706 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

Kage401,61388173254.6%
Akira261110190.9%
Lion2641325.0%

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.

Inputs per second

1,559 of 1,559 rounds counted

8.8 inputs a second (529 a minute) this season. Faster than 84% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage8.85281,536
Lion9.255515
Akira10.86498

By opponent's character

Akira8.9536186
Goh8.8530137
Kage8.7523127
Lion8.9533113
Brad8.7522105
Jacky9.0538115
Lau8.651897
Sarah8.7523103
El Blaze8.651796
Shun9.154873
Jeffry8.752568
Vanessa8.852555
Eileen8.551049
Pai9.154352
Wolf8.953652
Aoi9.355542
Jean8.852541
Taka8.752428
Lei Fei8.953310
Dural9.255310

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

Akira46271958.7%+10.4
Goh32201262.5%+4.0
Kage31102132.3%-15.8
Lion28131546.4%-2.1
Brad26131350.0%-1.8
Jacky26161061.5%+5.9
Lau25101540.0%-10.2
Sarah24141058.3%+4.5
El Blaze2314960.9%+8.3
Shun2014670.0%+15.3
Jeffry1771041.2%-12.1
Vanessa137653.9%-2.8
Eileen124833.3%-17.2
Pai126650.0%+0.4
Wolf127558.3%-1.1
Aoi107370.0%+10.5
Jean108280.0%+26.8
Taka7070.0%-37.8
Lei Fei31233.3%-9.8
Dural2020.0%-50.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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 Fence52252748.1%-7.8
Rectangle52331963.5%+14.1
Breakable Full Fence44212347.7%-5.1
Full Fence38172144.7%-4.2
Breakable Half Fence37231462.2%+12.8
Octagon36171947.2%-8.4
Half Fence32181456.2%+2.4
Single Wall28111739.3%-13.3
Open26141253.9%+1.5
Full Fence and Open23121152.2%+0.2

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls23954.0%51.8%+2.2
No walls10647.2%53.4%-6.2

Walls against open: +8.4 points (95% range -3.1 to +19.8), p 0.151 — 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

★闘将拉麵男★ (Rank 35)2026/07/2794544.4%
타우끼/taukee (Rank 35)2026/07/2775271.4%
ManEater (Rank 38)2026/07/2761516.7%
自作マニア@いにしえ (Rank 40)2026/07/2442250.0%
硬め濃いめ少なめお米 (Rank 41)2026/07/2454180.0%
RUSH (Rank 37)2026/07/22128466.7%
のびもあ (Rank 39)2026/07/2263350.0%
ひかる (Rank 40)2026/07/1593633.3%
KA-GO (Rank 41)2026/07/151851327.8%
jinmenusagi (Rank 42)2026/07/144040.0%
司馬 威太郎 (Rank 36)2026/07/1454180.0%
spacex_falcon_heavy (Rank 41)2026/07/1483537.5%
ビルちゃん (Rank 41)2026/07/1042250.0%
cyomiko (Rank 40)2026/07/0851420.0%
キャラメルリボン (Rank 43)2026/07/055050.0%
シエロJ (Rank 42)2026/07/0563350.0%
CoCoSyrup (Rank 40)2026/07/0353260.0%
ぶひでゲス (Rank 35)2026/06/2643175.0%
初代マサオ (Rank 38)2026/06/2641325.0%
金平糖 (Rank 38)2026/06/1553260.0%
Aki (Rank 39)2026/06/124040.0%
interceptor (Rank 39)2026/06/0554180.0%
LEO (Rank 33)2026/06/0276185.7%
筋トレ職人 (Rank 34)2026/05/3154180.0%
melty01 (Rank 29)2026/05/2442250.0%

Round openings

Every character

backdash into Kodachinuki4K996.3%
Hiji'uchi6P624.0%
backdash into Furikakato OtoshiK+G593.8%
backdash into Hagakure-ryu In Raijingeki46P+K563.6%
Nagiharai6P+K493.1%
forward movement into punchP412.6%
Rasen4P382.4%
guardG into throw escape362.3%
backdash into Senpujin2P+K312.0%
Hagakure-ryu In Raijingeki46P+K271.7%
Ura Tsumujigeri44K271.7%
backdash into evade down271.7%
Senpujin2P+K261.7%
forward dash into Hiji'uchi6P261.7%
guardG into evade down261.7%

281 further openings account for the other 930 rounds.

Kage

Career
881–732 · 54.6%
This season
374 matches · 52.4%
Peak rank
40

First hit in 50.7% of 1,518 rounds. Won 54.2% of the rounds they struck first, 48.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 45.5% of rounds, against 36.5% in their other rounds.
  • After opening the round before by evading: waits first in 28.6% of rounds, against 12.6% after anything else.
  • After the opponent opened the round before by evading: moves in first in 22.4% of rounds, against 13.4% after anything else.
  • After winning a round: attacks straight away in 40.8% of rounds, against 31.6% after losing one.
  • In round 1: opens with “6P+K Nagiharai” in 5.3% of rounds, against 2.5% in their other rounds.
  • After winning a round: opens with “6P Hiji'uchi” in 6.5% of rounds, against 2.8% after losing one.

How is this tested?

backdash into Kodachinuki4K996.4%
Hiji'uchi6P624.0%
backdash into Furikakato OtoshiK+G593.8%
backdash into Hagakure-ryu In Raijingeki46P+K563.6%
Nagiharai6P+K493.2%
forward movement into punchP402.6%
Rasen4P382.5%
guardG into throw escape362.3%
backdash into Senpujin2P+K312.0%
Hagakure-ryu In Raijingeki46P+K271.8%
Ura Tsumujigeri44K271.8%
backdash into evade down271.8%
Senpujin2P+K261.7%
forward dash into Hiji'uchi6P261.7%
guardG into evade down261.7%

263 further openings account for the other 908 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira18–10 · 64%4–6 · 40%too few to test
Goh15–8 · 65%5–3 · 62%too few to test
Kage5–14 · 26%5–7 · 42%too few to test
Lion8–9 · 47%4–5 · 44%too few to test
Brad8–11 · 42%5–2 · 71%too few to test
Jacky9–6 · 60%5–4 · 56%too few to test
Lau6–11 · 35%2–3 · 40%too few to test
Sarah13–8 · 62%1–2 · 33%too few to test
El Blaze13–5 · 72%1–2 · 33%too few to test
Shun7–2 · 78%6–4 · 60%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?

Lion

Career
1–3 · 25.0%
This season
3 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenshin Ryou'inkyaku6K+G213.3%
backdash into Souji SenpuP+K213.3%
Katousui2P into backdash16.7%
Katousui2P into throwP+G16.7%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP16.7%
Sen'inshou3P into Rakugekishou3PP16.7%
Tourou Hassou41236P into throwP+G16.7%
backdash into Sentai4K16.7%
backdash into evade up16.7%
crouch into Katousui2P16.7%
forward movement into punchP16.7%
forward punch+kick6P+K16.7%
forward punch+kick6P+K into forward dash16.7%

Akira

Career
10–1 · 90.9%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Housui2P112.5%
backdash into Kaikyusei4P112.5%
evade down into Rimon Chouchu66P112.5%
forward dash into Jouho Senshou46P112.5%
forward dash into Jouho Touken6P112.5%
forward dash into Rimon Chouchu66P112.5%
guardG into Jouho Touken6P112.5%
guardG into backdash112.5%

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 (16 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

  • Kage: 6 of 16 tests hold up
  • Lion: not tested (too few rounds)
  • Akira: not tested (too few rounds)