VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Kage

sakuraba_nana_mi

  • Eileen
  • Jeffry
  • Lau
  • Wolf
  • Akira
  • Brad
  • El Blaze
  • Taka
Career matches639
Career win rate80.3%
Round win rate60.6%
Peak rank25
Distinct opponents13
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1482 Not ranked yet: the list needs 50 matches. 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

Kage24105832279.0%
Lau2497762178.3%
Shun—93662771.0%
Jeffry2592821089.1%
Wolf2387672077.0%
Taka236559690.8%
Brad224135685.4%
Eileen1829181162.1%
Akira201917289.5%
El Blaze181110190.9%

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

24 of 66 rounds counted

8.7 inputs a second (522 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Eileen8.651312
Jeffry9.15445
Kage9.95944
Brad7.54513

By opponent's character

Akira8.65148
Jacky9.15445
Lau9.95944
Shun7.54513
Wolf8.55114

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

Akira64266.7%+10.1
Jacky32166.7%-12.7
Sarah220100.0%+14.0
El Blaze1010.0%-79.8
Jeffry110100.0%+42.8
Lau110100.0%+37.3
Shun1010.0%-29.5
Taka110100.0%+29.9
Wolf1010.0%-35.4

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 Fence32166.7%+4.0
Full Fence and Open3030.0%-77.8
Breakable Full Fence21150.0%-19.7
Half Fence220100.0%+60.0
Open220100.0%+29.2
Single Wall220100.0%+14.0
Low Fence1010.0%-35.4
Rectangle110100.0%+42.5

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
Walls875.0%59.9%+15.1
No walls580.0%71.4%+8.6

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

ILAYZA (Rank 23)2026/09/16220100.0%
orz (Rank 29)2026/09/161010.0%
大晨儿vlggo222 (Rank 25)2026/07/05110100.0%
nikuzuki (Rank 27)2026/07/05110100.0%
うをん (Rank 30)2026/06/161010.0%
drnneb75 (Rank 25)2026/05/16110100.0%
ズサ齋藤 (Rank 21)2026/05/041010.0%
ねこ吉 (Rank 21)2026/04/25110100.0%
manekinecogames (Rank 21)2026/04/20110100.0%
kiyo8426 (Rank 21)2026/03/301010.0%
シン・水戸★こーもん (Rank 20)2026/03/29220100.0%
サーちゃん (Rank 21)2026/03/28220100.0%
ZR615C (Rank 25)2026/03/282020.0%

Round openings

Every character

backdash into Kesshi Hanbi46K+G57.6%
Middle Hell Stab6P+K23.0%
Rolling Savate6K+G23.0%
backdash into Double Hammer Down43P23.0%
backdash into Enkou Soutekitou1P+KP23.0%
backdash into Matsumensou4P+K23.0%
backdash into Toe Kick2K23.0%
backdash into evade down23.0%
crouch into Ducking Low2K+G23.0%
evade up23.0%
forward movement into punchP23.0%
Chisoutai2K+G11.5%
Death ScytheK+G11.5%
Heavy Back Knuckle4P into Stomach Destroyer4PK11.5%
Jakenshou214P+K11.5%

37 further openings account for the other 37 rounds.

Lau

Career
76–21 · 78.3%
This season
3 matches · 0.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chisoutai2K+G17.7%
Koryu Tenshinkyaku6K+G17.7%
Touku Shashou897P+K into Tenshin EngekishouP+K17.7%
backdash into Enjin Senpukyaku4K+G17.7%
backdash into Fukko Kensou1P17.7%
backdash into Hi'en Renshou44PP17.7%
backdash into Sako Soushou4P+K17.7%
backdash into evade down17.7%
backdash into evade up17.7%
backdash into guardG17.7%
crouch into Renshou Tenshinkyaku3PPPK17.7%
crouch into down-back kick+guard1K+G17.7%
guardG into Koryu Tenshinkyaku6K+G17.7%

Eileen

Career
18–11 · 62.1%
This season
3 matches · 66.7%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kesshi Hanbi46K+G541.7%
backdash into Enkou Soutekitou1P+KP216.7%
backdash into Matsumensou4P+K216.7%
backdash into Hikou Niki6K18.3%
backdash into Sokutantai3K18.3%
backdash into Taisei Soudou46P+K18.3%

Jeffry

Career
82–10 · 89.1%
This season
3 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Hell Stab6P+K216.7%
backdash into Double Hammer Down43P216.7%
backdash into Toe Kick2K216.7%
crouch into Ducking Low2K+G216.7%
Heavy Back Knuckle4P into Stomach Destroyer4PK18.3%
backdash into Ducking Low2K+G18.3%
backdash into Stomach Destroyer4PK18.3%
backdash into evade down18.3%

Kage

Career
83–22 · 79.0%
This season
2 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jakenshou214P+K111.1%
backdash into Hagakure-ryu In Raijingeki46P+K111.1%
backdash into SandangekiPPP111.1%
backdash into Shippuzan3PP111.1%
backward movement into Rasen4P111.1%
evade up111.1%
evade up into Gen'you4K+G111.1%
forward movement into punchP111.1%
punchP into HagasanePK111.1%

Wolf

Career
67–20 · 77.0%
This season
2 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rolling Savate6K+G233.3%
Death ScytheK+G116.7%
backdash into Elbow Butt4P116.7%
backdash into punchP116.7%
backdash into throwP+G116.7%

Akira

Career
17–2 · 89.5%
This season
1 matches · 0.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash120.0%
backdash into Rimon Chouchu66P120.0%
evade up120.0%
forward dash into Jouho Touken6P120.0%
offensive move into Souka Housui3P+K120.0%

Brad

Career
35–6 · 85.4%
This season
1 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Further Low1K+G133.3%
backdash into Stop Kick4K133.3%
forward dash into Middle Spin Kick66K133.3%

El Blaze

Career
10–1 · 90.9%
This season
1 matches · 100.0%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement133.3%
forward movement into punchP133.3%
guardG into Back Knuckle4P133.3%

Taka

Career
59–6 · 90.8%
This season
1 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Mageryu46P into punchP133.3%
forward dash into Hiji'ate6P133.3%
guardG into punchP133.3%

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

  • Lau: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Taka: not tested (too few rounds)