Virtua Fighter 5 REVO · v1.10
Elo rating
Overall, and on each character played 10+ times1419 Not ranked: the list needs matches against 10 different people. See the Elo list →
Kage1384425 matches
Sarah1449358 matches
Lion1345310 matches
El Blaze1387200 matches
Wolf1314200 matches
Jean1456178 matches
Taka1442176 matches
Jeffry1476166 matches
Aoi1387136 matches
Goh1375133 matches
Brad1391124 matches
Lau1417109 matches
Pai144298 matches
Lei Fei137390 matches
Eileen151883 matches
Akira147978 matches
Vanessa142739 matches
Shun142337 matches
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
| Sarah | 42 | 949 | 472 | 477 | 49.7% |
|---|---|---|---|---|---|
| Lion | 44 | 664 | 281 | 383 | 42.3% |
| Kage | 42 | 580 | 249 | 331 | 42.9% |
| Wolf | 43 | 429 | 153 | 276 | 35.7% |
| Jean | 43 | 292 | 120 | 172 | 41.1% |
| Goh | 43 | 271 | 120 | 151 | 44.3% |
| El Blaze | 42 | 260 | 135 | 125 | 51.9% |
| Pai | 44 | 260 | 120 | 140 | 46.1% |
| Jeffry | 42 | 255 | 135 | 120 | 52.9% |
| Lau | 43 | 255 | 120 | 135 | 47.1% |
| Lei Fei | 44 | 254 | 121 | 133 | 47.6% |
| Brad | 43 | 247 | 120 | 127 | 48.6% |
| Aoi | 42 | 245 | 122 | 123 | 49.8% |
| Taka | 42 | 242 | 120 | 122 | 49.6% |
| Shun | 41 | 121 | 120 | 1 | 99.2% |
| Eileen | 41 | 119 | 119 | 0 | 100.0% |
| Vanessa | 41 | 119 | 119 | 0 | 100.0% |
| Akira | 39 | 89 | 89 | 0 | 100.0% |
| Jacky | 35 | 29 | 29 | 0 | 100.0% |
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
5,780 of 8,836 rounds counted11.5 inputs a second (689 a minute) this season. Faster than 99% of the 4,069 regulars with enough rounds counted to compare.
By character played
| Kage | 10.6 | 639 | 767 |
|---|---|---|---|
| Sarah | 6.0 | 363 | 668 |
| Lion | 14.3 | 857 | 533 |
| El Blaze | 12.3 | 736 | 397 |
| Wolf | 7.7 | 464 | 435 |
| Jean | 12.9 | 775 | 390 |
| Taka | 13.0 | 782 | 353 |
| Jeffry | 14.1 | 843 | 249 |
| Aoi | 13.1 | 784 | 121 |
| Goh | 14.7 | 880 | 106 |
| Brad | 15.3 | 917 | 333 |
| Lau | 14.3 | 857 | 280 |
| Pai | 13.6 | 815 | 244 |
| Lei Fei | 10.7 | 640 | 178 |
| Eileen | 13.1 | 788 | 249 |
| Akira | 14.0 | 840 | 234 |
| Vanessa | 17.1 | 1023 | 117 |
| Shun | 15.8 | 948 | 111 |
| Jacky | 15.5 | 931 | 15 |
By opponent's character
| Jeffry | 14.4 | 867 | 1,176 |
|---|---|---|---|
| Eileen | 12.8 | 770 | 500 |
| Taka | 12.1 | 725 | 558 |
| Lau | 14.9 | 897 | 330 |
| Vanessa | 10.0 | 601 | 609 |
| Sarah | 6.0 | 362 | 557 |
| Lei Fei | 12.5 | 752 | 331 |
| Brad | 13.9 | 834 | 250 |
| Jacky | 13.4 | 807 | 230 |
| Wolf | 6.8 | 411 | 345 |
| Kage | 14.2 | 851 | 209 |
| El Blaze | 11.2 | 675 | 150 |
| Jean | 12.8 | 769 | 321 |
| Lion | 2.1 | 128 | 2 |
| Akira | 14.4 | 864 | 212 |
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
| Jeffry | 593 | 329 | 264 | 55.5% | +7.2 |
|---|---|---|---|---|---|
| Eileen | 335 | 157 | 178 | 46.9% | -3.2 |
| Taka | 270 | 139 | 131 | 51.5% | +1.3 |
| Lau | 229 | 107 | 122 | 46.7% | -3.9 |
| Vanessa | 203 | 132 | 71 | 65.0% | +17.8 |
| Sarah | 192 | 49 | 143 | 25.5% | +2.9 |
| Lei Fei | 180 | 106 | 74 | 58.9% | +7.8 |
| Brad | 178 | 81 | 97 | 45.5% | -5.3 |
| Jacky | 142 | 74 | 68 | 52.1% | +4.2 |
| Wolf | 115 | 49 | 66 | 42.6% | -4.0 |
| Kage | 113 | 68 | 45 | 60.2% | +9.5 |
| El Blaze | 111 | 38 | 73 | 34.2% | -18.0 |
| Jean | 107 | 93 | 14 | 86.9% | +44.6 |
| Lion | 107 | 0 | 107 | 0.0% | -59.5 |
| Akira | 70 | 0 | 70 | 0.0% | -58.2 |
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
| Single Wall | 358 | 189 | 169 | 52.8% | +6.6 |
|---|---|---|---|---|---|
| Open | 333 | 155 | 178 | 46.5% | -1.6 |
| Low Fence | 329 | 130 | 199 | 39.5% | -11.1 |
| Rectangle | 317 | 158 | 159 | 49.8% | +2.5 |
| Breakable Half Fence | 290 | 160 | 130 | 55.2% | +8.8 |
| Breakable Full Fence | 289 | 156 | 133 | 54.0% | +6.3 |
| Half Fence | 260 | 119 | 141 | 45.8% | -3.9 |
| Full Fence | 250 | 96 | 154 | 38.4% | -10.3 |
| Octagon | 243 | 130 | 113 | 53.5% | +4.0 |
| Full Fence and Open | 138 | 64 | 74 | 46.4% | -2.7 |
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 | 1,649 | 49.7% | 48.3% | +1.4 |
| No walls | 1,020 | 46.5% | 48.1% | -1.6 |
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
| mokkori-yocchan (Rank 33) | 2,945 | 1,422 | 1,523 | 48.3% |
|---|
Most played opponents, most recent first
| mokkori-yocchan (Rank 33) | 2026/08/02 | 2,945 | 1,422 | 1,523 | 48.3% |
|---|
Round openings
Every character
| no input | 3,672 | 41.5% |
|---|---|---|
| ResshouPP into SandangekiPPP | 515 | 5.8% |
| High Spin Kick | 402 | 4.5% |
| KouhaitaiK+G | 393 | 4.4% |
| kickK | 367 | 4.2% |
| Joudan Ushiro MawashigeriK+G | 356 | 4.0% |
| Renshou into Raigekishou | 282 | 3.2% |
| Body CrushP+K | 242 | 2.7% |
| punchP into Hachimon KaidaPP | 234 | 2.6% |
| Enkou RensouPP into Rensou HekizanPPP | 232 | 2.6% |
| Ensei KatanhekiP+K | 216 | 2.4% |
| Jab StraightPP into Combination UpperPPP | 206 | 2.3% |
| Death ScytheK+G | 195 | 2.2% |
| guardG | 125 | 1.4% |
| Defensive Style: kick into Switch Left SlicerKK | 117 | 1.3% |
164 further openings account for the other 1,295 rounds.
Kage
- Career
- 249–331 · 42.9%
- This season
- 425 matches · 40.5%
- Peak rank
- 42
First hit in 41.2% of 1,275 rounds. Won 98.3% of the rounds they struck first, 0.0% of the rounds they were struck first.
Significant Tells
- On Low Fence stages: waits first in 70.0% of rounds, against 52.0% on the other stages.
- After opening the round before by attacking: attacks straight away in 99.5% of rounds, against 0.4% after anything else.
- After the opponent opened the round before by attacking: waits first in 71.6% of rounds, against 1.5% after anything else.
- After winning a round: attacks straight away in 100.0% of rounds, against 6.7% after losing one.
- When ahead: attacks straight away in 100.0% of rounds, against 6.7% when behind.
- After being hit first in the round before: waits first in 94.4% of rounds, against 0.0% after landing the first hit.
- On Open stages: opens with “K+G Furikakato Otoshi” in 18.2% of rounds, against 1.7% on the other stages.
- After opening the round before with “PP Resshou into PPP Sandangeki”: opens with “PP Resshou into PPP Sandangeki” in 99.7% of rounds, against 0.0% after anything else.
- After the opponent opened the round before with “no input”: opens with “PP Resshou into PPP Sandangeki” in 95.4% of rounds, against 23.9% after anything else.
- After winning a round: opens with “PP Resshou into PPP Sandangeki” in 99.7% of rounds, against 0.0% after losing one.
- When ahead: opens with “PP Resshou into PPP Sandangeki” in 99.7% of rounds, against 0.0% when behind.
- After landing the first hit of the round before: opens with “PP Resshou into PPP Sandangeki” in 98.0% of rounds, against 0.0% after being hit first.
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 | 708 | 55.5% |
|---|---|---|
| ResshouPP into SandangekiPPP | 515 | 40.4% |
| Furikakato OtoshiK+G | 42 | 3.3% |
| Engetsugeri9K+G | 1 | 0.1% |
| Nagiharai6P+K into Hiji'uchi6P | 1 | 0.1% |
| Rasen4P | 1 | 0.1% |
| Rasen4P into throwP+G | 1 | 0.1% |
| Ryu'eikyaku66K | 1 | 0.1% |
| evade down into down punch+kick+guard2P+K+G | 1 | 0.1% |
| offensive move into backdash | 1 | 0.1% |
| offensive move into evade up | 1 | 0.1% |
| punchP | 1 | 0.1% |
| punchP into ResshouPP | 1 | 0.1% |
By stage type
Record against each character on walled and open stages, as Kage
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Jeffry | 65–12 · 84% | 35–18 · 66% | too few to test |
| Lion | 0–49 · 0% | 0–50 · 0% | too few to test |
| Wolf | 20–36 · 36% | 8–21 · 28% | too few to test |
| Kage | 6–12 · 33% | 8–4 · 67% | too few to test |
| Taka | 6–4 · 60% | 6–11 · 35% | 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.
Sarah
- Career
- 472–477 · 49.7%
- This season
- 358 matches · 24.0%
- Peak rank
- 42
First hit in 29.6% of 1,052 rounds. Won 65.0% of the rounds they struck first, 4.9% of the rounds they were struck first.
Significant Tells
- After opening the round before by attacking: attacks straight away in 76.0% of rounds, against 16.5% after anything else.
- After the opponent opened the round before by waiting: attacks straight away in 65.7% of rounds, against 18.8% after anything else.
- After winning a round: attacks straight away in 76.4% of rounds, against 22.2% after losing one.
- When ahead: attacks straight away in 76.9% of rounds, against 22.1% when behind.
- After landing the first hit of the round before: attacks straight away in 75.6% of rounds, against 19.2% after being hit first.
- In round 1: opens with “G guard” in 17.9% of rounds, against 7.2% in their other rounds.
- On Breakable Half Fence stages: opens with “PP Jab Straight into PPP Flash Piston Punch” in 25.3% of rounds, against 6.3% on the other stages.
- After opening the round before with “PP Jab Straight into PPP Flash Piston Punch”: opens with “PP Jab Straight into PPP Flash Piston Punch” in 95.1% of rounds, against 0.5% after anything else.
- After the opponent opened the round before with “no input”: opens with “PP Jab Straight into PPP Flash Piston Punch” in 41.0% of rounds, against 1.0% after anything else.
- After winning a round: opens with “PP Jab Straight into PPP Flash Piston Punch” in 34.4% of rounds, against 0.9% after losing one.
- When ahead: opens with “PP Jab Straight into PPP Flash Piston Punch” in 34.2% of rounds, against 1.1% when behind.
- After being hit first in the round before: opens with “no input” in 59.2% of rounds, against 4.5% 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 | 473 | 43.9% |
|---|---|---|
| guardG | 115 | 10.7% |
| Jab StraightPP into Flash Piston PunchPPP | 91 | 8.4% |
| kickK into Double Thrust KickKK | 50 | 4.6% |
| Back Spin KickK+G | 45 | 4.2% |
| Hide Side Kick (Deflect)P+K | 29 | 2.7% |
| punchP | 29 | 2.7% |
| punchP into Jab StraightPP | 15 | 1.4% |
| kickK | 14 | 1.3% |
| Switch StepP+K+G | 13 | 1.2% |
| guardG into Back Spin KickK+G | 13 | 1.2% |
| guardG into Switch StepP+K+G | 9 | 0.8% |
| crouch into Valkyrie Low1K+G | 8 | 0.7% |
| Switch StepP+K+G into Step to FlamingoP+K+GP+K+G | 7 | 0.7% |
| crouch into Squat Straight2P | 7 | 0.7% |
82 further openings account for the other 159 rounds.
By stage type
Record against each character on walled and open stages, as Sarah
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Sarah | 17–71 · 19% | 6–46 · 12% | too few to test |
| Eileen | 4–38 · 10% | 1–25 · 4% | too few to test |
| Jeffry | 0–26 · 0% | 0–18 · 0% | too few to test |
| Lei Fei | 10–5 · 67% | 0–6 · 0% | 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.
Lion
- Career
- 281–383 · 42.3%
- This season
- 310 matches · 35.2%
- Peak rank
- 44
First hit in 36.9% of 929 rounds. Won 95.0% of the rounds they struck first, 0.5% of the rounds they were struck first.
Significant Tells
- After opening the round before by attacking: attacks straight away in 98.9% of rounds, against 0.7% after anything else.
- After the opponent opened the round before by attacking: waits first in 50.1% of rounds, against 3.4% after anything else.
- After winning a round: attacks straight away in 99.5% of rounds, against 32.5% after losing one.
- When ahead: attacks straight away in 99.5% of rounds, against 32.5% when behind.
- After being hit first in the round before: waits first in 68.5% of rounds, against 0.4% after landing the first hit.
- On Single Wall stages: opens with “PP Koushu Rensui into PPP Renkan Senshou” in 28.9% of rounds, against 10.0% on the other stages.
- After opening the round before with “no input”: opens with “no input” in 100.0% of rounds, against 0.3% after anything else.
- After the opponent opened the round before with “no input”: opens with “PP Koushu Rensui into PPP Renkan Senshou” in 85.1% of rounds, against 0.6% after anything else.
- After losing a round: opens with “no input” in 66.5% of rounds, against 0.0% after winning one.
- When behind: opens with “no input” in 66.5% of rounds, against 0.0% when ahead.
- After being hit first in the round before: opens with “no input” in 68.2% of rounds, against 0.0% 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 | 400 | 42.9% |
|---|---|---|
| KouhaitaiK+G | 393 | 42.2% |
| Koushu RensuiPP into Renkan SenshouPPP | 117 | 12.6% |
| offensive move | 3 | 0.3% |
| evade up | 2 | 0.2% |
| Juchou Teishitsu9K | 1 | 0.1% |
| Koushutai44K into Souji SenpuP+K | 1 | 0.1% |
| Senpuu Rakukyaku9K+G | 1 | 0.1% |
| Senshippo66P | 1 | 0.1% |
| Tanhikyaku46K | 1 | 0.1% |
| Ukoushin46P+K into Ryusei Renkoushu46P+KP | 1 | 0.1% |
| backdash into evade down | 1 | 0.1% |
| crouch | 1 | 0.1% |
| crouch dash forward into Sen'inshou3P | 1 | 0.1% |
| crouch dash forward into Zaban Shuhou33P+K | 1 | 0.1% |
7 further openings account for the other 7 rounds.
By stage type
Record against each character on walled and open stages, as Lion
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Jeffry | 49–57 · 46% | 16–30 · 35% | too few to test |
| Akira | 0–28 · 0% | 0–16 · 0% | too few to test |
| Eileen | 0–17 · 0% | 0–14 · 0% | too few to test |
| Lau | 0–17 · 0% | 0–4 · 0% | too few to test |
| Sarah | 11–0 · 100% | 7–0 · 100% | 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.
El Blaze
- Career
- 135–125 · 51.9%
- This season
- 200 matches · 46.5%
- Peak rank
- 42
First hit in 48.2% of 600 rounds. Won 96.2% of the rounds they struck first, 0.3% of the rounds they were struck first.
Significant Tells
- After opening the round before by attacking: attacks straight away in 93.1% of rounds, against 14.5% after anything else.
- After the opponent opened the round before by waiting: attacks straight away in 100.0% of rounds, against 27.2% after anything else.
- After winning a round: attacks straight away in 100.0% of rounds, against 26.2% after losing one.
- When ahead: attacks straight away in 100.0% of rounds, against 26.2% when behind.
- After being hit first in the round before: waits first in 75.1% of rounds, against 0.5% after landing the first hit.
- On Open stages: opens with “K+G High Spin Kick” in 80.7% of rounds, against 46.9% on the other stages.
- After opening the round before with “no input”: opens with “no input” in 85.5% of rounds, against 8.0% after anything else.
- After the opponent opened the round before with “K kick”: opens with “no input” in 73.8% of rounds, against 0.0% after anything else.
- After losing a round: opens with “no input” in 73.8% of rounds, against 0.0% after winning one.
- When behind: opens with “no input” in 73.8% of rounds, against 0.0% when ahead.
- After being hit first in the round before: opens with “no input” in 75.1% of rounds, against 0.5% 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.
| High Spin KickK+G | 308 | 51.3% |
|---|---|---|
| no input | 244 | 40.7% |
| Quick HookPP into Keen Edge ComboPPP | 43 | 7.2% |
| ElbowP+K | 1 | 0.2% |
| evade up | 1 | 0.2% |
| punchP | 1 | 0.2% |
| punchP into Quick HookPP | 1 | 0.2% |
| throwP+G into High Spin KickK+G | 1 | 0.2% |
By stage type
Record against each character on walled and open stages, as El Blaze
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Taka | 0–64 · 0% | 0–34 · 0% | too few to test |
| Lau | 39–0 · 100% | 28–0 · 100% | 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.
Wolf
- Career
- 153–276 · 35.7%
- This season
- 200 matches · 32.5%
- Peak rank
- 43
First hit in 31.7% of 596 rounds. Won 100.0% of the rounds they struck first, 0.5% of the rounds they were struck first.
Significant Tells
- After opening the round before by attacking: attacks straight away in 99.2% of rounds, against 1.8% after anything else.
- After the opponent opened the round before by attacking: waits first in 96.7% of rounds, against 3.1% after anything else.
- After losing a round: waits first in 97.4% of rounds, against 3.1% after winning one.
- When behind: waits first in 97.4% of rounds, against 3.1% when ahead.
- After landing the first hit of the round before: attacks straight away in 99.2% of rounds, against 2.9% after being hit first.
- After opening the round before with “no input”: opens with “no input” in 98.2% of rounds, against 0.8% after anything else.
- After the opponent opened the round before with “no input”: opens with “K+G Death Scythe” in 96.8% of rounds, against 2.6% after anything else.
- After losing a round: opens with “no input” in 97.4% of rounds, against 3.1% after winning one.
- When behind: opens with “no input” in 97.4% of rounds, against 3.1% when ahead.
- After landing the first hit of the round before: opens with “K+G Death Scythe” in 99.2% of rounds, against 2.9% after being hit first.
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 | 404 | 67.3% |
|---|---|---|
| Death ScytheK+G | 195 | 32.5% |
| Jab StraightPP into One Two UpperPPP | 1 | 0.2% |
By stage type
Record against each character on walled and open stages, as Wolf
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Vanessa | 10–33 · 23% | 2–31 · 6% | too few to test |
| El Blaze | 0–45 · 0% | 0–14 · 0% | too few to test |
| Eileen | 20–0 · 100% | 14–0 · 100% | 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.
Jean
- Career
- 120–172 · 41.1%
- This season
- 178 matches · 65.2%
- Peak rank
- 43
First hit in 64.7% of 533 rounds. Won 99.7% of the rounds they struck first, 2.1% of the rounds they were struck first.
Significant Tells
- After opening the round before by attacking: attacks straight away in 99.6% of rounds, against 3.4% after anything else.
- After the opponent opened the round before by attacking: waits first in 76.4% of rounds, against 1.0% after anything else.
- After winning a round: attacks straight away in 100.0% of rounds, against 7.3% after losing one.
- When ahead: attacks straight away in 100.0% of rounds, against 7.3% when behind.
- After landing the first hit of the round before: attacks straight away in 100.0% of rounds, against 8.7% after being hit first.
- After opening the round before with “no input”: opens with “no input” in 96.6% of rounds, against 0.0% after anything else.
- After the opponent opened the round before with “P punch”: opens with “no input” in 100.0% of rounds, against 7.6% after anything else.
- After winning a round: opens with “K+G Joudan Ushiro Mawashigeri” in 99.6% of rounds, against 6.5% after losing one.
- When ahead: opens with “K+G Joudan Ushiro Mawashigeri” in 99.6% of rounds, against 6.5% when behind.
- After landing the first hit of the round before: opens with “K+G Joudan Ushiro Mawashigeri” in 99.6% of rounds, against 7.9% after being hit first.
Every one of these rounds was against the same opponent, so a pattern here may be about them rather than about this player.
| Joudan Ushiro MawashigeriK+G | 356 | 66.7% |
|---|---|---|
| no input | 175 | 32.8% |
| Koubougeri6K+G | 1 | 0.2% |
| crouch into Tadan Kubigeri3K+G | 1 | 0.2% |
| punchP | 1 | 0.2% |
By stage type
Record against each character on walled and open stages, as Jean
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Taka | 73–0 · 100% | 35–0 · 100% | too few to test |
| Eileen | 0–20 · 0% | 0–24 · 0% | 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.
Taka
- Career
- 120–122 · 49.6%
- This season
- 176 matches · 65.9%
- Peak rank
- 42
First hit in 65.9% of 528 rounds. Won 100.0% of the rounds they struck first, 0.0% of the rounds they were struck first.
Significant Tells
- After opening the round before by waiting: waits first in 99.2% of rounds, against 0.0% after anything else.
- After the opponent opened the round before by waiting: attacks straight away in 86.3% of rounds, against 12.6% after anything else.
- After winning a round: attacks straight away in 100.0% of rounds, against 1.7% after losing one.
- When ahead: attacks straight away in 100.0% of rounds, against 1.7% when behind.
- After landing the first hit of the round before: attacks straight away in 100.0% of rounds, against 1.7% after being hit first.
- After opening the round before with “K kick”: opens with “K kick” in 100.0% of rounds, against 0.0% after anything else.
- After the opponent opened the round before with “Defensive Style: no input”: opens with “K kick” in 100.0% of rounds, against 8.4% after anything else.
- After winning a round: opens with “K kick” in 100.0% of rounds, against 0.0% after losing one.
- When ahead: opens with “K kick” in 100.0% of rounds, against 0.0% when behind.
- After landing the first hit of the round before: opens with “K kick” in 100.0% of rounds, against 0.0% after being hit first.
Every one of these rounds was against the same opponent, so a pattern here may be about them rather than about this player.
| kickK | 348 | 65.9% |
|---|---|---|
| no input | 178 | 33.7% |
| Aka'oni MidaremageP+K | 2 | 0.4% |
By stage type
Record against each character on walled and open stages, as Taka
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Vanessa | 73–0 · 100% | 35–0 · 100% | too few to test |
| Lei Fei | 0–33 · 0% | 0–19 · 0% | 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.
Jeffry
- Career
- 135–120 · 52.9%
- This season
- 166 matches · 48.8%
- Peak rank
- 42
First hit in 48.8% of 498 rounds. Won 100.0% of the rounds they struck first, 0.0% of the rounds they were struck first.
Significant Tells
- On Single Wall stages: waits first in 75.0% of rounds, against 45.8% on the other stages.
- After opening the round before by waiting: waits first in 98.8% of rounds, against 0.0% after anything else.
- After the opponent opened the round before by attacking: waits first in 96.5% of rounds, against 0.0% after anything else.
- After losing a round: waits first in 98.2% of rounds, against 0.0% after winning one.
- When behind: waits first in 98.2% of rounds, against 0.0% when ahead.
- After being hit first in the round before: waits first in 98.2% of rounds, against 0.0% after landing the first hit.
- On Single Wall stages: opens with “no input” in 75.0% of rounds, against 45.8% on the other stages.
- After opening the round before with “P+K Body Crush”: opens with “P+K Body Crush” in 99.4% of rounds, against 0.0% after anything else.
- After the opponent opened the round before with “no input”: opens with “P+K Body Crush” in 99.4% of rounds, against 0.0% after anything else.
- After winning a round: opens with “P+K Body Crush” in 99.4% of rounds, against 0.0% after losing one.
- When ahead: opens with “P+K Body Crush” in 99.4% of rounds, against 0.0% when behind.
- After landing the first hit of the round before: opens with “P+K Body Crush” in 99.4% of rounds, against 0.0% after being hit first.
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 | 252 | 50.6% |
|---|---|---|
| Body CrushP+K | 242 | 48.6% |
| Destruction WaveK+G | 3 | 0.6% |
| kickK into Body CrushP+K | 1 | 0.2% |
By stage type
Record against each character on walled and open stages, as Jeffry
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Lau | 0–41 · 0% | 0–34 · 0% | too few to test |
| Brad | 45–0 · 100% | 32–0 · 100% | 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.
Aoi
- Career
- 122–123 · 49.8%
- This season
- 136 matches · 27.9%
- Peak rank
- 42
First hit in 27.9% of 408 rounds. Won 100.0% of the rounds they struck first, 0.0% of the rounds they were struck first.
Significant Tells
- After opening the round before by attacking: attacks straight away in 100.0% of rounds, against 0.0% after anything else.
- After the opponent opened the round before by attacking: waits first in 100.0% of rounds, against 56.6% after anything else.
- After winning a round: attacks straight away in 100.0% of rounds, against 0.0% after losing one.
- When ahead: attacks straight away in 100.0% of rounds, against 0.0% when behind.
- After landing the first hit of the round before: attacks straight away in 100.0% of rounds, against 0.0% after being hit first.
- After opening the round before with “PP Nirentotsu into PPP Nirentotsu Ouchu”: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 100.0% of rounds, against 0.0% after anything else.
- After the opponent opened the round before with “no input”: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 100.0% of rounds, against 0.0% after anything else.
- After winning a round: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 100.0% of rounds, against 0.0% after losing one.
- When ahead: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 100.0% of rounds, against 0.0% when behind.
- After landing the first hit of the round before: opens with “PP Nirentotsu into PPP Nirentotsu Ouchu” in 100.0% of rounds, against 0.0% after being hit first.
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 | 294 | 72.1% |
|---|---|---|
| NirentotsuPP into Nirentotsu OuchuPPP | 114 | 27.9% |
By stage type
Record against each character on walled and open stages, as Aoi
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Brad | 0–53 · 0% | 0–33 · 0% | too few to test |
| El Blaze | 22–0 · 100% | 12–0 · 100% | 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.
Goh
- Career
- 120–151 · 44.3%
- This season
- 133 matches · 24.8%
- Peak rank
- 43
First hit in 24.7% of 401 rounds. Won 100.0% of the rounds they struck first, 0.7% of the rounds they were struck first.
Significant Tells
- On Single Wall stages: attacks straight away in 57.8% of rounds, against 19.6% on the other stages.
- After opening the round before by attacking: attacks straight away in 97.2% of rounds, against 0.5% after anything else.
- After losing a round: waits first in 99.0% of rounds, against 0.0% after winning one.
- When behind: waits first in 99.0% of rounds, against 0.0% when ahead.
- After landing the first hit of the round before: attacks straight away in 100.0% of rounds, against 2.0% after being hit first.
- On Single Wall stages: opens with “K+G Kiribarai” in 57.8% of rounds, against 18.8% on the other stages.
- After opening the round before with “no input”: opens with “no input” in 99.5% of rounds, against 2.9% after anything else.
- After the opponent opened the round before with “P+G throw”: opens with “K+G Kiribarai” in 100.0% of rounds, against 6.1% after anything else.
- After winning a round: opens with “K+G Kiribarai” in 100.0% of rounds, against 0.0% after losing one.
- When ahead: opens with “K+G Kiribarai” in 100.0% of rounds, against 0.0% when behind.
- After landing the first hit of the round before: opens with “K+G Kiribarai” in 100.0% of rounds, against 1.0% after being hit first.
Every one of these rounds was against the same opponent, so a pattern here may be about them rather than about this player.
By stage type
Record against each character on walled and open stages, as Goh
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Jacky | 0–49 · 0% | 0–16 · 0% | too few to test |
| Eileen | 14–0 · 100% | 15–0 · 100% | 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.
Brad
- Career
- 120–127 · 48.6%
- This season
- 124 matches · 55.6%
- Peak rank
- 43
First hit in 56.8% of 373 rounds. Won 98.6% of the rounds they struck first, 0.6% of the rounds they were struck first.
Significant Tells
- After losing a round: waits first in 26.2% of rounds, against 0.0% after winning one.
- When behind: waits first in 26.2% of rounds, against 0.0% when ahead.
- After being hit first in the round before: waits first in 26.2% of rounds, against 0.0% after landing the first hit.
- After opening the round before with “K+G High Spin Kick”: opens with “K+G High Spin Kick” in 100.0% of rounds, against 0.0% after anything else.
- After the opponent opened the round before with “Destruction Wave”: opens with “PP Jab Straight into PPP Combination Upper” in 99.3% of rounds, against 0.0% after anything else.
- After winning a round: opens with “PP Jab Straight into PPP Combination Upper” in 97.2% of rounds, against 0.0% after losing one.
- When ahead: opens with “PP Jab Straight into PPP Combination Upper” in 97.2% of rounds, against 0.0% when behind.
- After landing the first hit of the round before: opens with “PP Jab Straight into PPP Combination Upper” in 96.5% of rounds, against 0.0% after being hit first.
Every one of these rounds was against the same opponent, so a pattern here may be about them rather than about this player.
| Jab StraightPP into Combination UpperPPP | 206 | 54.9% |
|---|---|---|
| High Spin KickK+G | 94 | 25.1% |
| no input | 42 | 11.2% |
| throwP+G | 27 | 7.2% |
| Spine Whip4P into Lumpini Combination4PK | 1 | 0.3% |
| Sway Back4P+K+G | 1 | 0.3% |
| crouch dash back into backdash | 1 | 0.3% |
| crouch dash forward into crouch | 1 | 0.3% |
| punchP into Combination UpperPPP | 1 | 0.3% |
| up, up-forward punch89P | 1 | 0.3% |
By stage type
Record against each character on walled and open stages, as Brad
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Jeffry | 40–14 · 74% | 23–17 · 58% | too few to test |
| Akira | 0–16 · 0% | 0–6 · 0% | 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.
Lau
- Career
- 120–135 · 47.1%
- This season
- 109 matches · 85.3%
- Peak rank
- 43
First hit in 85.3% of 327 rounds. Won 100.0% of the rounds they struck first, 0.0% of the rounds they were struck first.
Significant Tells
No reliable tells for this character.
Every one of these rounds was against the same opponent, so a pattern here may be about them rather than about this player.
| RenshouPP into RaigekishouPPP | 275 | 84.1% |
|---|---|---|
| no input | 48 | 14.7% |
| Senpuga~KokeiK+G | 1 | 0.3% |
| punchP into RaigekishouPPP | 1 | 0.3% |
| punchP into RenshouPP | 1 | 0.3% |
| punchP into throwP+G | 1 | 0.3% |
By stage type
Record against each character on walled and open stages, as Lau
| Opponent | Walls | No walls | Walls vs open, rank-adjusted, pts |
|---|---|---|---|
| Jean | 53–0 · 100% | 35–0 · 100% | 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.
Pai
- Career
- 120–140 · 46.1%
- This season
- 98 matches · 75.5%
- Peak rank
- 44
First hit in 75.7% of 296 rounds. Won 99.1% of the rounds they struck first, 0.0% of the rounds they were struck first.
Significant Tells
Too few rounds to test opener patterns.
| Ensei KatanhekiP+K | 216 | 73.0% |
|---|---|---|
| no input | 52 | 17.6% |
| throwP+G | 18 | 6.1% |
| RenshouPP into RaigekishouPPP | 7 | 2.4% |
| Ensei SenpukyakuK+G | 1 | 0.3% |
| kickK | 1 | 0.3% |
| punchP into RenshouPP | 1 | 0.3% |
Lei Fei
- Career
- 121–133 · 47.6%
- This season
- 90 matches · 38.9%
- Peak rank
- 44
First hit in 45.2% of 272 rounds. Won 84.5% of the rounds they struck first, 1.3% of the rounds they were struck first.
Significant Tells
Too few rounds to test opener patterns.
| Sayu ShoukenPP into Renkan MahosuiPPP | 104 | 38.2% |
|---|---|---|
| no input | 103 | 37.9% |
| Kinkei DokuritsuP+K | 18 | 6.6% |
| guardG | 10 | 3.7% |
| SokutankyakuK+G | 8 | 2.9% |
| guardG into punch+kick+guardP+K+G | 5 | 1.8% |
| kickK | 4 | 1.5% |
| punch+kick+guardP+K+G | 2 | 0.7% |
| punch+kick+guardP+K+G into Kinkei DokuritsuP+K | 2 | 0.7% |
| throw escape | 2 | 0.7% |
| Renkan MahosuiPPP | 1 | 0.4% |
| SokutankyakuK+G into Gaiken6P+K | 1 | 0.4% |
| SokutankyakuK+G into punch+kick+guardP+K+G | 1 | 0.4% |
| SokutankyakuK+G into throw escape | 1 | 0.4% |
| crouch into Kaisei Tento1P+K | 1 | 0.4% |
9 further openings account for the other 9 rounds.
Eileen
- Career
- 119–0 · 100.0%
- This season
- 83 matches · 100.0%
- Peak rank
- 41
First hit in 100.0% of 248 rounds. Won 100.0% of the rounds they struck first, — of the rounds they were struck first.
Significant Tells
Too few rounds to test opener patterns.
| Enkou RensouPP into Rensou HekizanPPP | 232 | 93.2% |
|---|---|---|
| punchP | 5 | 2.0% |
| punchP into kickK | 5 | 2.0% |
| no input | 3 | 1.2% |
| punchP into Enkou RensouPP | 2 | 0.8% |
| forward dash | 1 | 0.4% |
| punchP into RententaiPK | 1 | 0.4% |
Akira
- Career
- 89–0 · 100.0%
- This season
- 78 matches · 100.0%
- Peak rank
- 39
First hit in 100.0% of 234 rounds. Won 100.0% of the rounds they struck first, — of the rounds they were struck first.
Significant Tells
Too few rounds to test opener patterns.
| punchP into Hachimon KaidaPP | 234 | 100.0% |
|---|
Vanessa
- Career
- 119–0 · 100.0%
- This season
- 39 matches · 100.0%
- Peak rank
- 41
First hit in 100.0% of 117 rounds. Won 100.0% of the rounds they struck first, — of the rounds they were struck first.
Significant Tells
Too few rounds to test opener patterns.
| Defensive Style: kick into Switch Left SlicerKK | 117 | 100.0% |
|---|
Shun
- Career
- 120–1 · 99.2%
- This season
- 37 matches · 100.0%
- Peak rank
- 41
First hit in 100.0% of 111 rounds. Won 100.0% of the rounds they struck first, — of the rounds they were struck first.
Significant Tells
Too few rounds to test opener patterns.
| RengekiPP into Saishu RenkangekiPPP | 111 | 100.0% |
|---|
Jacky
- Career
- 29–0 · 100.0%
- This season
- 5 matches · 100.0%
- Peak rank
- 35
Significant Tells
Too few rounds to test opener patterns.
| Beat KnuckleP+K | 15 | 100.0% |
|---|
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 (155 here; about 7.8 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: 12 of 14 tests hold up
- Sarah: 12 of 14 tests hold up
- Lion: 11 of 14 tests hold up
- El Blaze: 11 of 14 tests hold up
- Wolf: 10 of 14 tests hold up
- Jean: 10 of 14 tests hold up
- Taka: 10 of 14 tests hold up
- Jeffry: 12 of 14 tests hold up
- Aoi: 10 of 14 tests hold up
- Goh: 11 of 13 tests hold up
- Brad: 8 of 12 tests hold up
- Lau: 0 of 4 tests hold up
- Pai: not tested (too few rounds)
- Lei Fei: not tested (too few rounds)
- Eileen: not tested (too few rounds)
- Akira: not tested (too few rounds)
- Vanessa: not tested (too few rounds)
- Shun: not tested (too few rounds)
- Jacky: not tested (too few rounds)
