VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

Johllt

  • Lau
  • Lei Fei
  • Pai
Career matches1,128
Career win rate53.1%
Round win rate53.2%
Peak rank25
Distinct opponents16
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1450 #2,347 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

Kage—60130929251.4%
Lei Fei252141169854.2%
Pai232121219157.1%
Lau24101534852.5%

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

76 of 250 rounds counted

5.8 inputs a second (348 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Lau6.036052
Lei Fei4.92928
Pai5.834616

By opponent's character

Jean6.337813
Brad6.237520
Vanessa6.03598
Akira5.734412
Jacky4.92928
Jeffry5.13058
Lei Fei5.73453
Lion5.93524

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

Jean1815383.3%+35.6
Aoi158753.3%-1.2
Brad73442.9%+7.0
Vanessa73442.9%-17.7
Akira64266.7%+6.9
Pai31233.3%-41.5
Jacky2020.0%-68.7
Jeffry2020.0%-42.6
Lei Fei1010.0%-43.3
Lion1010.0%-36.1

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

Octagon137653.9%-1.5
Open104640.0%-14.9
Low Fence84450.0%+0.2
Full Fence74357.1%-5.0
Breakable Half Fence660100.0%+49.1
Single Wall62433.3%-24.5
Full Fence and Open42250.0%-1.3
Breakable Full Fence31233.3%-9.7
Half Fence220100.0%+34.6

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
Walls3164.5%56.2%+8.4
No walls2441.7%52.3%-10.7

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

MashPotatoTower (Rank 26)2026/09/111010.0%
Twonny (Rank 23)2026/09/1132166.7%
パニガーレ (Rank 23)2026/06/112020.0%
TheBusta (Rank 25)2026/05/282020.0%
SpaceKnight (Rank 25)2026/05/251010.0%
LD (Rank 26)2026/05/212020.0%
xChimerax (Rank 32)2026/05/2131233.3%
Zxo (Rank 25)2026/05/191411378.6%
The8thOne (Rank 26)2026/05/192020.0%
Dremark (Rank 21)2026/05/1632166.7%
VIRTUOUSKNIGHT (Rank 21)2026/05/1453260.0%
Cooljerk (Rank 21)2026/05/0632166.7%
Nohpex (Rank 22)2026/05/06126650.0%
ForemostFighter (Rank 23)2026/03/28220100.0%
MiggieSmalls (Rank 22)2026/03/2831233.3%
twinsshine (Rank 23)2026/03/28440100.0%

Round openings

Every character

SokutankyakuK+G into Shishi DaichoukouK+GP187.2%
Senpuga~KokeiK+G156.0%
RenshouPP into Renkanshou3PPP124.8%
evade up124.8%
backdash into Honten Rakutoutai46K+G104.0%
punchP into Renshou104.0%
backdash into Tenshin EngekishouP+K83.2%
kickK into Ko'en TenshinkyakuKK83.2%
evade down72.8%
guardG72.8%
no input72.8%
Tenshin EngekishouP+K62.4%
backdash62.4%
Ensei Haijinkyaku7K+G52.0%
backdash into Senpuga~KokeiK+G52.0%

71 further openings account for the other 114 rounds.

Lau

Career
53–48 · 52.5%
This season
47 matches · 53.2%
Peak rank
24

First hit in 47.3% of 184 rounds. Won 58.6% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senpuga~KokeiK+G158.1%
RenshouPP into Renkanshou3PPP126.5%
backdash into Honten Rakutoutai46K+G105.4%
backdash into Tenshin EngekishouP+K84.3%
kickK into Ko'en TenshinkyakuKK84.3%
punchP into RenshouPP84.3%
evade up73.8%
guardG73.8%
Tenshin EngekishouP+K63.2%
backdash63.2%
backdash into Senpuga~KokeiK+G52.7%
evade down52.7%
no input52.7%
Chisoutai2K+G42.1%
Kokyaku Haiten7K42.1%

51 further openings account for the other 76 rounds.

Lei Fei

Career
116–98 · 54.2%
This season
11 matches · 63.6%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

SokutankyakuK+G into Shishi DaichoukouK+GP1837.5%
evade up48.3%
evade up into guardG36.2%
kickK36.2%
Dokuritsu Shiki8P+K+G24.2%
evade down24.2%
no input24.2%
punchP into Sayu ShoukenPP24.2%
Chutenhou3P into down-forward punch+kick+guard3P+K+G12.1%
Dokuritsu Shiki8P+K+G into Shinpo BunkyakuK+G12.1%
Nehan Shiki1P+K+G into Nehan Shiki~Hai Shiki2P+K+G12.1%
Senpukyaku66K+G12.1%
backdash into Chinheki4P+K12.1%
backdash into guardG12.1%
evade down into Fukusoushou2P12.1%

5 further openings account for the other 5 rounds.

Pai

Career
121–91 · 57.1%
This season
4 matches · 50.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ensei Haijinkyaku7K+G531.2%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK425.0%
punchP into RenshouPP212.5%
Ensei Haijinkyaku7K+G into Ensei SenpukyakuK+G16.2%
Haitenkyaku7K16.2%
Meishouho4P+K+G into Ensei SenpukyakuK+G16.2%
Tenshi Katsumentai Haishin2P+KK into Renkan Tenshin Jujishou2P+KKP16.2%
evade up16.2%

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)
  • Lei Fei: not tested (too few rounds)
  • Pai: not tested (too few rounds)