Virtua Fighter 5 REVO · v1.10 · Region: South America
Elo rating
Overall, and on each character played 10+ times1570 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
| Kage | 27 | 167 | 117 | 50 | 70.1% |
|---|---|---|---|---|---|
| Akira | 25 | 108 | 65 | 43 | 60.2% |
| Jean | 22 | 50 | 36 | 14 | 72.0% |
| Brad | 22 | 39 | 30 | 9 | 76.9% |
| Lau | 21 | 10 | 8 | 2 | 80.0% |
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
114 of 201 rounds counted8.1 inputs a second (486 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.
By character played
| Kage | 7.9 | 477 | 75 |
|---|---|---|---|
| Brad | 8.0 | 481 | 19 |
| Lau | 8.8 | 526 | 12 |
| Jean | 8.6 | 517 | 8 |
By opponent's character
| Jeffry | 7.9 | 476 | 62 |
|---|---|---|---|
| Vanessa | 8.0 | 481 | 19 |
| Lion | 8.3 | 496 | 5 |
| Eileen | 8.8 | 526 | 12 |
| Sarah | 8.0 | 479 | 9 |
| El Blaze | 8.2 | 491 | 4 |
| Goh | 9.4 | 567 | 3 |
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 | 17 | 11 | 6 | 64.7% | -5.2 |
|---|---|---|---|---|---|
| Vanessa | 10 | 7 | 3 | 70.0% | +7.1 |
| Aoi | 5 | 2 | 3 | 40.0% | -32.7 |
| Lion | 4 | 3 | 1 | 75.0% | +9.5 |
| Brad | 3 | 1 | 2 | 33.3% | -26.7 |
| Eileen | 3 | 1 | 2 | 33.3% | -11.0 |
| Sarah | 3 | 3 | 0 | 100.0% | +35.0 |
| Wolf | 2 | 2 | 0 | 100.0% | +38.2 |
| El Blaze | 1 | 1 | 0 | 100.0% | +17.0 |
| Goh | 1 | 1 | 0 | 100.0% | +31.2 |
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
| Low Fence | 18 | 11 | 7 | 61.1% | -3.5 |
|---|---|---|---|---|---|
| Breakable Full Fence | 8 | 6 | 2 | 75.0% | +10.0 |
| Single Wall | 8 | 5 | 3 | 62.5% | +0.5 |
| Full Fence | 5 | 3 | 2 | 60.0% | -10.5 |
| Open | 5 | 4 | 1 | 80.0% | +17.5 |
| Breakable Half Fence | 3 | 1 | 2 | 33.3% | -38.4 |
| Octagon | 1 | 1 | 0 | 100.0% | +17.0 |
| Rectangle | 1 | 1 | 0 | 100.0% | +31.2 |
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 | 18 | 66.7% | 68.9% | -2.3 |
| No walls | 31 | 64.5% | 63.2% | +1.3 |
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
| imhanzo (Rank 27) | 15 | 9 | 6 | 60.0% |
|---|---|---|---|---|
| ねこ吉 (Rank 23) | 5 | 4 | 1 | 80.0% |
| 壱色淸淨 (Rank 25) | 5 | 2 | 3 | 40.0% |
| Kakeog (Rank 27) | 3 | 1 | 2 | 33.3% |
| qwerty100 (Rank 25) | 3 | 1 | 2 | 33.3% |
| こうちゃん(`ー´)ノ (Rank 25) | 3 | 2 | 1 | 66.7% |
| 神無月夏美Vtuber (Rank 24) | 3 | 1 | 2 | 33.3% |
| BANANA (Rank 28) | 2 | 2 | 0 | 100.0% |
| majide (Rank 27) | 2 | 2 | 0 | 100.0% |
| orz (Rank 26) | 2 | 2 | 0 | 100.0% |
| ボルタ★TikTok配信中 (Rank 25) | 2 | 2 | 0 | 100.0% |
| NeoTokyo_2025x (Rank 21) | 1 | 1 | 0 | 100.0% |
| meine (Rank 25) | 1 | 1 | 0 | 100.0% |
| かぶぞう@kabuzou (Rank 24) | 1 | 1 | 0 | 100.0% |
| ズサ齋藤 (Rank 23) | 1 | 1 | 0 | 100.0% |
Most played opponents, most recent first
| かぶぞう@kabuzou (Rank 24) | 2026/08/02 | 1 | 1 | 0 | 100.0% |
|---|---|---|---|---|---|
| BANANA (Rank 28) | 2026/06/20 | 2 | 2 | 0 | 100.0% |
| ねこ吉 (Rank 23) | 2026/06/20 | 5 | 4 | 1 | 80.0% |
| imhanzo (Rank 27) | 2026/06/17 | 15 | 9 | 6 | 60.0% |
| 神無月夏美Vtuber (Rank 24) | 2026/06/14 | 3 | 1 | 2 | 33.3% |
| NeoTokyo_2025x (Rank 21) | 2026/06/14 | 1 | 1 | 0 | 100.0% |
| ズサ齋藤 (Rank 23) | 2026/05/18 | 1 | 1 | 0 | 100.0% |
| meine (Rank 25) | 2026/04/18 | 1 | 1 | 0 | 100.0% |
| Kakeog (Rank 27) | 2026/04/18 | 3 | 1 | 2 | 33.3% |
| こうちゃん(`ー´)ノ (Rank 25) | 2026/04/18 | 3 | 2 | 1 | 66.7% |
| orz (Rank 26) | 2026/04/18 | 2 | 2 | 0 | 100.0% |
| ボルタ★TikTok配信中 (Rank 25) | 2026/04/18 | 2 | 2 | 0 | 100.0% |
| qwerty100 (Rank 25) | 2026/04/18 | 3 | 1 | 2 | 33.3% |
| 壱色淸淨 (Rank 25) | 2026/04/18 | 5 | 2 | 3 | 40.0% |
| majide (Rank 27) | 2026/04/18 | 2 | 2 | 0 | 100.0% |
Round openings
Every character
| guardG into throw escape | 21 | 10.4% |
|---|---|---|
| backdash into evade up | 7 | 3.5% |
| forward movement into punchP | 7 | 3.5% |
| backdash into throw escape | 6 | 3.0% |
| guardG into evade down | 6 | 3.0% |
| Hagakure-ryu In Raijingeki46P+K | 5 | 2.5% |
| backdash into Furikakato OtoshiK+G | 5 | 2.5% |
| Jouho Senshou46P into forward movement | 4 | 2.0% |
| guardG into Jouho Senshou46P | 4 | 2.0% |
| guardG into backdash | 4 | 2.0% |
| Hagakure-ryu In Raijingeki46P+K into Hiji'uchi6P | 3 | 1.5% |
| Rasen4P | 3 | 1.5% |
| Rimon Chouchu66P into forward dash | 3 | 1.5% |
| backdash into Ryubigeri4KK | 3 | 1.5% |
| backdash into evade down | 3 | 1.5% |
98 further openings account for the other 117 rounds.
Akira
- Career
- 65–43 · 60.2%
- This season
- 21 matches · 61.9%
- Peak rank
- 25
Significant Tells
Too few rounds to test opener patterns.
| guardG into throw escape | 10 | 11.5% |
|---|---|---|
| guardG into evade down | 5 | 5.8% |
| Jouho Senshou46P into forward movement | 4 | 4.6% |
| guardG into Jouho Senshou46P | 4 | 4.6% |
| Rimon Chouchu66P into forward dash | 3 | 3.5% |
| backdash into evade down | 3 | 3.5% |
| backdash into evade up | 3 | 3.5% |
| backdash into throw escape | 3 | 3.5% |
| forward movement into punchP | 3 | 3.5% |
| Ekishou3P | 2 | 2.3% |
| backdash into Satei3K+G | 2 | 2.3% |
| backdash into Souka Housui3P+K | 2 | 2.3% |
| guardG into Jouho Touken6P | 2 | 2.3% |
| guardG into Souka Housui3P+K | 2 | 2.3% |
| guardG into backdash | 2 | 2.3% |
37 further openings account for the other 37 rounds.
Kage
- Career
- 117–50 · 70.1%
- This season
- 18 matches · 66.7%
- Peak rank
- 27
Significant Tells
Too few rounds to test opener patterns.
| guardG into throw escape | 11 | 14.7% |
|---|---|---|
| Hagakure-ryu In Raijingeki46P+K | 5 | 6.7% |
| backdash into Furikakato OtoshiK+G | 5 | 6.7% |
| Hagakure-ryu In Raijingeki46P+K into Hiji'uchi6P | 3 | 4.0% |
| Rasen4P | 3 | 4.0% |
| backdash into Ryubigeri4KK | 3 | 4.0% |
| backdash into throw escape | 3 | 4.0% |
| Rakujin Gaeri44P into Rasen4P | 2 | 2.7% |
| Rasen4P into backdash | 2 | 2.7% |
| Rasen4P into kickK | 2 | 2.7% |
| Sokudan1P into Sokudangasane1PK | 2 | 2.7% |
| Ura Tsumujigeri44K into Kodachinuki4K | 2 | 2.7% |
| backdash into Engetsugeri9K+G | 2 | 2.7% |
| backdash into Hagakure-ryu In Raijingeki46P+K | 2 | 2.7% |
| backdash into evade up | 2 | 2.7% |
25 further openings account for the other 26 rounds.
Brad
- Career
- 30–9 · 76.9%
- This season
- 5 matches · 80.0%
- Peak rank
- 22
Significant Tells
Too few rounds to test opener patterns.
| Jackal Straight46P+K into throwP+G | 2 | 10.5% |
|---|---|---|
| Jolt Upper3P into Jolt Upper~Spin Kick3PK | 2 | 10.5% |
| Sway Back4P+K+G into Mighty Knee UpperK | 2 | 10.5% |
| forward movement into Jab StraightPP | 2 | 10.5% |
| forward movement into punchP | 2 | 10.5% |
| Dtee Sawk Dtrohng4P+K | 1 | 5.3% |
| Jolt Upper3P into Rapid Double JabP+K | 1 | 5.3% |
| Spine Whip4P into Lumpini Combination4PK | 1 | 5.3% |
| Spine Whip4P into throw escape | 1 | 5.3% |
| Sway Back4P+K+G into punchP | 1 | 5.3% |
| Turn Savate44K into Stop Kick4K | 1 | 5.3% |
| backdash into Stop Kick4K | 1 | 5.3% |
| backdash into Turn Savate44K | 1 | 5.3% |
| punchP into forward dash | 1 | 5.3% |
Lau
- Career
- 8–2 · 80.0%
- This season
- 3 matches · 33.3%
- Peak rank
- 21
Significant Tells
Too few rounds to test opener patterns.
| backdash into evade up | 2 | 16.7% |
|---|---|---|
| guardG into backdash | 2 | 16.7% |
| Koryu Tenshinkyaku6K+G | 1 | 8.3% |
| backward movement into Honten Rakutoutai46K+G | 1 | 8.3% |
| crouch dash back into Sako Soushou4P+K | 1 | 8.3% |
| crouch dash back into kickK | 1 | 8.3% |
| evade down into throw escape | 1 | 8.3% |
| evade up into backdash | 1 | 8.3% |
| forward movement into punchP | 1 | 8.3% |
| guardG into Kosoushou46P | 1 | 8.3% |
Jean
- Career
- 36–14 · 72.0%
- This season
- 2 matches · 100.0%
- Peak rank
- 22
Significant Tells
Too few rounds to test opener patterns.
| backdash into Koubougeri6K+G | 2 | 25.0% |
|---|---|---|
| Hizageri4K | 1 | 12.5% |
| backdash into Gyaku Seikenzuki66P | 1 | 12.5% |
| backdash into Kake'uchi46P | 1 | 12.5% |
| guardG into Harai'uke (Deflect)4P+K+G | 1 | 12.5% |
| guardG into evade up | 1 | 12.5% |
| punchP into Maeken~Joudan MawashigeriPK | 1 | 12.5% |
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 (0 here; about 0.0 would come up by chance alone before the correction).
Tests behind each character's list
- Akira: not tested (too few rounds)
- Kage: not tested (too few rounds)
- Brad: not tested (too few rounds)
- Lau: not tested (too few rounds)
- Jean: not tested (too few rounds)
