VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: Asia

Kage

Roshimop

  • Vanessa
  • Eileen
  • Pai
  • Taka
Career matches1,564
Career win rate39.6%
Round win rate40.7%
Peak rank23
Distinct opponents47
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1217 #3,387 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

Kage231,11844667239.9%
Vanessa2233012120936.7%
Taka21100465446.0%
Eileen16113827.3%
Pai1653260.0%

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

564 of 572 rounds counted

7.4 inputs a second (442 a minute) this season. Faster than 56% of the 4,069 regulars with enough rounds counted to compare.

By character played

Vanessa7.3436404
Kage7.4444110
Eileen7.947439
Pai8.24956
Taka7.94725

By opponent's character

Akira7.645684
Brad7.042375
Jean6.941342
Lau7.343851
Kage7.243443
El Blaze7.444335
Sarah8.148430
Taka7.243529
Aoi7.444424
Eileen7.243526
Jeffry7.544926
Pai7.746326
Shun7.645622
Jacky7.444315
Goh6.941512
Wolf7.645613
Lion6.94137
Lei Fei8.24904

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

Akira2151623.8%+0.6
Brad1912763.2%+28.0
Jean1321115.4%-14.7
Lau136746.1%+7.3
Kage123925.0%-6.0
El Blaze93633.3%+16.1
Sarah8080.0%-35.4
Taka83537.5%+3.9
Aoi64266.7%+17.2
Eileen62433.3%+2.0
Jeffry61516.7%-59.7
Pai63350.0%+4.5
Shun51420.0%-13.7
Jacky43175.0%+36.6
Goh31233.3%-1.5
Wolf3030.0%-19.1
Lion2020.0%-42.8
Lei Fei110100.0%+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

Full Fence2662023.1%-19.6
Open1771041.2%+0.8
Rectangle1771041.2%+6.4
Breakable Full Fence1661037.5%+4.7
Octagon157846.7%+8.7
Single Wall156940.0%+12.3
Half Fence114736.4%+10.7
Low Fence114736.4%-2.0
Full Fence and Open8080.0%-21.4
Breakable Half Fence73442.9%+11.2

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
Walls9235.9%35.4%+0.5
No walls4339.5%35.9%+3.6

Walls against open: -3.1 points (95% range -22.3 to +16.1), p 0.749 — 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

minato (Rank 21)2026/09/24220100.0%
破軍恩 (Rank 21)2026/09/11149564.3%
紫荆一头牛 (Rank 24)2026/09/092020.0%
달그림자 (Rank 21)2026/09/0932166.7%
dalmax72 (Rank 21)2026/09/0885362.5%
도룡밖에난몰라/RSA (Rank 23)2026/09/0832166.7%
naowai (Rank 21)2026/09/0832166.7%
waka1204 (Rank 22)2026/09/0831233.3%
moomoolien (Rank 13)2026/09/083030.0%
あかげら (Rank 23)2026/08/30220100.0%
kinoppy0126 (Rank 21)2026/08/2852340.0%
富美 (Rank 21)2026/08/2553260.0%
sk901 (Rank 21)2026/08/212020.0%
masami.mac (Rank 21)2026/08/028080.0%
TaKaArAsHi573 (Rank 24)2026/07/2961516.7%
HaseMasa (Rank 24)2026/07/2951420.0%
GKplis (Rank 24)2026/07/2931233.3%
月华流霜 (Rank 18)2026/07/2932166.7%
かりすまっくすさん♡ (Rank 24)2026/07/2931233.3%
orz (Rank 26)2026/07/285050.0%
Handive (Rank 35)2026/07/232020.0%
swhy2008 (Rank 2)2026/07/184040.0%
yujiberra (Rank 21)2026/07/1831233.3%
★★★★★ (Rank 26)2026/07/0681712.5%
ぽん (Rank 24)2026/07/0241325.0%

Round openings

Every character

Defensive Style: backdash into back kick+guard4K+G6210.8%
Defensive Style: crouch into down-back kick1K345.9%
Defensive Style: crouch into Bone Crush Middle3K325.6%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP223.9%
Defensive Style: backdash into Back Charge Kick44K+G193.3%
Defensive Style: backdash into back kick4K162.8%
Defensive Style: backward movement into guardG111.9%
Jakenshou214P+K101.8%
Defensive Style: Stopping Low into Stopping Low Combo2KP91.6%
Defensive Style: guard91.6%
Defensive Style: Bone Crush Middle81.4%
Fusenjin3P into Shippuzan3PP81.4%
punchP into ResshouPP81.4%
Defensive Style: kick into Switch Left SlicerKK71.2%
Defensive Style: punch into Jab~BodyPP71.2%

194 further openings account for the other 310 rounds.

Vanessa

Career
121–209 · 36.7%
This season
102 matches · 38.2%
Peak rank
22

First hit in 16.3% of 404 rounds. Won 51.5% of the rounds they struck first, 41.4% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Defensive Style: backdash into back kick+guard4K+G6215.3%
Defensive Style: crouch into down-back kick1K348.4%
Defensive Style: crouch into Bone Crush Middle3K327.9%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP225.5%
Defensive Style: backdash into Back Charge Kick44K+G194.7%
Defensive Style: backdash into back kick4K164.0%
Defensive Style: backward movement into guardG112.7%
Defensive Style: Stopping Low into Stopping Low Combo2KP92.2%
Defensive Style: guard92.2%
Defensive Style: Bone Crush Middle82.0%
Defensive Style: kick into Switch Left SlicerKK71.7%
Defensive Style: punch into Jab~BodyPP71.7%
Defensive Style: Jab~Body into Combo High KickPPK51.2%
Defensive Style: Low Spin Slicer51.2%
Defensive Style: backdash into guardG51.2%

104 further openings account for the other 153 rounds.

Kage

Career
446–672 · 39.9%
This season
31 matches · 25.8%
Peak rank
23

First hit in 50.0% of 118 rounds. Won 42.4% of the rounds they struck first, 27.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jakenshou214P+K108.5%
Fusenjin3P into Shippuzan3PP86.8%
punchP into ResshouPP86.8%
ResshouPP into SandangekiPPP65.1%
crouch into Nirenkyaku3KK54.2%
evade up into Senpugeri7K54.2%
SouhajinP+K43.4%
Surigeri2K32.5%
backdash into Rasen4P32.5%
backdash into Ryubigeri4KK32.5%
backdash into Tenshin Agokudaki4KKK32.5%
guardG into kickK32.5%
punchP32.5%
Fusen Renkyaku6K+G21.7%
Senpugeri7K21.7%

43 further openings account for the other 50 rounds.

Eileen

Career
3–8 · 27.3%
This season
9 matches · 33.3%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Enkou RensouPP into Rensou HekizanPPP512.8%
Hikou Bokushoku9P25.1%
Jinraishou6P+K into Sayu Gekishou6P+KP25.1%
backdash into guardG25.1%
offensive move25.1%
punchP into Enkou RensouPP25.1%
Enkou Kenka46P12.6%
Hikou Bokushoku9P into Douchu6P12.6%
Jinraishou6P+K12.6%
Jouho Chu'un6PP into Geimen Senpu6PPK12.6%
Rensou HekizanPPP into Rakuho SenpukyakuPPPK12.6%
Taisei Honsou214P into Renshu Bentsui214PP12.6%
Tanhikyaku9K12.6%
backdash into Enkou Chousou3P12.6%
backdash into Honshin Kousoutai3K+G12.6%

15 further openings account for the other 15 rounds.

Pai

Career
3–2 · 60.0%
This season
2 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hi'en Tankyaku9K into Hi'en Rekkyaku9KK116.7%
backdash into Meishouho4P+K+G116.7%
backdash into guardG116.7%
crouch dash back into Souanshou3P+K116.7%
crouch dash back into guardG116.7%
punchP into RenkentaiPK116.7%

Taka

Career
46–54 · 46.0%
This season
1 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK5100.0%

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 (15 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

  • Vanessa: 0 of 15 tests hold up
  • Kage: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Taka: not tested (too few rounds)