VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

TDNBK

  • El Blaze
  • Jeffry
Career matches1,397
Career win rate73.9%
Round win rate69.6%
Peak rank39
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1952 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—65048116974.0%
Jacky—3442479771.8%
Akira—2011386368.7%
Jeffry39115872875.7%
El Blaze387670692.1%
Pai—119281.8%

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

12 of 181 rounds counted

8.5 inputs a second (508 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jeffry8.550812

By opponent's character

Lion8.550812

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

Brad54180.0%-8.2
Goh54180.0%-6.8
Sarah52340.0%-53.4
Aoi440100.0%+17.1
Lau440100.0%+14.4
Lion43175.0%-1.4
Akira330100.0%+17.2
Pai330100.0%+18.0
Vanessa32166.7%-16.6
Eileen220100.0%+16.8
El Blaze220100.0%+12.5
Kage220100.0%+15.1
Lei Fei220100.0%+18.3
Jacky110100.0%+10.6
Jeffry110100.0%+12.3

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

Octagon97277.8%-9.0
Low Fence75271.4%-15.0
Open770100.0%+15.8
Single Wall64266.7%-21.8
Half Fence440100.0%+23.8
Breakable Full Fence330100.0%+10.8
Breakable Half Fence330100.0%+15.3
Full Fence and Open220100.0%+14.8
Full Fence1010.0%-83.2
Rectangle110100.0%+18.7

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
Walls2185.7%84.2%+1.5
No walls2080.0%85.4%-5.4

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

どっせプレビに出たい (Rank 42)2026/10/0332166.7%
英語 (Rank 38)2026/04/17330100.0%
壱次元らあじ (Rank 38)2026/04/17110100.0%
ACE_STRIKER (Rank 33)2026/04/16110100.0%
new_cult33 (Rank 36)2026/04/161010.0%
ついで (Rank 39)2026/04/16110100.0%
究極無敵 (Rank 35)2026/04/15110100.0%
お~ちゃん (Rank 33)2026/04/15110100.0%
yamadon (Rank 33)2026/04/15110100.0%
joechou222 (Rank 34)2026/04/15220100.0%
settei4 (Rank 30)2026/04/15220100.0%
타우끼/taukee (Rank 35)2026/04/151010.0%
ちょいそる (Rank 31)2026/04/15110100.0%
poco/ぽこ (Rank 32)2026/04/15220100.0%
黒シャツ (Rank 30)2026/04/15220100.0%
【ネ単】-ZEN- (Rank 34)2026/04/151010.0%
タピる。 (Rank 34)2026/04/15220100.0%
ゲッパー (Rank 37)2026/03/28220100.0%
crazy_brat_girl (Rank 36)2026/03/28110100.0%
Snow_Diabolos (Rank 37)2026/03/28220100.0%
うるヲ参拾 (Rank 36)2026/03/283030.0%
okinawa_39 (Rank 38)2026/03/28220100.0%
Taiyaki_Ltd (Rank 38)2026/03/28110100.0%
7連休 (Rank 35)2026/03/27220100.0%
こまがわ (Rank 38)2026/03/27110100.0%

Round openings

Every character

backdash into evade up3318.2%
crouch dash back into guardG105.5%
backdash into Shadow Lance66K73.9%
up, up-back kick+guard87K+G73.9%
up-back kick+guard7K+G73.9%
backdash into Demon's Tail9P+KK63.3%
evade down into guardG63.3%
backdash into evade down52.8%
evade up52.8%
Sit Jab2P42.2%
backdash into punchP42.2%
crouch dash back into evade down42.2%
Low Knuckle2P31.7%
Sit Jab2P into backdash31.7%
backdash into Full Swing Double Hammer41236P+K31.7%

58 further openings account for the other 74 rounds.

El Blaze

Career
70–6 · 92.1%
This season
27 matches · 88.9%
Peak rank
38

First hit in 50.5% of 101 rounds. Won 76.5% of the rounds they struck first, 74.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1615.8%
backdash into Shadow Lance66K76.9%
up, up-back kick+guard87K+G76.9%
up-back kick+guard7K+G76.9%
backdash into Demon's Tail9P+KK65.9%
Sit Jab2P44.0%
backdash into evade down44.0%
evade up44.0%
Sit Jab2P into backdash33.0%
backdash into Jab~High KickPK33.0%
guardG into throw escape33.0%
Shouda46PP into Rising Back Spin Kick46PPK22.0%
backdash into Hammer Smash46P+K22.0%
backdash into Head Smash Kick46K22.0%
backdash into punchP22.0%

27 further openings account for the other 29 rounds.

Jeffry

Career
87–28 · 75.7%
This season
19 matches · 79.0%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1721.2%
crouch dash back into guardG810.0%
evade down into guardG45.0%
Low Knuckle2P33.8%
backdash into Full Swing Double Hammer41236P+K33.8%
backdash into Side Kick3K33.8%
crouch dash back into evade down33.8%
backdash into Scoop Kick4K+G22.5%
backdash into crouch dash forward22.5%
backdash into punchP22.5%
backward movement into Toe Kick2K22.5%
crouch dash forward into throwP+G22.5%
crouch into Low Knuckle2P22.5%
evade down into crouch dash back22.5%
Dash Elbow66P11.2%

24 further openings account for the other 24 rounds.

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

  • El Blaze: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)