VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

nerow8maru

  • El Blaze
  • Akira
  • Jeffry
  • Wolf
  • Goh
  • Lau
  • Pai
  • Sarah
Career matches1,659
Career win rate48.5%
Round win rate51.2%
Peak rank24
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1379 #2,757 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—89544345249.5%
Jean—2229812444.1%
El Blaze24175878849.7%
Wolf24154797551.3%
Jeffry23115575849.6%
Akira2162263641.9%
Lau222371630.4%
Goh21106460.0%
Pai212020.0%
Sarah21110100.0%

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

101 of 369 rounds counted

5.2 inputs a second (314 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira5.331770
Goh5.130728
Pai5.43223

By opponent's character

Akira5.331618
Jacky5.432410
Lion5.231415
Wolf5.030119
Goh5.83483
Pai5.33199
Vanessa5.231517
Sarah5.43223
Brad5.13087

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

Akira1981142.1%-8.0
Aoi117463.6%-1.3
Jacky93633.3%-11.8
Lion98188.9%+41.4
Jeffry84450.0%-12.8
Wolf74357.1%+9.3
Goh62433.3%-20.1
Pai54180.0%+36.4
Vanessa41325.0%-12.4
Kage32166.7%+18.6
Lei Fei31233.3%-15.5
Sarah31233.3%-12.2
Brad21150.0%-5.2
El Blaze1010.0%-48.9

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

Breakable Full Fence1612475.0%+23.1
Low Fence1661037.5%-22.2
Open136746.1%-7.5
Half Fence94544.4%+3.4
Rectangle73442.9%-1.8
Breakable Half Fence64266.7%+18.7
Full Fence64266.7%+23.9
Single Wall63350.0%-3.1
Octagon42250.0%-9.5
Full Fence and Open3030.0%-44.4

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
Walls4860.4%49.5%+10.9
No walls3542.9%54.1%-11.2

Walls against open: +22.1 points (95% range -0.8 to +45.0), p 0.058 — 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

kouchant0051 (Rank 21)2026/06/05440100.0%
CHASER (Rank 22)2026/05/2232166.7%
Rayscott (Rank 23)2026/05/2241325.0%
HB-101 (Rank 24)2026/05/224040.0%
shinkita (Rank 21)2026/05/2221150.0%
dalmax72 (Rank 20)2026/05/21118372.7%
要你命3000 (Rank 24)2026/05/21220100.0%
potimaru1059 (Rank 23)2026/05/15110100.0%
jingoro12 (Rank 25)2026/05/151010.0%
yasai (Rank 21)2026/05/14220100.0%
86g (Rank 21)2026/05/082020.0%
okb@j>おーけーびー (Rank 27)2026/04/2421150.0%
Fuji_Atsuka (Rank 21)2026/04/24330100.0%
委員ちょ (Rank 21)2026/04/2443175.0%
インド人 (Rank 24)2026/04/102020.0%
Sheen (Rank 24)2026/04/1031233.3%
6132da (Rank 22)2026/04/101010.0%
Toragoto (Rank 26)2026/04/102020.0%
ZR615C (Rank 24)2026/04/0332166.7%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/04/022020.0%
satola (Rank 23)2026/04/02330100.0%
五反田の義姉 (Rank 23)2026/03/282020.0%
すずきあゆむ (Rank 23)2026/03/272020.0%
SHUSHUSHU (Rank 24)2026/03/2731233.3%
WIFI (Rank 24)2026/03/2721150.0%

Round openings

Every character

evade down into guardG3810.3%
evade down318.4%
Low Drop Kick195.2%
guardG into evade down195.2%
forward movement into punchP154.1%
evade up102.7%
punchP102.7%
evade up into guardG82.2%
crouch dash forward into evade down71.9%
Back Knuckle4P into Shadow Spin Kick4PK61.6%
High-Speed Jab46P into Shouda46PP61.6%
backdash into Toe Kick2K61.6%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G51.4%
Toe Kick2K51.4%
guardG51.4%

136 further openings account for the other 179 rounds.

El Blaze

Career
87–88 · 49.7%
This season
30 matches · 43.3%
Peak rank
24

First hit in 44.8% of 125 rounds. Won 57.1% of the rounds they struck first, 39.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down2015.6%
evade down into guardG1310.2%
Low Drop Kick1K+G97.0%
guardG into evade down86.2%
evade up75.5%
Back Knuckle4P into Shadow Spin Kick4PK64.7%
High-Speed Jab46P into Shouda46PP64.7%
crouch dash forward into evade down43.1%
Jumping Hammer Knuckle8P+K32.3%
Tornado Spin (Deflect)P+K+G into Fake SavateP+K+GK21.6%
crouch dash forward into forward dash21.6%
crouch into Low Spin Kick2K+G21.6%
evade down into Jumping Hammer Knuckle8P+K21.6%
evade down into forward dash21.6%
evade down into throw escape21.6%

36 further openings account for the other 40 rounds.

Akira

Career
26–36 · 41.9%
This season
18 matches · 44.4%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG1217.1%
guardG into evade down57.1%
evade up into Souka Housui3P+K45.7%
forward movement into punchP45.7%
forward dash into Jouho Touken6P34.3%
guardG into Souka Housui3P+K34.3%
Souka Housui3P+K22.9%
crouch dash forward into Souka Housui3P+K22.9%
crouch dash forward into evade down22.9%
down-back punch+kick1P+K22.9%
evade down into Souka Housui3P+K22.9%
evade up22.9%
evade up into guardG22.9%
forward dash into Senzankou66P+K22.9%
Satei3K+G into Goko Shutsudou3K+GP11.4%

22 further openings account for the other 22 rounds.

Jeffry

Career
57–58 · 49.6%
This season
16 matches · 43.8%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into guardG913.0%
backdash into Toe Kick2K68.7%
evade down68.7%
Toe Kick2K57.2%
punchP into Double KnucklePP45.8%
guardG into evade down34.3%
punchP34.3%
Toe Kick2K into Toe Kick Hammer2KP22.9%
backdash into guardG22.9%
crouch into Low Knuckle2P22.9%
evade down into Toe Kick2K22.9%
guardG into Low Knuckle2P22.9%
Body CrushP+K into Double CrushP+KP11.4%
Dash Elbow66P into Dash Elbow Upper66PP11.4%
Double Hammer Down43P into punchP11.4%

20 further openings account for the other 20 rounds.

Wolf

Career
79–75 · 51.3%
This season
14 matches · 71.4%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Drop Kick62K1018.9%
evade down47.5%
punchP47.5%
forward movement into punchP35.7%
Jab StraightPP into One Two UpperPPP23.8%
R.A.W. AvengerP+K+G23.8%
crouch dash back into evade down23.8%
evade down into guardG23.8%
evade up into guardG23.8%
guardG into evade down23.8%
Body Blow6P11.9%
Comet Hook1P into Knuckle Part1PP11.9%
Heavy Toe Kick4K+G into Toe Kick Side4K+GK11.9%
Neck Cut Kick8K+G11.9%
Screw Hook63214P into Screw Lariat63214PP11.9%

15 further openings account for the other 15 rounds.

Goh

Career
6–4 · 60.0%
This season
7 matches · 71.4%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G517.9%
forward movement into punchP414.3%
crouch into Ni'oudaoshi3K+G310.7%
evade down into guardG27.1%
forward movement into Tsurane ShoudaPP27.1%
Garyu66K13.6%
Hoderi4P into Hoderi~Shikigami4PP13.6%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP13.6%
Kyousengeri46K13.6%
Ni'oudaoshi3K+G13.6%
Ni'oudaoshi3K+G into evade down13.6%
crouch dash back into evade down13.6%
evade down13.6%
evade down into Sune'uchi2P13.6%
evade up into guardG13.6%

2 further openings account for the other 2 rounds.

Lau

Career
7–16 · 30.4%
This season
3 matches · 33.3%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senkyaku Chushou3KP into Senkyaku Renkan Sakurokushou3KPP215.4%
Kasoutai2K into Ko'en Kasou Renshou2KP17.7%
Kokyaku Haiten7K17.7%
Sako Soushou4P+K into punchP17.7%
Senchutai3K17.7%
crouch into Kasoutai2K17.7%
crouch into Renkanshou3PPP17.7%
crouch into Renshou Tenshinkyaku3PPPK17.7%
evade up into crouch17.7%
forward movement into punchP17.7%
guardG into evade down17.7%
punchP into RenshouPP17.7%

Sarah

Career
1–0 · 100.0%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Serpent Toe Kick2P+K into kickK120.0%
backdash into forward dash120.0%
backdash into guardG120.0%
forward dash into Serpent Smash Cannon2P+KK120.0%
forward movement into punchP120.0%

Pai

Career
0–2 · 0.0%
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Enshi Soushou66P into Hien Dantai66PK133.3%
crouch dash back into Honshin Soukyaku1K+G133.3%
punchP into RenkentaiPK133.3%

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)
  • Akira: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Pai: not tested (too few rounds)