VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

meirio

  • Aoi
  • Lau
Career matches3,341
Career win rate53.3%
Round win rate50.0%
Peak rank35
Distinct opponents24
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1630 #1,166 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

Kage352,2521,2071,04553.6%
Aoi301,07656651052.6%
Lau26138561.5%

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

252 of 252 rounds counted

8.7 inputs a second (523 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Aoi8.5511119
Kage9.0539109
Lau8.450624

By opponent's character

Akira8.953360
Vanessa8.450256
Jeffry9.053922
Shun8.953519
Aoi9.85869
Eileen8.249510
Jacky8.048113
Jean9.255012
Lei Fei8.953413
Lion8.752013
Pai7.84669
Taka9.255110
Goh11.46863
Sarah6.94163

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

Akira1611568.8%+8.2
Vanessa1441028.6%-18.4
Jeffry63350.0%+0.0
Shun53260.0%+16.1
Aoi31233.3%+4.0
Eileen330100.0%+51.0
Jacky31233.3%-9.1
Jean3030.0%-42.5
Lei Fei31233.3%+4.0
Lion31233.3%-9.4
Pai32166.7%+21.0
Taka21150.0%-19.1
Goh1010.0%-33.1
Sarah110100.0%+44.7

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 Fence159660.0%+17.8
Breakable Half Fence125741.7%-4.3
Breakable Full Fence116554.5%+6.7
Low Fence63350.0%+3.3
Full Fence and Open51420.0%-28.0
Open42250.0%-4.8
Rectangle32166.7%+29.1
Single Wall3030.0%-62.9
Half Fence110100.0%+18.6
Octagon110100.0%+44.7

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
Walls4355.8%47.2%+8.6
No walls1338.5%52.3%-13.9

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

HEDO/ (Rank 23)2026/05/31110100.0%
要你命3000 (Rank 26)2026/05/31220100.0%
あつあげ (Rank 29)2026/05/31110100.0%
いのふぃー (Rank 28)2026/05/311010.0%
oblmom (Rank 28)2026/05/311010.0%
GaaMANジール (Rank 25)2026/05/18110100.0%
ma_hime1007 (Rank 30)2026/05/18106460.0%
mossan_opa2 (Rank 34)2026/05/1832166.7%
moto__666 (Rank 34)2026/05/1884450.0%
あっしゅさん (Rank 30)2026/05/1832166.7%
potimaru1059 (Rank 22)2026/05/18220100.0%
Reezent_Sousui (Rank 35)2026/05/182020.0%
たか (Rank 30)2026/05/1872528.6%
黒川イザナ (Rank 27)2026/05/1832166.7%
MikuMartineau (Rank 30)2026/05/181010.0%
kupipi_ff11 (Rank 26)2026/05/18110100.0%
saw121 (Rank 29)2026/05/1831233.3%
nanoka-222 (Rank 26)2026/05/181010.0%
てーらい (Rank 32)2026/05/1831233.3%
west-muta (Rank 32)2026/05/1831233.3%
黒鵜なぎ@Vtuber (Rank 31)2026/05/182020.0%
yunohe (Rank 27)2026/05/18330100.0%
しゅが~nsr (Rank 27)2026/05/183030.0%
nyu_necoginjo (Rank 27)2026/05/181010.0%

Round openings

Every character

backdash into evade up3313.0%
backdash into Sou'unha66K155.9%
backdash into Raijinha6K114.3%
punchP103.9%
backdash into Kamageri4K72.8%
crouch into Jizuridan2P72.8%
forward dash into throwP+G72.8%
backdash into guardG62.4%
backdash into punchP52.0%
punchP into Gedan Shouda2P52.0%
Ouda6P+K into Oushu Hiji'ate6P+KP41.6%
Ryubisen44K+G41.6%
Sou'unha66K41.6%
Ura Tsumujigeri44K into Kodachinuki4K41.6%
backdash into Sako Soushou4P+K41.6%

85 further openings account for the other 128 rounds.

Aoi

Career
566–510 · 52.6%
This season
31 matches · 35.5%
Peak rank
30

First hit in 70.6% of 119 rounds. Won 44.0% of the rounds they struck first, 34.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sou'unha66K1512.6%
backdash into Raijinha6K119.2%
backdash into evade up108.4%
backdash into Kamageri4K75.9%
punchP into Gedan Shouda2P54.2%
Ouda6P+K into Oushu Hiji'ate6P+KP43.4%
Sou'unha66K43.4%
backdash into Sodeshinken33P+K43.4%
guardG into crouch43.4%
punchP into Nirentotsu OuchuPPP43.4%
backdash into Inshou43P+K32.5%
backdash into guardG32.5%
Namigaeshi64P+K into Iwaodome64P+KP21.7%
NirentotsuPP into Nirentotsu OuchuPPP21.7%
Shinchuzuki (Deflect)236P+K21.7%

34 further openings account for the other 39 rounds.

Kage

Career
1,207–1,045 · 53.6%
This season
29 matches · 58.6%
Peak rank
35

First hit in 57.9% of 107 rounds. Won 56.5% of the rounds they struck first, 57.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2320.7%
punchP98.1%
crouch into Jizuridan2P76.3%
forward dash into throwP+G54.5%
Ryubisen44K+G43.6%
Ura Tsumujigeri44K into Kodachinuki4K43.6%
backdash into Furikakato OtoshiK+G32.7%
backdash into Nakageri3K32.7%
backdash into punchP32.7%
backdash into throwP+G32.7%
punchP into Hiji'uchi6P32.7%
punchP into evade down32.7%
Rasen4P into kickK21.8%
Ryu'eikyaku66K21.8%
backdash into Doukudaki46K21.8%

28 further openings account for the other 35 rounds.

Lau

Career
8–5 · 61.5%
This season
6 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sako Soushou4P+K416.7%
Fukko Kensou1P28.3%
backdash into guardG28.3%
forward dash into throwP+G28.3%
guardG28.3%
Chisoutai2K+G14.2%
Chugeki6P into Hou'ou Soushou6PP14.2%
Fukko Kensou1P into guardG14.2%
Shakashou3P into RenkentaiPK14.2%
Shakashou3P into RenshouPP14.2%
Shakashou3P into punchP14.2%
backdash into Hou'ou Soushou6PP14.2%
backdash into Souchuken2P14.2%
crouch dash forward into Senchutai3K14.2%
guardG into evade down14.2%

2 further openings account for the other 2 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

  • Aoi: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)