VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

マリステ

  • Jacky
  • Lion
  • Shun
  • Jeffry
Career matches6,154
Career win rate51.9%
Round win rate50.1%
Peak rank39
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1724 #681 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

Kage395,3012,7252,57651.4%
Jacky2864834530353.2%
Shun301961168059.2%
Jeffry2662433.3%
Lion26330100.0%

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

195 of 413 rounds counted

7.5 inputs a second (451 a minute) this season. Faster than 60% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.8468103
Jacky7.142472
Lion7.746420

By opponent's character

Akira7.746437
Wolf7.544714
Jacky8.349711
Jean8.04777
Sarah7.343818
Aoi8.24935
Goh7.041918
Lei Fei7.847010
Pai7.54497
Shun7.947616
Lau6.84058
Kage7.645511
Lion8.24905
Jeffry7.343713
Brad6.74038
El Blaze7.24333
Taka6.53924

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

Akira116554.5%+5.7
Wolf114736.4%-13.3
Jacky72528.6%-19.3
Jean73442.9%-15.7
Sarah75271.4%+9.5
Aoi62433.3%-13.5
Goh62433.3%-21.6
Lei Fei64266.7%+27.2
Pai64266.7%+16.7
Shun63350.0%+14.8
Lau53260.0%+17.6
Kage43175.0%+19.1
Lion42250.0%+2.7
Vanessa41325.0%-13.1
Jeffry31233.3%-13.7
Brad21150.0%-7.0
El Blaze21150.0%+2.7
Taka21150.0%-7.6
Eileen110100.0%+53.8

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 Half Fence1911857.9%+8.0
Single Wall156940.0%-8.1
Rectangle1441028.6%-23.9
Octagon125741.7%-13.1
Open97277.8%+36.4
Breakable Full Fence76185.7%+37.9
Half Fence72528.6%-28.4
Full Fence52340.0%-1.7
Low Fence42250.0%-3.5
Full Fence and Open110100.0%+69.7

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
Walls6446.9%50.8%-3.9
No walls2853.6%47.1%+6.5

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

HiHo-HiHo_daho (Rank 36)2026/09/24220100.0%
ダイゴロー/Daigoro (Rank 38)2026/09/1831233.3%
crazy_brat_girl (Rank 37)2026/09/1832166.7%
自作マニア@いにしえ (Rank 36)2026/09/1221150.0%
banbal/バンバル (Rank 38)2026/09/1121150.0%
あむざん (Rank 42)2026/08/2631233.3%
Wonda15426 (Rank 27)2026/07/25220100.0%
キーウィマスク (Rank 26)2026/07/2421150.0%
tanechin (Rank 26)2026/07/21220100.0%
ratel-d9 (Rank 25)2026/07/2131233.3%
ArZmkQL96G (Rank 27)2026/07/21220100.0%
kanikama_123 (Rank 30)2026/05/172020.0%
midori6127 (Rank 25)2026/05/1732166.7%
★闘将拉麵男★ (Rank 33)2026/05/172020.0%
HIGE (Rank 27)2026/05/1721150.0%
jackgnhang (Rank 28)2026/05/17220100.0%
よちゃん (Rank 25)2026/05/0931233.3%
jokey_awe94 (Rank 36)2026/04/192020.0%
ダンシングまるこ (Rank 38)2026/03/3131233.3%
めろぴ。 (Rank 40)2026/03/3141325.0%
lesser-pram7 (Rank 37)2026/03/3131233.3%
take4vf (Rank 41)2026/03/302020.0%
junkman (Rank 35)2026/03/2731233.3%
いえす (Rank 39)2026/03/274040.0%
ドランクン//Konpay (Rank 39)2026/03/27220100.0%

Round openings

Every character

crouch dash forward into punchP245.8%
backdash into evade up204.8%
Ura Tsumujigeri44K153.6%
crouch dash forward into guardG133.1%
Rasen4P into Rasen Urageri4PK122.9%
forward dash into evade up122.9%
backward movement into Nagiharai6P+K112.7%
Engetsugeri9K+G102.4%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP92.2%
backdash into Gen'you4K+G92.2%
evade up into crouch dash forward92.2%
backdash into Furikakato OtoshiK+G81.9%
backdash into Nakageri3K81.9%
crouch dash forward into evade down81.9%
Fusenjin3P61.4%

148 further openings account for the other 239 rounds.

Kage

Career
2,725–2,576 · 51.4%
This season
67 matches · 46.3%
Peak rank
39

First hit in 53.6% of 276 rounds. Won 56.1% of the rounds they struck first, 41.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ura Tsumujigeri44K155.4%
Rasen4P into Rasen Urageri4PK124.3%
backdash into evade up124.3%
backward movement into Nagiharai6P+K114.0%
Engetsugeri9K+G103.6%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP93.3%
backdash into Gen'you4K+G93.3%
forward dash into evade up93.3%
backdash into Furikakato OtoshiK+G82.9%
backdash into Nakageri3K82.9%
crouch dash forward into punchP82.9%
Fusenjin3P62.2%
backdash into Ryubisen44K+G62.2%
crouch dash forward into guardG62.2%
Kodachinuki4K51.8%

87 further openings account for the other 142 rounds.

Jacky

Career
345–303 · 53.2%
This season
26 matches · 57.7%
Peak rank
28

First hit in 43.8% of 105 rounds. Won 58.7% of the rounds they struck first, 50.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into punchP1312.4%
backdash into evade up65.7%
crouch dash forward into evade down65.7%
crouch dash forward into guardG54.8%
Bil Jee6P+K32.9%
Spinning Kick Turn44K32.9%
backdash into Bil Jee6P+K32.9%
backdash into punchP32.9%
crouch dash forward into Smash Straight3P32.9%
evade up into crouch dash forward32.9%
forward dash into evade up32.9%
forward movement into Jab Double StraightPPP32.9%
backdash into Middle Kick3K21.9%
backdash into Middle Kick~Jab3KP21.9%
backdash into Slant Back Knuckle1P21.9%

40 further openings account for the other 45 rounds.

Lion

Career
3–0 · 100.0%
This season
4 matches · 75.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up210.0%
crouch dash forward into punchP210.0%
evade up into crouch dash forward210.0%
Fujintai1K+G15.0%
Taizan Soukoushu4P+K15.0%
backdash into Dantai3K15.0%
backdash into Fujinkyaku66K15.0%
backdash into Kouho Hachihonsui44P+K15.0%
backdash into Koushutai44K15.0%
backdash into Touku Rigou Bantaitetsu46K+G15.0%
backdash into back kick+guard4K+G15.0%
backward movement into Kousoutai2K+G15.0%
crouch dash forward into Haishin Senshou44PP+K15.0%
crouch dash forward into RensuitaiPK15.0%
crouch dash forward into guardG15.0%

2 further openings account for the other 2 rounds.

Shun

Career
116–80 · 59.2%
This season
2 matches · 0.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Rengeki Gakushu46PPP114.3%
crouch dash forward into evade up114.3%
crouch dash forward into guardG114.3%
crouch dash forward into punchP114.3%
evade up into Fukuchougeki2P114.3%
guardG into Getsuga Gakushu46P114.3%
punchP into Chougeki RigoutaiPK114.3%

Jeffry

Career
2–4 · 33.3%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into evade up120.0%
crouch dash forward into Double KnucklePP120.0%
forward dash into guardG120.0%
forward movement into punchP120.0%
guardG into Hell Claw236P120.0%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)