VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

bafojig

  • Jacky
  • Akira
  • Lion
  • Jean
Career matches3,060
Career win rate57.1%
Round win rate56.0%
Peak rank36
Distinct opponents85
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1658 #1,003 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

Kage301,07459248255.1%
Lion3690854536360.0%
Jacky3486250335958.4%
Goh—161917056.5%
Akira2554173731.5%
Jean261010.0%

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

1,617 of 1,639 rounds counted

7.9 inputs a second (472 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.84701,485
Akira7.947679
Lion8.249228
Kage9.053717
Jean8.04778

By opponent's character

Shun8.1483268
Sarah7.5453187
Lei Fei7.5449123
Akira7.9476114
Wolf8.7521113
Jacky7.746295
Pai7.9471103
Vanessa7.947297
Aoi8.048086
Jean7.746366
Jeffry7.444268
El Blaze8.450459
Lau7.947661
Lion7.947251
Brad7.645631
Eileen7.142533
Goh8.148731
Kage7.645431

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

Shun71413057.8%+7.8
Sarah48331568.8%+5.0
Lei Fei30171356.7%+0.1
Akira29171258.6%-2.7
Wolf27141351.9%-7.0
Jacky26151157.7%-6.8
Pai2518772.0%+5.8
Vanessa2314960.9%-0.4
Aoi22101245.5%-23.8
Jean1610662.5%-10.6
Jeffry1612475.0%+31.7
El Blaze158753.3%+7.2
Lau158753.3%-8.3
Lion124833.3%-4.8
Brad98188.9%+4.3
Eileen85362.5%-6.0
Goh84450.0%-22.3
Kage85362.5%+5.8

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

Single Wall62352756.5%-0.5
Low Fence47311666.0%-2.6
Half Fence45301566.7%+7.7
Open43251858.1%+1.2
Rectangle41221953.7%-8.6
Full Fence39241561.5%+5.7
Breakable Full Fence38251365.8%+6.2
Breakable Half Fence34181652.9%-6.1
Octagon26151157.7%-2.2
Full Fence and Open157846.7%-0.9

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls22360.1%59.4%+0.7
No walls15259.9%60.5%-0.6

Walls against open: +1.3 points (95% range -8.4 to +11.0), p 0.793 — 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

HARLEMKNIGHT116 (Rank 33)2026/09/0738221657.9%
suna19 (Rank 31)2026/08/25107370.0%
LeakDoggyDog (Rank 21)2026/08/2454180.0%
live4eva_ (Rank 37)2026/08/2463350.0%
LethalLegendK (Rank 30)2026/08/24168850.0%
Da-Goat-Pawn (Rank 31)2026/08/24136746.1%
Kungfuhustle99 (Rank 31)2026/08/2364266.7%
NOS75000 (Rank 35)2026/08/2393633.3%
llMICll (Rank 33)2026/08/2387187.5%
OmegaBankai (Rank 28)2026/08/232114766.7%
Gold---Mole (Rank 27)2026/08/2164266.7%
TTownTony (Rank 34)2026/08/1893633.3%
Wodin (Rank 27)2026/08/1863350.0%
seedash (Rank 33)2026/08/1785362.5%
STOPMOTION (Rank 26)2026/08/0563350.0%
我老婆最乖 (Rank 17)2026/08/0475271.4%
Setsuna_X (Rank 29)2026/08/0352340.0%
Billy_HatcherEGG (Rank 28)2026/08/0376185.7%
UltraShock5 (Rank 31)2026/08/0293633.3%
Kingbison (Rank 29)2026/07/2074357.1%
DDRMONKEY (Rank 26)2026/07/1953260.0%
DatDemo (Rank 26)2026/07/14128466.7%
Kitetsu (Rank 29)2026/07/11107370.0%
pokeysuzuki (Rank 24)2026/07/0762433.3%
Lexiberto (Rank 30)2026/05/276060.0%

Round openings

Every character

backdash into evade down19411.8%
evade down into forward dash1046.3%
Jab StraightPP into Jab Double StraightPPP905.5%
crouch into Squat Straight2P875.3%
Slant Back Knuckle1P784.8%
Middle Smash6P573.5%
crouch dash forward into guardG452.7%
crouch dash forward into Smash Straight3P392.4%
evade up into forward dash382.3%
Groin Kick6K+G321.9%
Squat Straight2P301.8%
punchP into Jab StraightPP281.7%
Low Spin Kick1K+G into guardG271.6%
Slant Back Knuckle1P into kickK251.5%
Low Spin Kick1K+G241.5%

254 further openings account for the other 743 rounds.

Jacky

Career
503–359 · 58.4%
This season
371 matches · 62.0%
Peak rank
34

First hit in 45.8% of 1,479 rounds. Won 61.9% of the rounds they struck first, 53.6% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 23.2% of rounds, against 13.9% in their other rounds.
  • Against Vanessa: moves in first in 23.7% of rounds, against 11.4% against everyone else.
  • After opening the round before by evading: evades first in 22.4% of rounds, against 12.1% after anything else.
  • After the opponent opened the round before by moving in: moves in first in 22.2% of rounds, against 10.6% after anything else.
  • After winning a round: backs off first in 27.5% of rounds, against 9.2% after losing one.
  • When ahead: backs off first in 25.9% of rounds, against 14.5% when level or behind.
  • In round 1: opens with “evade down into forward dash” in 10.2% of rounds, against 5.5% in their other rounds.
  • After winning a round: opens with “backdash into evade down” in 13.3% of rounds, against 5.9% after losing one.

How is this tested?

backdash into evade down16210.9%
evade down into forward dash996.7%
Jab StraightPP into Jab Double StraightPPP906.0%
crouch into Squat Straight2P875.8%
Slant Back Knuckle1P785.2%
Middle Smash6P573.8%
crouch dash forward into guardG432.9%
crouch dash forward into Smash Straight3P392.6%
evade up into forward dash372.5%
Groin Kick6K+G322.1%
Squat Straight2P302.0%
punchP into Jab StraightPP281.9%
Low Spin Kick1K+G into guardG271.8%
Slant Back Knuckle1P into kickK251.7%
Low Spin Kick1K+G241.6%

197 further openings account for the other 629 rounds.

By stage type

Record against each character on walled and open stages, as Jacky

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun25–18 · 58%12–12 · 50%too few to test
Sarah20–5 · 80%8–3 · 73%too few to test
Lei Fei8–8 · 50%5–5 · 50%too few to test
Wolf4–8 · 33%8–2 · 80%too few to test
Akira12–8 · 60%4–0 · 100%too few to test
Jacky4–6 · 40%9–4 · 69%too few to test
Vanessa6–3 · 67%7–4 · 64%too few to test

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

How is this tested?

Akira

Career
17–37 · 31.5%
This season
19 matches · 26.3%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2126.6%
Rimon Chouchu66P1113.9%
crouch into Housui2P810.1%
punchP into Hachimon KaidaPP78.9%
backdash into Chouzan Housui46P+K33.8%
backdash into Jouho Senshou46P33.8%
Ekishou3P into guardG22.5%
backward movement into Jouho Touken6P22.5%
crouch into Ekishou3P22.5%
evade down into forward dash22.5%
forward dash into Jouho Touken6P22.5%
Ekishou3P11.3%
Housui2P11.3%
Satei3K+G into Goko Shutsudou3K+GP11.3%
Sokutai3K into guardG11.3%

12 further openings account for the other 12 rounds.

Lion

Career
545–363 · 60.0%
This season
12 matches · 58.3%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1020.0%
crouch into Dantai3K612.0%
Banchu6P into Banchu Renkanshu6PP36.0%
Dantai3K into guardG36.0%
evade down into forward dash36.0%
RensuitaiPK into Rensuitai ShumenPKP24.0%
Sentai4K24.0%
backdash into Souji SenpuP+K24.0%
crouch into Katousui2P24.0%
Banchu6P12.0%
Heimonkyaku6K12.0%
Koushutai44K into Taizan Soukoushu4P+K12.0%
Senkyutai1K12.0%
Sentai4K into HakotsushuP+K+G12.0%
Souji SenpuP+K12.0%

11 further openings account for the other 11 rounds.

Kage

Career
592–482 · 55.1%
This season
4 matches · 25.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P423.5%
ResshouPP into SandangekiPPP317.6%
crouch into Jizuridan2P211.8%
Fusenjin3P into guardG15.9%
Jizuridan2P15.9%
SandangekiPPP into Sandan UrageriPPPK15.9%
Senpujin2P+K into Hagakure-ryu In Shippujin4P+K+G15.9%
backdash into evade down15.9%
backward movement into guardG15.9%
crouch into Nirenkyaku3KK15.9%
punchP into ResshouPP15.9%

Jean

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Shitamaeken2P225.0%
Kake'uchi46P into punchP112.5%
Yoko'enpi6P112.5%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP112.5%
backdash into Yoko'enpi6P112.5%
evade down into Kousenshu4KP112.5%
punchP112.5%

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 (17 here; about 0.9 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

  • Jacky: 8 of 17 tests hold up
  • Akira: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jean: not tested (too few rounds)