VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

orachau

  • Jean
Career matches3,189
Career win rate51.9%
Round win rate51.5%
Peak rank30
Distinct opponents174
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1565 #1,569 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

Kage302,0971,0691,02851.0%
Jean301,09258550753.6%

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

1,092 of 1,389 rounds counted

6.9 inputs a second (415 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.9412935
Jean7.2434157

By opponent's character

Akira6.7400119
Aoi6.9414117
Pai6.639899
Wolf7.544875
Jacky7.243290
Sarah6.841072
Shun6.941676
Lion7.142757
Goh7.243273
Jean7.042078
Lau7.242942
Jeffry7.142437
Kage7.041939
Lei Fei6.539244
Brad6.338122
Eileen5.834813
El Blaze6.740316
Vanessa6.63965
Dural6.84068
Taka7.142810

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

Akira39172243.6%-10.1
Aoi33231069.7%+12.7
Pai2518772.0%+10.7
Wolf25131252.0%-2.4
Jacky24131154.2%+2.6
Sarah24111345.8%-5.8
Shun22111150.0%+1.7
Lion2113861.9%+5.1
Goh2011955.0%-0.8
Jean2012860.0%+6.6
Lau1651131.2%-21.9
Jeffry1551033.3%-15.2
Kage136746.1%-2.4
Lei Fei1210283.3%+28.9
Brad118372.7%+19.5
Eileen71614.3%-34.9
El Blaze52340.0%-19.5
Vanessa43175.0%+21.6
Dural2020.0%-51.1
Taka21150.0%-2.1

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

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 Fence47272057.5%+3.4
Single Wall38132534.2%-23.4
Breakable Full Fence36152141.7%-9.8
Breakable Half Fence34201458.8%+5.4
Rectangle34201458.8%+8.0
Octagon31171454.8%-0.2
Open31161551.6%-3.1
Half Fence2821775.0%+22.5
Low Fence2491537.5%-14.9
Full Fence and Open2317673.9%+18.4

1 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21057.1%53.3%+3.9
No walls9340.9%53.9%-13.0

Walls against open: +16.9 points (95% range +4.3 to +29.4), p 0.008 — a difference this size is unlikely to be chance.

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

え~る (Rank 30)2026/10/18330100.0%
Yamaino (Rank 30)2026/10/1885362.5%
BANANA (Rank 30)2026/10/1441325.0%
nasumiso (Rank 29)2026/10/0963350.0%
獣王(設定2) (Rank 29)2026/09/1852340.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/1342250.0%
リーウ (Rank 30)2026/09/0941325.0%
B.S.R-JP (Rank 25)2026/08/3154180.0%
hahaha (Rank 28)2026/08/3053260.0%
gimoring (Rank 28)2026/08/2632166.7%
しろ☆おび。@のびしろF (Rank 24)2026/08/2442250.0%
Lauaki_I`mserious (Rank 24)2026/08/2342250.0%
かくるる (Rank 27)2026/08/2053260.0%
komainu (Rank 27)2026/08/1743175.0%
ma.ya2013 (Rank 27)2026/07/2643175.0%
TERA (Rank 27)2026/07/2043175.0%
格雷希欧 (Rank 24)2026/07/1632166.7%
三輪ですが@SRGM (Rank 25)2026/07/0253260.0%
有明海 (Rank 26)2026/06/1741325.0%
ShowAI (Rank 30)2026/06/1443175.0%
CELIS (Rank 28)2026/06/0231233.3%
南部の釣れないルアー (Rank 30)2026/05/2953260.0%
狛猫【Excalibur】 (Rank 28)2026/05/1451420.0%
モルト (Rank 29)2026/05/074040.0%
りゅうのすけ (Rank 29)2026/05/0632166.7%

Round openings

Every character

guardG13010.6%
crouch dash forward into evade down564.6%
backdash into evade up443.6%
guardG into throw escape352.9%
guardG into Ryubisen44K+G292.4%
guardG into Hagakure-ryu In Fujingeki46P+KP272.2%
guardG into Rasen4P262.1%
Rasen4P into backdash252.0%
backdash into Hagakure-ryu In Fujingeki46P+KP252.0%
Gyaku Seikenzuki66P241.9%
Rasen4P241.9%
backdash into Hagakure-ryu In Raijingeki46P+K211.7%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP201.6%
Rasen4P into throwP+G191.6%
guardG into Tsumujigeri2K+G191.6%

236 further openings account for the other 705 rounds.

Counted from 300 of the 340 matches played. The rest were not pulled for openings.

Kage

Career
1,069–1,028 · 51.0%
This season
278 matches · 55.0%
Peak rank
30

First hit in 47.6% of 963 rounds. Won 53.9% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 69.3% of rounds, against 40.7% in their other rounds.
  • Against Lion: evades first in 13.6% of rounds, against 5.0% against everyone else.
  • After opening the round before by backing off: attacks straight away in 35.0% of rounds, against 19.4% after anything else.
  • After losing a round: waits first in 52.4% of rounds, against 29.6% after winning one.
  • When behind: moves in first in 20.6% of rounds, against 8.0% when ahead or level.
  • In round 1: opens with “G guard into 44K+G Ryubisen” in 5.0% of rounds, against 2.3% in their other rounds.
  • After losing a round: opens with “crouch dash forward into evade down” in 9.6% of rounds, against 1.9% after winning one.
  • When behind: opens with “crouch dash forward into evade down” in 10.7% of rounds, against 2.8% when ahead or level.

How is this tested?

guardG11011.3%
crouch dash forward into evade down444.5%
backdash into evade up394.0%
guardG into Ryubisen44K+G293.0%
guardG into Hagakure-ryu In Fujingeki46P+KP272.8%
guardG into Rasen4P262.7%
Rasen4P into backdash252.6%
backdash into Hagakure-ryu In Fujingeki46P+KP252.6%
Rasen4P242.5%
guardG into throw escape232.4%
backdash into Hagakure-ryu In Raijingeki46P+K212.1%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP202.0%
Rasen4P into throwP+G191.9%
guardG into Tsumujigeri2K+G191.9%
Rasen4P into forward dash171.7%

163 further openings account for the other 508 rounds.

Counted from 238 of the 278 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–11 · 42%2–6 · 25%too few to test
Aoi13–4 · 76%2–2 · 50%too few to test
Jacky6–7 · 46%2–4 · 33%too few to test
Sarah3–4 · 43%6–6 · 50%too few to test
Shun9–9 · 50%1–2 · 33%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.

40 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jean

Career
585–507 · 53.6%
This season
62 matches · 48.4%
Peak rank
30

First hit in 53.7% of 246 rounds. Won 49.2% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P249.5%
guardG207.9%
guardG into Gyaku Seikenzuki66P187.1%
guardG into Agezuki3P+K145.5%
crouch dash forward into evade down124.7%
guardG into throw escape124.7%
Harai'uke (Deflect)4P+K+G into Shutoukiri4P83.2%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK72.8%
backdash into Tate'enpi~Tenkai Hizageri33PK62.4%
guardG into Sune'ori1K+G62.4%
backdash into Gyaku Seikenzuki66P52.0%
backdash into evade up52.0%
guardG into evade down52.0%
Shitamaeken2P41.6%
backdash into Tate'enpi33P41.6%

71 further openings account for the other 103 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 (15 here; about 0.8 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

  • Kage: 8 of 15 tests hold up
  • Jean: not tested (too few rounds)