VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

YamchanGTR

  • Jacky
  • Akira
Career matches2,143
Career win rate51.8%
Round win rate50.1%
Peak rank32
Distinct opponents141
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1550 #1,673 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

Kage321,72292579753.7%
Jacky2638817821045.9%
Akira253362718.2%

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

1,590 of 1,741 rounds counted

5.5 inputs a second (327 a minute) this season. Faster than 7% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage5.53301,086
Jacky5.2315446
Akira6.136758

By opponent's character

Akira5.5330215
Jacky5.7340186
Wolf5.6339196
Aoi5.3319100
Jean5.3316122
Goh5.532785
Lion5.633585
Kage5.633665
Sarah5.130779
Shun5.533164
Jeffry5.332069
Lau5.432361
El Blaze5.332057
Pai5.532961
Eileen5.331648
Vanessa5.532824
Brad4.929224
Lei Fei5.331724
Taka5.130720
Dural5.13055

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

Akira58273146.5%-9.3
Jacky53272650.9%+0.7
Wolf50252550.0%+1.5
Aoi3022873.3%+20.5
Jean29101934.5%-13.8
Goh23111247.8%-7.1
Lion2314960.9%+14.2
Kage1913668.4%+12.9
Sarah1971236.8%-17.3
Shun1916384.2%+37.0
Jeffry179852.9%+5.0
Lau1751229.4%-22.2
El Blaze156940.0%-7.4
Pai158753.3%-0.9
Eileen126650.0%-6.3
Vanessa75271.4%+15.8
Brad6060.0%-50.4
Lei Fei65183.3%+31.0
Taka52340.0%-9.0
Dural1010.0%-56.8

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Breakable Half Fence50282256.0%+3.1
Octagon47272057.5%+4.2
Open46262056.5%+5.2
Full Fence44281663.6%+12.7
Half Fence41172441.5%-8.8
Single Wall41162539.0%-15.8
Breakable Full Fence37181948.6%-2.1
Low Fence36181850.0%-3.9
Rectangle33141942.4%-8.5
Full Fence and Open1913668.4%+16.7

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls25252.4%51.8%+0.6
No walls12348.8%52.8%-4.1

Walls against open: +4.7 points (95% range -7.1 to +16.4), p 0.435 — 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

カミナリおやじ (Rank 29)2026/10/1762433.3%
マクシミリアン15世 (Rank 30)2026/10/1622101245.5%
orz (Rank 29)2026/10/15127558.3%
エルモchYT★プなれ★ (Rank 31)2026/10/1153260.0%
windowkhs (Rank 29)2026/10/1151420.0%
タイヨウ (Rank 29)2026/10/1052340.0%
滝太郎(Takitarou) (Rank 30)2026/10/1052340.0%
fwnd1396 (Rank 33)2026/10/1095455.6%
sby (Rank 31)2026/10/1072528.6%
yuzu (Rank 27)2026/10/1065183.3%
gimoring (Rank 30)2026/09/3062433.3%
ぽん (Rank 29)2026/09/2974357.1%
りてりん (Rank 28)2026/08/0675271.4%
あらら (Rank 29)2026/08/0585362.5%
くろなぎ (Rank 30)2026/08/0551420.0%
μ (Rank 27)2026/07/3083537.5%
NEKOz (Rank 25)2026/07/2965183.3%
M&E (Rank 24)2026/07/2851420.0%
フルメタル (Rank 28)2026/07/2852340.0%
え~る (Rank 27)2026/07/2686275.0%
B.S.R-JP (Rank 27)2026/07/2463350.0%
potimaru1059 (Rank 24)2026/07/2353260.0%
ttfour@サラしかできないw (Rank 23)2026/07/2352340.0%
imhanzo (Rank 26)2026/07/2251420.0%
nana (Rank 24)2026/07/1852340.0%

Round openings

Every character

guardG into evade down27820.7%
guardG into evade up15711.7%
guardG14911.1%
guardG into Nakageri3K705.2%
guardG into throw escape564.2%
guardG into High Angle Upper Kick6K302.2%
guardG into Middle Kick3K292.2%
guardG into Senpujin2P+K282.1%
guardG into Shippuzan3PP282.1%
backdash into Furikakato OtoshiK+G251.9%
Ryu'eikyaku66K181.3%
Ryubisen44K+G161.2%
evade down161.2%
no input161.2%
guardG into Nirenkyaku3KK141.0%

167 further openings account for the other 412 rounds.

Counted from 329 of the 424 matches played. The rest were not pulled for openings.

Kage

Career
925–797 · 53.7%
This season
299 matches · 55.9%
Peak rank
32

First hit in 42.6% of 827 rounds. Won 56.8% of the rounds they struck first, 49.7% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 15.6% of rounds, against 7.0% in their other rounds.
  • Against Akira: backs off first in 28.0% of rounds, against 6.8% against everyone else.
  • In round 3: opens with “G guard into 3K Nakageri” in 13.7% of rounds, against 6.6% in their other rounds.

How is this tested?

guardG into evade down18021.5%
guardG into evade up9211.0%
guardG748.8%
guardG into Nakageri3K708.4%
guardG into throw escape374.4%
guardG into Senpujin2P+K283.4%
guardG into Shippuzan3PP283.4%
backdash into Furikakato OtoshiK+G253.0%
Ryu'eikyaku66K182.1%
Ryubisen44K+G161.9%
evade down151.8%
guardG into Nirenkyaku3KK141.7%
backdash into Gen'you4K+G131.6%
backward movement into forward kick6K121.4%
no input121.4%

82 further openings account for the other 202 rounds.

Counted from 204 of the 299 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
Akira7–11 · 39%1–4 · 20%too few to test
Jacky9–11 · 45%4–2 · 67%too few to test
Wolf7–5 · 58%4–3 · 57%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.

95 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?

Jacky

Career
178–210 · 45.9%
This season
111 matches · 44.1%
Peak rank
26

First hit in 39.0% of 441 rounds. Won 48.8% of the rounds they struck first, 43.9% of the rounds they were struck first.

Significant Tells

  • Against Aoi: attacks straight away in 25.0% of rounds, against 5.7% against everyone else.
  • In round 1: opens with “G guard” in 28.8% of rounds, against 10.7% in their other rounds.
  • Against Wolf: opens with “G guard into 3K Middle Kick” in 15.5% of rounds, against 4.8% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 25.0% of rounds, against 7.8% after anything else.

How is this tested?

guardG into evade down8719.4%
guardG6815.2%
guardG into evade up5612.5%
guardG into High Angle Upper Kick6K306.7%
guardG into Middle Kick3K296.5%
guardG into Somersault Kick7K143.1%
guardG into throw escape132.9%
Middle Spin Kick46K+G122.7%
backward movement into Middle Spin Kick46K+G122.7%
Low Spin Kick1K+G61.3%
backward movement into Groin Kick6K+G61.3%
guardG into Middle Spin Kick46K+G61.3%
backdash into Spin Heel Sword4K+G51.1%
guardG into Beat & Back KnuckleP+KP51.1%
guardG into Spin Heel Sword4K+G51.1%

66 further openings account for the other 94 rounds.

Akira

Career
6–27 · 18.2%
This season
14 matches · 14.3%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down1119.0%
guardG into evade up915.5%
guardG712.1%
guardG into throw escape610.3%
guardG into Youhou33P46.9%
Souka Housui3P+K into guardG35.2%
guardG into Rimon Chouchu66P35.2%
Koboku214P11.7%
Rimon Chouchu66P11.7%
Rimon Chouchu66P into backward movement11.7%
Rimon Chouchu66P into crouch dash forward11.7%
Souka Housui3P+K11.7%
SoutoP+K11.7%
backdash into Sokutai3K11.7%
backdash into Youhou33P11.7%

7 further openings account for the other 7 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 (30 here; about 1.5 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: 3 of 15 tests hold up
  • Jacky: 4 of 15 tests hold up
  • Akira: not tested (too few rounds)