VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Kage

chi_eri_777

  • Jean
  • Jacky
  • Lion
  • Pai
  • Lau
Career matches774
Career win rate70.3%
Round win rate53.5%
Peak rank30
Distinct opponents41
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1512 #1,924 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

Kage292751859067.3%
Jacky301861325471.0%
Jean281421024071.8%
Lion2795692672.6%
Pai2659441574.6%
Lau221712570.6%

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

318 of 318 rounds counted

9.4 inputs a second (566 a minute) this season. Faster than 91% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jean9.456290
Kage9.355777
Jacky9.758474
Lion9.054135
Pai9.758238
Lau8.55084

By opponent's character

Akira9.657858
Lau9.657544
Jacky9.657540
Shun9.758236
Aoi9.154828
Pai9.355725
Wolf9.053918
Brad8.450516
Lei Fei9.356017
El Blaze9.25548
Jeffry9.05426
Sarah9.85858
Taka10.76436
Jean10.56284
Vanessa7.94724

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

Akira139469.2%+8.1
Lau117463.6%-5.5
Jacky106460.0%+12.5
Shun97277.8%+28.7
Aoi72528.6%-27.0
Pai65183.3%+24.2
Wolf52340.0%-18.4
Brad4040.0%-51.7
Lei Fei42250.0%-14.1
El Blaze220100.0%+37.3
Jeffry2020.0%-46.9
Sarah21150.0%-8.8
Taka220100.0%+27.1
Jean110100.0%+35.3
Vanessa1010.0%-52.2

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

Low Fence148657.1%+1.1
Single Wall138561.5%+1.0
Breakable Full Fence115645.5%-18.3
Half Fence98188.9%+29.6
Breakable Half Fence74357.1%+1.6
Open72528.6%-27.5
Octagon63350.0%-8.9
Full Fence440100.0%+29.7
Full Fence and Open220100.0%+58.7
Rectangle2020.0%-46.6

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
Walls3961.5%60.4%+1.2
No walls3452.9%57.4%-4.5

Walls against open: +5.7 points (95% range -18.6 to +29.9), p 0.647 — 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

チーム拓る ばくだん (Rank 24)2026/10/10220100.0%
てんとてん (Rank 25)2026/10/0921150.0%
ゅろぽ (Rank 25)2026/10/0954180.0%
クロサギ@はなちゃん (Rank 30)2026/10/092020.0%
みらめたる (Rank 24)2026/10/0343175.0%
金田一の少年 (Rank 27)2026/10/03220100.0%
[VirtuAnalytics]SuperGolden (Rank 25)2026/10/03220100.0%
somelight (Rank 26)2026/10/03220100.0%
ぷこ (Rank 30)2026/09/30220100.0%
あーにぃ (Rank 26)2026/08/25220100.0%
nikuzuki (Rank 29)2026/08/252020.0%
ぽん (Rank 26)2026/08/2531233.3%
omuretukun (Rank 23)2026/08/2532166.7%
oichanJP (Rank 28)2026/08/252020.0%
a_h_i_k_o (Rank 26)2026/08/2521150.0%
Garuyan (Rank 26)2026/08/2552340.0%
ohtenki (Rank 30)2026/08/252020.0%
mitorakujo (Rank 25)2026/08/1832166.7%
komainu (Rank 27)2026/08/1721150.0%
MistGun (Rank 29)2026/08/172020.0%
mori&pp (Rank 27)2026/08/1721150.0%
ボンボン俺シール (Rank 25)2026/08/17220100.0%
時宣院日要 (Rank 21)2026/08/17220100.0%
楽天アキラ (Rank 28)2026/08/1732166.7%
大晨儿vlggo222 (Rank 24)2026/08/1732166.7%

Round openings

Every character

backdash into evade up3011.4%
punchP2710.2%
backdash into evade down176.4%
Shitamaeken2P124.5%
punchP into crouch dash forward124.5%
Jizuridan2P103.8%
backdash into punchP83.0%
crouch into Jizuridan2P72.6%
crouch into Shitamaeken2P62.3%
punchP into ResshouPP41.5%
punchP into evade down41.5%
Katousui2P31.1%
Squat Straight2P31.1%
backdash into Gen'you4K+G31.1%
backdash into Sentai4K31.1%

90 further openings account for the other 115 rounds.

Counted from 66 of the 79 matches played. The rest were not pulled for openings.

Jean

Career
102–40 · 71.8%
This season
21 matches · 61.9%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shitamaeken2P1213.8%
punchP910.3%
backdash into evade up89.2%
backdash into evade down78.1%
crouch into Shitamaeken2P66.9%
punchP into Oihiji4P+K33.5%
punchP into crouch dash forward33.5%
punchP into evade down33.5%
backdash into Gyaku Seikenzuki66P22.3%
backdash into Hizageri4K22.3%
backdash into Kake'uchi~Maekeri'age46PK22.3%
backdash into Maeken~Joudan MawashigeriPK22.3%
backdash into Oihiji4P+K22.3%
backdash into punchP22.3%
crouch dash back into punchP22.3%

20 further openings account for the other 22 rounds.

Counted from 20 of the 21 matches played. The rest were not pulled for openings.

Kage

Career
185–90 · 67.3%
This season
21 matches · 52.4%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1114.9%
Jizuridan2P1013.5%
crouch into Jizuridan2P79.5%
backdash into punchP56.8%
punchP56.8%
backdash into evade down45.4%
punchP into ResshouPP45.4%
punchP into crouch dash forward45.4%
backdash into Gen'you4K+G34.0%
ResshouPP into SandangekiPPP22.7%
backdash into Rasen4P22.7%
backdash into Furikakato OtoshiK+G11.4%
backdash into Hagakure-ryu In Raijingeki46P+K11.4%
backdash into Jibashiri1K11.4%
backdash into Kasumi Yaiba66P+K11.4%

13 further openings account for the other 13 rounds.

Counted from 20 of the 21 matches played. The rest were not pulled for openings.

Jacky

Career
132–54 · 71.0%
This season
18 matches · 38.9%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP711.5%
backdash into evade up58.2%
punchP into crouch dash forward58.2%
Squat Straight2P34.9%
backdash into Spin Heel Sword4K+G34.9%
backdash into evade down34.9%
punchP into Jab StraightPP34.9%
Slant Back Knuckle1P23.3%
backdash into Middle Smash6P23.3%
backdash into Slant Back Knuckle1P23.3%
crouch into Low Spin Kick1K+G23.3%
punchP into kickK23.3%
Jab StraightPP into Jab Double StraightPPP11.6%
Low Spin Kick1K+G11.6%
Slant Back Knuckle1P into guardG11.6%

19 further openings account for the other 19 rounds.

Counted from 15 of the 18 matches played. The rest were not pulled for openings.

Lion

Career
69–26 · 72.6%
This season
9 matches · 88.9%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP518.5%
Katousui2P311.1%
backdash into Sentai4K311.1%
backdash into evade down311.1%
crouch into Katousui2P311.1%
backdash into evade up27.4%
Fujintai1K+G into punchP13.7%
Honsui3P+K13.7%
In'you4P into Ni In'you4PP13.7%
In'you4P into punchP13.7%
Tanhikyaku46K13.7%
backdash into Fujinkyaku66K13.7%
backdash into Fujintai1K+G13.7%
punchP into Koushu RensuiPP13.7%

Counted from 7 of the 9 matches played. The rest were not pulled for openings.

Pai

Career
44–15 · 74.6%
This season
9 matches · 77.8%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up327.3%
backdash into Ensei Haikyaku4K19.1%
backdash into Heiho Chutenshou64P19.1%
backdash into Kochoukyaku4K+G19.1%
backdash into Souchuken2P19.1%
backdash into guardG19.1%
backward movement into Senchutai3K19.1%
punchP19.1%
punchP into RenshouPP19.1%

Counted from 3 of the 9 matches played. The rest were not pulled for openings.

Lau

Career
12–5 · 70.6%
This season
1 matches · 0.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Fukko Kensou1P125.0%
backdash into Sako Soushou4P+K125.0%
backdash into evade up125.0%
backward movement into evade up125.0%

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

  • Jean: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Lau: not tested (too few rounds)