VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

Roki_ryudoukan

  • Jeffry
Career matches5,160
Career win rate51.3%
Round win rate48.2%
Peak rank37
Distinct opponents212
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1704 #788 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

Kage352,7411,3751,36650.2%
Jeffry372,4191,2731,14652.6%

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

1,764 of 2,801 rounds counted

7.3 inputs a second (437 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.5449797
Jeffry7.1427967

By opponent's character

Lau7.3438149
Jacky7.6457159
Lion7.2433183
Kage7.4442141
Aoi7.4445155
Akira7.545080
Sarah7.042290
Pai7.4445159
Jean7.0421112
Shun6.941478
Wolf7.846855
Jeffry7.243229
Goh7.545085
El Blaze7.142672
Brad7.041948
Taka7.142673
Vanessa6.740438
Lei Fei7.042245
Eileen6.639413

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

Lau66313547.0%-0.1
Jacky63342954.0%+8.0
Lion61273444.3%-4.3
Kage52223042.3%-4.0
Aoi50222844.0%-4.2
Akira47242351.1%+1.3
Sarah46192741.3%-4.8
Pai44232152.3%+6.2
Jean41212051.2%+2.6
Shun34161847.1%+1.5
Wolf30191163.3%+14.1
Jeffry27151255.6%+8.5
Goh24111345.8%+0.8
El Blaze22101245.5%-5.1
Brad1910952.6%+3.1
Taka1991047.4%-6.1
Vanessa1971236.8%-8.1
Lei Fei145935.7%-11.6
Eileen83537.5%-15.8
Dural2020.0%-61.6

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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 Fence105515448.6%+2.1
Full Fence76403652.6%+6.3
Low Fence73363749.3%+0.3
Half Fence72373551.4%+5.7
Rectangle70304042.9%-7.7
Octagon65303546.1%-2.9
Breakable Full Fence64283643.8%-5.4
Single Wall63313249.2%+5.8
Open48183037.5%-11.8
Full Fence and Open30121840.0%-11.2

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls45247.8%47.8%+0.0
No walls18446.2%47.1%-0.9

Walls against open: +1.0 points (95% range -7.6 to +9.6), p 0.827 — 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

たあぼさん (Rank 36)2026/10/121881044.4%
リズム感のある者たち (Rank 34)2026/10/1263350.0%
ワクワク (Rank 33)2026/10/0673442.9%
漂泊の民回線ジプシー (Rank 38)2026/09/2465183.3%
ヘニオ (Rank 33)2026/09/24105550.0%
うるヲ参拾 (Rank 39)2026/09/2472528.6%
寿司眼鉄 (Rank 35)2026/09/222361726.1%
Ka2 (Rank 36)2026/09/2296366.7%
ぶーん (Rank 33)2026/09/2276185.7%
小名浜DC (Rank 37)2026/09/2271614.3%
★闘将拉麵男★ (Rank 39)2026/09/22136746.1%
ぷこ (Rank 36)2026/09/151771041.2%
躑躅 (Rank 36)2026/09/1475271.4%
カミナリおやじ (Rank 32)2026/09/1486275.0%
北斗神拳 弐ノ羅将 (Rank 39)2026/09/1461516.7%
ジークリオン (Rank 36)2026/09/14168850.0%
montanmo (Rank 37)2026/08/22146842.9%
nanami.madogiwa (Rank 32)2026/08/19103730.0%
ちょいそる (Rank 33)2026/08/0363350.0%
さみぃ_ANTARES (Rank 36)2026/07/2993633.3%
lapislazuli (Rank 36)2026/07/2985362.5%
sby (Rank 32)2026/07/0374357.1%
テクノモデル (Rank 36)2026/06/1251420.0%
どろパイ (Rank 34)2026/06/1165183.3%
fukuchan_tenjin (Rank 34)2026/05/2071614.3%

Round openings

Every character

backdash into evade up32812.2%
backdash into evade down1365.1%
Hagakure-ryu In Raijingeki46P+K1053.9%
Hagakure-ryu In Raijingeki46P+K into punchP913.4%
crouch dash forward into guardG823.1%
evade up into kickK702.6%
forward dash into evade up501.9%
forward movement into punchP501.9%
backdash into throwP+G491.8%
backdash into Toe Kick2K461.7%
crouch dash forward into throw escape441.6%
backdash into Kodachinuki4K431.6%
backdash into Engetsugeri9K+G411.5%
crouch into Ducking Low2K+G411.5%
backdash into Nakageri3K391.4%

342 further openings account for the other 1,466 rounds.

Counted from 658 of the 688 matches played. The rest were not pulled for openings.

Kage

Career
1,375–1,366 · 50.2%
This season
397 matches · 49.9%
Peak rank
35

First hit in 50.8% of 1,599 rounds. Won 52.7% of the rounds they struck first, 45.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 38.6% of rounds, against 23.2% in their other rounds.
  • Against Pai: moves in first in 26.4% of rounds, against 9.8% against everyone else.
  • After opening the round before by evading: attacks straight away in 45.5% of rounds, against 29.1% after anything else.
  • After losing a round: backs off first in 53.3% of rounds, against 41.2% after winning one.
  • When ahead: attacks straight away in 35.7% of rounds, against 23.6% when level or behind.
  • In round 4 or later: opens with “46P+K Hagakure-ryu In Raijingeki” in 10.4% of rounds, against 5.1% in their other rounds.
  • Against Jeffry: opens with “backdash into evade down” in 14.5% of rounds, against 4.5% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 22.0% of rounds, against 9.4% after anything else.
  • After losing a round: opens with “backdash into evade up” in 14.6% of rounds, against 7.6% after winning one.

How is this tested?

backdash into evade up20112.5%
Hagakure-ryu In Raijingeki46P+K1056.5%
Hagakure-ryu In Raijingeki46P+K into punchP915.7%
backdash into evade down805.0%
evade up into kickK684.2%
backdash into Kodachinuki4K432.7%
backdash into Engetsugeri9K+G412.5%
backdash into Nakageri3K392.4%
backdash into Hagakure-ryu In Shippujin4P+K+G301.9%
Ryu'eikyaku66K291.8%
backdash into throwP+G291.8%
crouch dash forward into guardG271.7%
evade up271.7%
forward dash into evade up261.6%
backdash into Senpujin2P+K241.5%

184 further openings account for the other 750 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau14–19 · 42%4–3 · 57%too few to test
Jacky13–12 · 52%7–7 · 50%too few to test
Lion9–11 · 45%4–6 · 40%too few to test
Aoi5–8 · 38%7–6 · 54%too few to test
Jean9–6 · 60%7–4 · 64%too few to test
Akira8–7 · 53%1–3 · 25%too few to test
Pai9–4 · 69%3–6 · 33%too few to test
Wolf13–6 · 68%4–1 · 80%too few to test
Kage6–9 · 40%0–6 · 0%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?

Jeffry

Career
1,273–1,146 · 52.6%
This season
291 matches · 44.7%
Peak rank
37

First hit in 52.5% of 1,069 rounds. Won 50.1% of the rounds they struck first, 42.3% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 57.1% of rounds, against 46.0% in their other rounds.
  • Against Akira: moves in first in 50.0% of rounds, against 20.5% against everyone else.
  • After winning a round: attacks straight away in 17.8% of rounds, against 8.7% after losing one.
  • In round 1: opens with “backdash into evade up” in 18.0% of rounds, against 9.9% in their other rounds.
  • Against Kage: opens with “backdash into 2K Toe Kick” in 13.6% of rounds, against 3.1% against everyone else.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 18.3% of rounds, against 8.6% after anything else.

How is this tested?

backdash into evade up12711.9%
backdash into evade down565.2%
crouch dash forward into guardG555.1%
backdash into Toe Kick2K464.3%
crouch into Ducking Low2K+G413.8%
backdash into Overblow Shoulder66P+K383.5%
crouch dash forward into throw escape333.1%
forward movement into punchP292.7%
backdash into Double Hammer Down43P252.3%
Overblow Shoulder66P+K242.2%
forward dash into evade up242.2%
guardG into Middle Hell Stab6P+K232.1%
backdash into throwP+G201.9%
backdash into Side Kick3K191.8%
evade down into Dash Elbow66P171.6%

182 further openings account for the other 494 rounds.

Counted from 261 of the 291 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah9–11 · 45%3–3 · 50%too few to test
Kage9–10 · 47%5–2 · 71%too few to test
Aoi6–6 · 50%2–7 · 22%too few to test
Lion4–8 · 33%1–2 · 33%too few to test
Akira6–10 · 38%2–2 · 50%too few to test
Lau3–9 · 25%6–2 · 75%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.

30 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?

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 (31 here; about 1.6 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: 9 of 16 tests hold up
  • Jeffry: 6 of 15 tests hold up