VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

man-t1227

  • Akira
  • Jacky
Career matches3,976
Career win rate46.5%
Round win rate48.0%
Peak rank27
Distinct opponents26
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1482 Not ranked yet: the list needs 50 matches. See 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

Kage273,0931,4651,62847.4%
Akira2474231742542.7%
Jacky23141667546.8%

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.

Against each character

Wolf65183.3%+37.1
Sarah51420.0%-11.5
Aoi42250.0%-0.1
Vanessa42250.0%+7.1
Brad31233.3%-5.0
Eileen31233.3%+4.8
Goh32166.7%+12.7
Jean32166.7%+22.6
Akira21150.0%+2.8
El Blaze2020.0%-36.0
Jeffry21150.0%+9.1
Shun2020.0%-49.5
Jacky1010.0%-35.1
Lei Fei1010.0%-30.9
Lion1010.0%-60.5

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

Open103730.0%-7.1
Low Fence73442.9%-1.3
Full Fence and Open52340.0%-9.9
Octagon53260.0%+20.1
Full Fence42250.0%+3.6
Half Fence32166.7%+20.9
Rectangle31233.3%-5.6
Single Wall31233.3%-15.9
Breakable Full Fence110100.0%+42.0

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
Walls1656.2%44.7%+11.5
No walls2035.0%40.3%-5.3

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

MaxMuncy (Rank 26)2026/04/2231233.3%
こて (Rank 23)2026/04/201010.0%
fazz00r (Rank 26)2026/04/191010.0%
CottonCandy (Rank 22)2026/04/19330100.0%
ホンビノス (Rank 25)2026/04/171010.0%
MAXBET (Rank 26)2026/04/171010.0%
神無月夏美@Vtuber (Rank 25)2026/04/171010.0%
おむすび山かず kaz_kcjj (Rank 30)2026/04/172020.0%
jackgnhang (Rank 26)2026/04/1741325.0%
しゅが~nsr (Rank 25)2026/04/16110100.0%
XiaoMing.SH (Rank 24)2026/04/151010.0%
造り酒屋の御曹司 (Rank 21)2026/04/15330100.0%
けいすけ新宿 (Rank 28)2026/04/1421150.0%
Syu (Rank 25)2026/04/11110100.0%
Nox (Rank 28)2026/04/091010.0%
Toragoto (Rank 25)2026/04/082020.0%
nekota (Rank 23)2026/04/06220100.0%
申 ディレイ2!!! (Rank 27)2026/04/061010.0%
syounai (Rank 27)2026/04/06110100.0%
openpen (Rank 26)2026/03/28110100.0%
痩せたい (Rank 31)2026/03/281010.0%
ファンタジオぷにお (Rank 29)2026/03/2831233.3%
れもん@のびしろF (Rank 30)2026/03/281010.0%
FUGA (Rank 22)2026/03/27220100.0%
NEKOz (Rank 25)2026/03/271010.0%

Round openings

Every character

guardG2011.4%
Kouten63214P74.0%
crouch dash forward into evade down63.4%
crouch dash forward into guardG63.4%
forward dash into Jouho Touken6P63.4%
backdash into Fujinkyaku46K+G52.9%
backdash into Koboku214P52.9%
backdash into Spin Heel Sword4K+G52.9%
evade up52.9%
Rasen4P42.3%
Ryubisen44K+G42.3%
evade down into guardG42.3%
Jouho Touken6P31.7%
Rimon Chouchu66P into Jouho Touken6P31.7%
backdash31.7%

69 further openings account for the other 89 rounds.

Kage

Career
1,465–1,628 · 47.4%
This season
23 matches · 39.1%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG1212.9%
Kouten63214P77.5%
backdash into Fujinkyaku46K+G55.4%
Rasen4P44.3%
Ryubisen44K+G44.3%
crouch dash forward into evade down44.3%
evade down into guardG33.2%
evade up33.2%
guardG into Rasen4P33.2%
Fusen Renkyaku6K+G22.1%
Sokuten44P+K+G22.1%
backdash22.1%
backdash into evade up22.1%
crouch dash forward into guardG22.1%
crouch dash forward into throwP+G22.1%

32 further openings account for the other 36 rounds.

Akira

Career
317–425 · 42.7%
This season
15 matches · 53.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Jouho Touken6P69.7%
guardG69.7%
backdash into Koboku214P58.1%
crouch dash forward into guardG46.5%
Jouho Touken6P34.8%
Rimon Chouchu66P into Jouho Touken6P34.8%
evade down into crouch dash forward34.8%
forward dash into throwP+G34.8%
Koboku214P23.2%
crouch dash forward into evade down23.2%
guardG into forward dash23.2%
punchP into KansuitaiPK23.2%
Jouho Touken6P into punchP11.6%
backdash11.6%
crouch dash forward into Jouho Senshou46P11.6%

18 further openings account for the other 18 rounds.

Jacky

Career
66–75 · 46.8%
This season
4 matches · 25.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G525.0%
forward movement into Jab StraightPP210.0%
forward movement into guardG210.0%
guardG210.0%
Dash Hammer Kick66K into High Angle Upper Kick6K15.0%
Middle Smash6P15.0%
Slant Back Knuckle1P into Rage Kick1PK15.0%
Slide Shuffle (Deflect)4P+K+G into crouch15.0%
crouch dash forward into Squat Straight2P15.0%
evade up15.0%
forward movement into Middle Smash6P15.0%
forward movement into forward dash15.0%
guardG into High Angle Upper Kick6K15.0%

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

  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)