VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

kura-kon

  • Akira
  • Brad
  • Lau
  • Jean
Career matches374
Career win rate68.5%
Round win rate56.7%
Peak rank27
Distinct opponents15
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1570 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

Kage271671175070.1%
Akira25108654360.2%
Jean2250361472.0%
Brad223930976.9%
Lau21108280.0%

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

114 of 201 rounds counted

8.1 inputs a second (486 a minute) this season. Faster than 73% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.947775
Brad8.048119
Lau8.852612
Jean8.65178

By opponent's character

Jeffry7.947662
Vanessa8.048119
Lion8.34965
Eileen8.852612
Sarah8.04799
El Blaze8.24914
Goh9.45673

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

Jeffry1711664.7%-5.2
Vanessa107370.0%+7.1
Aoi52340.0%-32.7
Lion43175.0%+9.5
Brad31233.3%-26.7
Eileen31233.3%-11.0
Sarah330100.0%+35.0
Wolf220100.0%+38.2
El Blaze110100.0%+17.0
Goh110100.0%+31.2

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 Fence1811761.1%-3.5
Breakable Full Fence86275.0%+10.0
Single Wall85362.5%+0.5
Full Fence53260.0%-10.5
Open54180.0%+17.5
Breakable Half Fence31233.3%-38.4
Octagon110100.0%+17.0
Rectangle110100.0%+31.2

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
Walls1866.7%68.9%-2.3
No walls3164.5%63.2%+1.3

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

かぶぞう@kabuzou (Rank 24)2026/08/02110100.0%
BANANA (Rank 28)2026/06/20220100.0%
ねこ吉 (Rank 23)2026/06/2054180.0%
imhanzo (Rank 27)2026/06/17159660.0%
神無月夏美Vtuber (Rank 24)2026/06/1431233.3%
NeoTokyo_2025x (Rank 21)2026/06/14110100.0%
ズサ齋藤 (Rank 23)2026/05/18110100.0%
meine (Rank 25)2026/04/18110100.0%
Kakeog (Rank 27)2026/04/1831233.3%
こうちゃん(`ー´)ノ (Rank 25)2026/04/1832166.7%
orz (Rank 26)2026/04/18220100.0%
ボルタ★TikTok配信中 (Rank 25)2026/04/18220100.0%
qwerty100 (Rank 25)2026/04/1831233.3%
壱色淸淨 (Rank 25)2026/04/1852340.0%
majide (Rank 27)2026/04/18220100.0%

Round openings

Every character

guardG into throw escape2110.4%
backdash into evade up73.5%
forward movement into punchP73.5%
backdash into throw escape63.0%
guardG into evade down63.0%
Hagakure-ryu In Raijingeki46P+K52.5%
backdash into Furikakato OtoshiK+G52.5%
Jouho Senshou46P into forward movement42.0%
guardG into Jouho Senshou46P42.0%
guardG into backdash42.0%
Hagakure-ryu In Raijingeki46P+K into Hiji'uchi6P31.5%
Rasen4P31.5%
Rimon Chouchu66P into forward dash31.5%
backdash into Ryubigeri4KK31.5%
backdash into evade down31.5%

98 further openings account for the other 117 rounds.

Akira

Career
65–43 · 60.2%
This season
21 matches · 61.9%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape1011.5%
guardG into evade down55.8%
Jouho Senshou46P into forward movement44.6%
guardG into Jouho Senshou46P44.6%
Rimon Chouchu66P into forward dash33.5%
backdash into evade down33.5%
backdash into evade up33.5%
backdash into throw escape33.5%
forward movement into punchP33.5%
Ekishou3P22.3%
backdash into Satei3K+G22.3%
backdash into Souka Housui3P+K22.3%
guardG into Jouho Touken6P22.3%
guardG into Souka Housui3P+K22.3%
guardG into backdash22.3%

37 further openings account for the other 37 rounds.

Kage

Career
117–50 · 70.1%
This season
18 matches · 66.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into throw escape1114.7%
Hagakure-ryu In Raijingeki46P+K56.7%
backdash into Furikakato OtoshiK+G56.7%
Hagakure-ryu In Raijingeki46P+K into Hiji'uchi6P34.0%
Rasen4P34.0%
backdash into Ryubigeri4KK34.0%
backdash into throw escape34.0%
Rakujin Gaeri44P into Rasen4P22.7%
Rasen4P into backdash22.7%
Rasen4P into kickK22.7%
Sokudan1P into Sokudangasane1PK22.7%
Ura Tsumujigeri44K into Kodachinuki4K22.7%
backdash into Engetsugeri9K+G22.7%
backdash into Hagakure-ryu In Raijingeki46P+K22.7%
backdash into evade up22.7%

25 further openings account for the other 26 rounds.

Brad

Career
30–9 · 76.9%
This season
5 matches · 80.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jackal Straight46P+K into throwP+G210.5%
Jolt Upper3P into Jolt Upper~Spin Kick3PK210.5%
Sway Back4P+K+G into Mighty Knee UpperK210.5%
forward movement into Jab StraightPP210.5%
forward movement into punchP210.5%
Dtee Sawk Dtrohng4P+K15.3%
Jolt Upper3P into Rapid Double JabP+K15.3%
Spine Whip4P into Lumpini Combination4PK15.3%
Spine Whip4P into throw escape15.3%
Sway Back4P+K+G into punchP15.3%
Turn Savate44K into Stop Kick4K15.3%
backdash into Stop Kick4K15.3%
backdash into Turn Savate44K15.3%
punchP into forward dash15.3%

Lau

Career
8–2 · 80.0%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up216.7%
guardG into backdash216.7%
Koryu Tenshinkyaku6K+G18.3%
backward movement into Honten Rakutoutai46K+G18.3%
crouch dash back into Sako Soushou4P+K18.3%
crouch dash back into kickK18.3%
evade down into throw escape18.3%
evade up into backdash18.3%
forward movement into punchP18.3%
guardG into Kosoushou46P18.3%

Jean

Career
36–14 · 72.0%
This season
2 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Koubougeri6K+G225.0%
Hizageri4K112.5%
backdash into Gyaku Seikenzuki66P112.5%
backdash into Kake'uchi46P112.5%
guardG into Harai'uke (Deflect)4P+K+G112.5%
guardG into evade up112.5%
punchP into Maeken~Joudan MawashigeriPK112.5%

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

  • Akira: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jean: not tested (too few rounds)