VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

brisbanejacky

  • Jacky
Career matches293
Career win rate64.5%
Round win rate47.9%
Peak rank25
Distinct opponents24
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1273 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

Kage251841176763.6%
Jacky20109723766.1%

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

121 of 167 rounds counted

7.4 inputs a second (443 a minute) this season. Faster than 56% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.5451100
Jacky6.639621

By opponent's character

Akira7.242921
Jacky7.343723
Jean7.64563
Kage7.746215
Aoi7.142512
El Blaze7.846812
Pai7.645311
Vanessa7.645712
Jeffry5.63385
Wolf7.74617

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

Akira73442.9%-0.8
Jacky63350.0%+9.6
Jean51420.0%-27.2
Kage52340.0%+7.1
Aoi42250.0%+3.8
El Blaze31233.3%+4.3
Pai31233.3%-4.5
Vanessa31233.3%+5.9
Jeffry21150.0%+5.1
Wolf21150.0%+7.0
Goh1010.0%-53.3
Lau110100.0%+44.3

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

Open104640.0%+8.8
Low Fence72528.6%-18.7
Single Wall72528.6%-24.3
Rectangle52340.0%+2.1
Full Fence43175.0%+35.0
Octagon31233.3%+4.3
Half Fence220100.0%+67.3
Breakable Full Fence1010.0%-53.3
Breakable Half Fence110100.0%+53.4

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%39.0%+17.3
No walls2433.3%41.0%-7.6

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

CyberNaut_X1984_v7.0 (Rank 21)2026/10/181010.0%
Fuji-Atsuka (Rank 21)2026/10/1842250.0%
twinsshine (Rank 26)2026/10/1831233.3%
48歳技覚えられないよ (Rank 26)2026/10/18110100.0%
猫鼻 (Rank 27)2026/10/1831233.3%
megadora5 (Rank 26)2026/10/181010.0%
カプリッチョ (Rank 26)2026/10/18110100.0%
nyokki2026 (Rank 14)2026/08/22110100.0%
ガンジャッキー (Rank 26)2026/08/221010.0%
リヒター2 (Rank 26)2026/06/221010.0%
☆瞳氷☆ (Rank 23)2026/05/2621150.0%
syounai (Rank 24)2026/05/261010.0%
委員ちょ (Rank 21)2026/05/26110100.0%
CHASER (Rank 21)2026/05/2621150.0%
リチウムイオン (Rank 22)2026/05/2221150.0%
え~る (Rank 23)2026/05/2231233.3%
格雷希欧 (Rank 24)2026/05/1931233.3%
냠냠이 (Rank 16)2026/05/164040.0%
衣装で勝負する人 (Rank 21)2026/05/161010.0%
chimichama (Rank 21)2026/05/1521150.0%
やきそばん (Rank 22)2026/05/15110100.0%
そうさ。悪いかい? (Rank 16)2026/04/081010.0%
AnarKhisT (Rank 12)2026/04/08110100.0%
EZSD (Rank 16)2026/04/08110100.0%

Round openings

Every character

backdash into Gen'you4K+G3328.0%
Middle Spin Kick46K+G86.8%
Rasen4P into Rasen Urageri4PK75.9%
crouch into Tsumujigeri2K+G75.9%
guardG into Rasen Urageri4PK75.9%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G43.4%
Slant Back Knuckle1P into Rage Kick1PK43.4%
Rasen4P into Hagakure-ryu In Shippujin4P+K+G32.5%
evade down32.5%
evade down into High Angle Upper Kick6K32.5%
Slide Shuffle (Deflect)4P+K+G into crouch21.7%
guardG21.7%
punchP into HagasanePK21.7%
punchP into Tenshin Agokudaki4KKK21.7%
Engetsugeri9K+G10.8%

30 further openings account for the other 30 rounds.

Counted from 29 of the 42 matches played. The rest were not pulled for openings.

Kage

Career
117–67 · 63.6%
This season
31 matches · 45.2%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gen'you4K+G3337.1%
Rasen4P into Rasen Urageri4PK77.9%
crouch into Tsumujigeri2K+G77.9%
guardG into Rasen Urageri4PK77.9%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G44.5%
Rasen4P into Hagakure-ryu In Shippujin4P+K+G33.4%
evade down33.4%
guardG22.2%
punchP into HagasanePK22.2%
punchP into Tenshin Agokudaki4KKK22.2%
Engetsugeri9K+G11.1%
Fusenjin3P into Shippuzan3PP11.1%
Hagakure-ryu In Raijingeki46P+K11.1%
Hiji'uchi6P11.1%
Nakageri3K into Nirenkyaku3KK11.1%

14 further openings account for the other 14 rounds.

Counted from 22 of the 31 matches played. The rest were not pulled for openings.

Jacky

Career
72–37 · 66.1%
This season
11 matches · 27.3%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick46K+G827.6%
Slant Back Knuckle1P into Rage Kick1PK413.8%
evade down into High Angle Upper Kick6K310.3%
Slide Shuffle (Deflect)4P+K+G into crouch26.9%
Low Spin Kick1K+G13.5%
Middle Smash6P into Middle Smash Back Knuckle6PP13.5%
Slant Back Knuckle1P into Punch High KickPK13.5%
Slide Shuffle (Deflect)4P+K+G13.5%
Spinning KickK+G into backdash13.5%
Standing Knee Kick Combo: Spark4KKK into Standing Knee Kick Combo: High Gear4KKKK13.5%
backdash into Spin Heel Sword4K+G13.5%
backward movement into Groin Kick6K+G13.5%
crouch into Lightning Back Knuckle3PPP13.5%
crouch into Low Spin Kick1K+G13.5%
forward dash into throwP+G13.5%

1 further openings account for the other 1 rounds.

Counted from 7 of the 11 matches played. The rest were not pulled for openings.

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)
  • Jacky: not tested (too few rounds)