VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

kidvid711

  • Lau
  • Jean
  • Jeffry
Career matches1,903
Career win rate53.2%
Round win rate50.2%
Peak rank33
Distinct opponents60
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1644 #1,078 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

Kage331,79997082953.9%
Dural—43202346.5%
Jeffry263182325.8%
Jean26156940.0%
Lau26158753.3%

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

737 of 1,002 rounds counted

6.2 inputs a second (370 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.2370624
Lau6.236964
Jean6.337849

By opponent's character

Shun5.9355166
Sarah6.438187
Goh5.935378
Kage6.538832
Dural6.337775
Jacky6.538963
Lei Fei6.035739
Vanessa6.036120
Aoi6.639634
Akira5.935223
Pai6.740216
Lion6.438234
El Blaze6.438628
Wolf6.337620
Taka5.93539
Jean6.13678
Lau6.74005

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

Shun59263344.1%-6.7
Sarah24141058.3%-2.8
Goh1971236.8%-18.8
Kage1991047.4%-0.8
Dural1871138.9%-0.3
Jacky1714382.3%+28.1
Lei Fei1410471.4%+19.9
Vanessa145935.7%-12.7
Aoi103730.0%-20.1
Akira95455.6%+6.2
Pai96366.7%+14.8
Lion85362.5%+7.9
El Blaze74357.1%+9.9
Wolf53260.0%+10.2
Taka42250.0%-13.0
Brad330100.0%+42.2
Jean2020.0%-46.1
Lau110100.0%+16.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Single Wall33171651.5%-2.1
Full Fence and Open30161453.3%+2.3
Rectangle27121544.4%-5.2
Breakable Full Fence26121446.1%-6.0
Half Fence2291340.9%-7.0
Breakable Half Fence1913668.4%+10.9
Low Fence1914573.7%+25.1
Octagon1991047.4%-5.4
Open1661037.5%-9.8
Full Fence147750.0%-3.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12748.8%51.7%-2.8
No walls6854.4%51.0%+3.4

Walls against open: -6.3 points (95% range -23.1 to +10.6), p 0.465 — 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

ShooterMcJacky (Rank 31)2026/10/04660100.0%
BLACKSTAR (Rank 36)2026/10/04124833.3%
無謀 (Rank 35)2026/10/0431233.3%
5CRUBL1FE (Rank 31)2026/10/0384450.0%
Ingobernable (Rank 29)2026/10/0376185.7%
HARLEMKNIGHT116 (Rank 33)2026/09/301710758.8%
Jason_Elbow (Rank 40)2026/09/28101910.0%
Valentine (Rank 25)2026/09/2853260.0%
MrWurldWyd (Rank 27)2026/09/2763350.0%
seedash (Rank 33)2026/09/27125741.7%
Jiikae (Rank 31)2026/09/23116554.5%
JackirinaofTime (Rank 33)2026/09/1353260.0%
unreasonablygruff (Rank 25)2026/09/1353260.0%
Stormshadow75x (Rank 24)2026/09/1342250.0%
itikawanaoki (Rank 32)2026/09/0632166.7%
RushdownTurtle(RDT) (Rank 37)2026/08/27125741.7%
neary (Rank 36)2026/08/2441325.0%
evoyd (Rank 32)2026/06/07104640.0%
Semrosto (Rank 38)2026/05/2693633.3%
ulilb1ckard (Rank 29)2026/05/1731233.3%
H.P.Starcraft (Rank 29)2026/05/0571614.3%
HATCHETHARRY-002 (Rank 30)2026/04/0932166.7%
Ichiron47 (Rank 27)2026/04/0842250.0%
MelonBread (Rank 33)2026/04/0852340.0%
UltraShock5 (Rank 28)2026/03/2841325.0%

Round openings

Every character

throw escape13713.7%
throwP+G11311.3%
Ura Tsumujigeri44K878.7%
Senpujin2P+K into down punch+kick+guard2P+K+G616.1%
forward movement into evade up444.4%
Rasen4P434.3%
forward movement into throw escape191.9%
evade down141.4%
forward movement into Rasen4P141.4%
punchP into kickK141.4%
backdash into Gen'you4K+G131.3%
punchP131.3%
punchP into Rasen4P131.3%
forward dash into throwP+G121.2%
Sokuten44P+K+G111.1%

164 further openings account for the other 394 rounds.

Kage

Career
970–829 · 53.9%
This season
209 matches · 52.1%
Peak rank
33

First hit in 37.9% of 866 rounds. Won 56.4% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • When behind: backs off first in 23.1% of rounds, against 9.8% when ahead or level.
  • Against Shun: opens with “P+G throw” in 22.7% of rounds, against 7.9% against everyone else.

How is this tested?

throw escape11012.7%
throwP+G10011.5%
Ura Tsumujigeri44K8710.0%
Senpujin2P+K into down punch+kick+guard2P+K+G617.0%
Rasen4P435.0%
forward movement into evade up394.5%
evade down141.6%
forward movement into Rasen4P141.6%
punchP into kickK141.6%
backdash into Gen'you4K+G131.5%
forward movement into throw escape131.5%
punchP into Rasen4P131.5%
punchP121.4%
Sokuten44P+K+G111.3%
Senpujin2P+K101.1%

122 further openings account for the other 315 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun10–19 · 34%10–4 · 71%too few to test
Sarah4–2 · 67%6–5 · 55%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?

Lau

Career
8–7 · 53.3%
This season
16 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

throw escape1320.3%
crouch into Renkanshou3PPP57.8%
backdash into Chisoutai2K+G34.7%
crouch dash forward into Souko Reppa3P+K34.7%
evade up34.7%
throwP+G34.7%
Kokyaku Haiten7K23.1%
backdash into Touku Kosenkyaku9K23.1%
backward movement into evade up23.1%
evade up into forward dash23.1%
forward movement into evade up23.1%
Genchi Senpukyaku8K+G11.6%
Sako Soushou4P+K11.6%
Tenshin EngekishouP+K11.6%
Touku Kosenkyaku9K into Hou'ou Soushou6PP11.6%

20 further openings account for the other 20 rounds.

Jean

Career
6–9 · 40.0%
This season
12 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

throw escape1326.5%
throwP+G918.4%
Hangetsu NirenzukiP+K714.3%
forward movement into throw escape612.2%
forward movement into evade up24.1%
Enpi Kurenai Naraku2P+K12.0%
Gyaku Seikenzuki66P12.0%
Gyaku Seikenzuki66P into Yoko'enpi6P12.0%
backdash into Chudan~Joudan Mawashigeri3KK12.0%
backward movement into guardG12.0%
crouch into Agezuki3P+K12.0%
evade down into throw escape12.0%
forward movement into punchP12.0%
guardG into Chudan~Joudan Mawashigeri3KK12.0%
guardG into evade down12.0%

2 further openings account for the other 2 rounds.

Jeffry

Career
8–23 · 25.8%
This season
5 matches · 20.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into throwP+G840.0%
forward dash into throw escape210.0%
Threat StanceP+K+G into Gather BlowP15.0%
backdash into Side Kick3K15.0%
backward movement into Hell Dunk Elbow2P+K15.0%
crouch into Grizzly Hammer1PP15.0%
crouch into Rising Hammer43PP15.0%
forward movement into evade down15.0%
forward movement into evade up15.0%
guardG into Hell Dunk Elbow2P+K15.0%
throwP+G15.0%
throw escape15.0%

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 (17 here; about 0.9 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: 2 of 17 tests hold up
  • Lau: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)