VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

max-san_19680802

  • Jacky
Career matches251
Career win rate60.2%
Round win rate43.5%
Peak rank25
Distinct opponents3
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1497 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

Kage252301418961.3%
Jacky2121101147.6%

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.

Against each character

El Blaze220100.0%+91.9
Wolf2020.0%-48.9
Akira1010.0%-64.5

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

Low Fence220100.0%+91.9
Octagon2020.0%-48.9
Rectangle1010.0%-64.5

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
Walls30.0%36.8%-36.8
No walls2100.0%44.9%+55.1

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

たけぞう (Rank 28)2020.0%
ズサ齋藤 (Rank 21)220100.0%
SouzaTheo (Rank 24)1010.0%

Most played opponents, most recent first

たけぞう (Rank 28)2026/05/042020.0%
ズサ齋藤 (Rank 21)2026/05/04220100.0%
SouzaTheo (Rank 24)2026/04/271010.0%

Round openings

Every character

Spinning KickK+G into Spinning Kick Low Spin KickK+GK28.7%
guardG28.7%
Low Spin Kick1K+G14.3%
Rasen4P into Rasen Urageri4PK14.3%
Rasen4P into backdash14.3%
Rasen4P into kickK14.3%
Senpujin2P+K into kickK14.3%
Ura Tsumujigeri44K14.3%
backdash into Spin Heel Sword4K+G14.3%
crouch dash forward into Smash Straight3P14.3%
crouch into Nirenkyaku3KK14.3%
evade up into guardG14.3%
evade up into kickK14.3%
evade up into throwP+G14.3%
evade up into throw escape14.3%

6 further openings account for the other 6 rounds.

Kage

Career
141–89 · 61.3%
This season
3 matches · 0.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P into Rasen Urageri4PK17.7%
Rasen4P into backdash17.7%
Rasen4P into kickK17.7%
Senpujin2P+K into kickK17.7%
Ura Tsumujigeri44K17.7%
crouch into Nirenkyaku3KK17.7%
evade up into kickK17.7%
evade up into throwP+G17.7%
evade up into throw escape17.7%
guardG17.7%
guardG into Jizuridan2P17.7%
guardG into Senpujin2P+K17.7%
throw escape17.7%

Jacky

Career
10–11 · 47.6%
This season
2 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Spinning KickK+G into Spinning Kick Low Spin KickK+GK220.0%
Low Spin Kick1K+G110.0%
backdash into Spin Heel Sword4K+G110.0%
crouch dash forward into Smash Straight3P110.0%
evade up into guardG110.0%
guardG110.0%
guardG into High Angle Upper Kick6K110.0%
offensive move110.0%
punchP into Spinning Arm Kick4PK110.0%

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)
  • Jacky: not tested (too few rounds)