VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

vaN

  • Akira
  • Jacky
  • Lion
  • Wolf
  • Jeffry
  • Brad
Career matches854
Career win rate65.5%
Round win rate50.2%
Peak rank25
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1429 #2,476 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

Kage251981316766.2%
Jacky231851157062.2%
Lion241531084570.6%
Akira24148955364.2%
Wolf2384552965.5%
Jeffry2081542766.7%
Brad1641325.0%
Pai—1010.0%

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

253 of 494 rounds counted

5.8 inputs a second (350 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Akira6.237263
Kage6.035854
Jacky6.136444
Lion5.935615
Wolf5.231026
Jeffry4.828728
Brad6.036323

By opponent's character

Aoi6.036244
Kage5.532850
Akira6.237027
Vanessa5.835033
Wolf6.438618
Dural5.532725
El Blaze5.532712
Jacky6.237213
Goh4.42638
Eileen6.33773
Taka6.337815
Sarah6.63965

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

Aoi23121152.2%+9.1
Kage146842.9%-11.1
Akira115645.5%-7.3
Jean113827.3%-25.6
Vanessa104640.0%-5.4
Pai85362.5%+7.5
Wolf85362.5%+25.5
Dural62433.3%-2.1
El Blaze63350.0%-15.2
Jacky54180.0%+18.7
Brad440100.0%+43.3
Goh4040.0%-55.6
Jeffry42250.0%-7.1
Eileen330100.0%+48.1
Taka32166.7%-6.6
Lau220100.0%+25.1
Lion1010.0%-19.8
Sarah110100.0%+32.2

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

Breakable Full Fence2215768.2%+7.1
Full Fence178947.1%+0.4
Octagon159660.0%+18.2
Low Fence1331023.1%-22.2
Open136746.1%-7.9
Rectangle136746.1%-3.2
Single Wall125741.7%-8.3
Breakable Half Fence72528.6%-24.1
Full Fence and Open440100.0%+52.3
Half Fence43175.0%+22.6

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
Walls7855.1%51.7%+3.4
No walls3836.8%48.4%-11.6

Walls against open: +15.0 points (95% range -7.2 to +37.2), p 0.186 — 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

TAIDADA (Rank 26)2026/09/0262433.3%
yoshi21cc (Rank 24)2026/09/0221150.0%
IYO-no-okazu (Rank 21)2026/09/022020.0%
【般若奔走】Savann (Rank 28)2026/09/0231233.3%
格雷希欧 (Rank 24)2026/09/0221150.0%
hamuhamu (Rank 26)2026/09/0263350.0%
suke072st (Rank 11)2026/06/1332166.7%
HOSOGl_KAZUKO (Rank 18)2026/06/132020.0%
トローリロートル (Rank 23)2026/06/1363350.0%
TARO___9 (Rank 25)2026/06/13220100.0%
ArZmkQL96G (Rank 22)2026/06/1351420.0%
cjnholife (Rank 24)2026/06/1354180.0%
Cap2007 (Rank 26)2026/06/1351420.0%
壱色淸淨 (Rank 27)2026/06/1332166.7%
ぽん (Rank 27)2026/06/134040.0%
sakana5106 (Rank 24)2026/06/1332166.7%
auftakt (Rank 24)2026/06/1332166.7%
6132da (Rank 18)2026/04/1832166.7%
devidora777 (Rank 24)2026/04/1831233.3%
nanoka-222 (Rank 24)2026/03/2852340.0%
twinsshine (Rank 24)2026/03/2873442.9%
hide2480gt (Rank 21)2026/03/2886275.0%
luffy_888000 (Rank 25)2026/03/282020.0%
MatStar (Rank 21)2026/03/28440100.0%
4。(yon) (Rank 21)2026/03/28440100.0%

Round openings

Every character

backdash into guardG5210.5%
punchP5110.3%
Ryu'eikyaku66K173.4%
Rimon Chouchu66P122.4%
backdash into Sokutai3K112.2%
guardG into punchP112.2%
Rasen4P into Rasen Urageri4PK102.0%
guardG91.8%
Jouho Senshou46P71.4%
backdash into Dash Hammer Kick66K71.4%
backdash into Ryu'eikyaku66K71.4%
backdash into Tsumujigeri2K+G71.4%
punchP into Jab Straight71.4%
punchP into HagasanePK61.2%
Dash Hammer Kick66K51.0%

171 further openings account for the other 275 rounds.

Akira

Career
95–53 · 64.2%
This season
35 matches · 51.4%
Peak rank
24

First hit in 56.9% of 137 rounds. Won 55.1% of the rounds they struck first, 40.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG1510.9%
Rimon Chouchu66P128.8%
backdash into Sokutai3K118.0%
Jouho Senshou46P75.1%
punchP75.1%
guardG into punchP53.6%
Jouho Touken6P42.9%
backdash into Jouho Senshou46P42.9%
backdash into kickK42.9%
forward dash into throwP+G42.9%
backdash into Rimon Chouchu66P32.2%
backward movement into Jouho Senshou46P32.2%
Jouho Senshou46P into backdash21.5%
Sokutai3K21.5%
backdash into Jouho Touken6P21.5%

46 further openings account for the other 52 rounds.

Kage

Career
131–67 · 66.2%
This season
23 matches · 60.9%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ryu'eikyaku66K1717.9%
Rasen4P into Rasen Urageri4PK1010.5%
backdash into guardG1010.5%
backdash into Ryu'eikyaku66K77.4%
backdash into Tsumujigeri2K+G77.4%
punchP into HagasanePK66.3%
punchP44.2%
punchP into ResshouPP44.2%
punchP into kickK33.2%
backdash into Engetsugeri9K+G22.1%
backdash into Fusenjin3P22.1%
crouch into Tsumujigeri2K+G22.1%
guardG22.1%
guardG into Tsumujigeri2K+G22.1%
punchP into Rasen Urageri4PK22.1%

15 further openings account for the other 15 rounds.

Jacky

Career
115–70 · 62.2%
This season
22 matches · 45.5%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP2124.4%
backdash into guardG910.5%
backdash into Dash Hammer Kick66K78.1%
Dash Hammer Kick66K55.8%
punchP into Jab StraightPP55.8%
backdash into Low Spin Kick1K+G44.7%
guardG44.7%
backdash into Beat & Back KnuckleP+KP33.5%
backdash into High Angle Upper Kick6K33.5%
backdash into Spin Heel Sword4K+G33.5%
punchP into Low Spin Kick1K+G33.5%
crouch into Low Spin Kick1K+G22.3%
punchP into crouch22.3%
Beat KnuckleP+K into Beat & Back KnuckleP+KP11.2%
Low Spin Kick1K+G11.2%

13 further openings account for the other 13 rounds.

Lion

Career
108–45 · 70.6%
This season
15 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP1017.5%
backdash into Shicchi Soutai3K+G58.8%
punchP into Koushu RensuiPP58.8%
backdash into Senshippo66P47.0%
backdash into Touku Rigou Bantaitetsu46K+G35.3%
backdash into back kick+guard4K+G23.5%
backdash into guardG23.5%
guardG into punchP23.5%
punchP into Katousui2P23.5%
punchP into crouch23.5%
Banchu6P into Banchu Renkanshu6PP11.8%
Kousoutai2K+G11.8%
Tenshin Ryou'inkyaku6K+G into Shicchi Soutai3K+G11.8%
backdash into Banchu6P11.8%
backdash into Juchou Senshou8P+K11.8%

15 further openings account for the other 15 rounds.

Wolf

Career
55–29 · 65.5%
This season
14 matches · 28.6%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG712.7%
backdash into Short Shoulder46P+K47.3%
punchP47.3%
Elbow Butt4P35.5%
Quick Shoulder66P+K35.5%
Knee Lift6K23.6%
backdash into Drop Kick9K23.6%
backdash into Elbow Butt4P23.6%
guardG into backdash23.6%
punchP into forward dash23.6%
Body Blow6P into Dragonfish Blow6PP11.8%
backdash into Gasp Kneel Palm Bomb6P+K11.8%
backdash into Low Drop Kick62K11.8%
backdash into Quick Shoulder66P+K11.8%
backdash into backward movement11.8%

19 further openings account for the other 19 rounds.

Jeffry

Career
54–27 · 66.7%
This season
10 matches · 50.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG921.9%
backdash into Side Kick3K49.8%
backdash into Middle Hell Stab6P+K37.3%
guardG into punchP37.3%
Side Kick3K into forward dash24.9%
crouch24.9%
crouch into Drop Anchor1K+G24.9%
punchP24.9%
Elbow Butt6P into Elbow Hammer6PP12.4%
Knee Attack6K12.4%
Middle Hell Stab6P+K12.4%
Side Kick3K12.4%
Tornado Punch44P12.4%
backdash into Drop Anchor1K+G12.4%
backdash into Head Attack46P+K12.4%

7 further openings account for the other 7 rounds.

Brad

Career
1–3 · 25.0%
This season
5 matches · 40.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP313.0%
Jab StraightPP into Combination UpperPPP28.7%
punchP into Jab StraightPP28.7%
punchP into Ten Kao6K28.7%
Elbow Hook6P14.3%
Elbow Hook6P into Jab StraightPP14.3%
Middle Kick3K14.3%
Middle Kick3K into guardG14.3%
Upper Elbow44P14.3%
backdash into Elbow Hook6P14.3%
backdash into Jaguar Tail2K+G14.3%
backdash into Turn Savate44K14.3%
backdash into punchP14.3%
forward dash into Elbow Hook6P14.3%
punchP into Kao Loy6K+G14.3%

3 further openings account for the other 3 rounds.

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)
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Brad: not tested (too few rounds)