VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

えなお

  • Jacky
  • Goh
  • Lau
Career matches10,500
Career win rate50.1%
Round win rate49.7%
Peak rank38
Distinct opponents585
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1754 #548 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

Kage385,6912,8142,87749.5%
Jacky364,6042,3182,28650.4%
Goh301961187860.2%
Lau2698188.9%

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

7,389 of 9,294 rounds counted

7.6 inputs a second (454 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.54484,344
Jacky7.74612,999
Goh7.042122
Lau8.550924

By opponent's character

Jacky7.7463679
Akira7.8466590
Jean7.8466581
Kage7.4445559
Lion7.4444480
Lau7.7464411
Sarah7.5451499
Brad7.4444431
Pai7.7464419
Wolf7.7462451
Goh7.4445391
Jeffry7.8469257
Lei Fei7.4444356
Aoi7.4446271
El Blaze7.4446224
Vanessa7.3439255
Shun7.2432245
Taka7.3439112
Eileen7.4443121
Dural7.645557

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

Jacky21310710650.2%+0.8
Akira170957555.9%+5.2
Jean169987158.0%+8.6
Kage156787850.0%+3.7
Lion146747250.7%+2.6
Lau142667646.5%-2.2
Sarah138706850.7%-0.4
Brad130686252.3%+0.4
Pai128666251.6%+1.1
Wolf126636350.0%-2.2
Goh125616448.8%-2.1
Jeffry118467239.0%-11.7
Lei Fei115526345.2%-1.1
Aoi95494651.6%+1.0
El Blaze82394347.6%-2.1
Vanessa82384446.3%+1.6
Shun77275035.1%-13.0
Taka44212347.7%+1.7
Eileen31121938.7%-10.5
Dural2091145.0%+1.3

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Rectangle25011713346.8%-3.4
Octagon24412112349.6%-0.0
Breakable Half Fence23812411452.1%+3.8
Low Fence23711312447.7%-1.2
Full Fence23011911151.7%+2.2
Breakable Full Fence22611710951.8%+2.0
Single Wall22311011349.3%-1.1
Half Fence21911310651.6%+3.1
Open2009710348.5%-0.4
Full Fence and Open134607444.8%-3.9

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,40750.5%49.4%+1.1
No walls66048.5%49.3%-0.9

Walls against open: +1.9 points (95% range -2.7 to +6.6), p 0.410 — 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

hsat0310 (Rank 35)2026/09/25136746.1%
ぷこ (Rank 36)2026/09/241310376.9%
寿司眼鉄 (Rank 37)2026/09/242281436.4%
ゼータ(MSZ-006) (Rank 36)2026/09/242181338.1%
漂泊の民回線ジプシー (Rank 38)2026/09/23147750.0%
お~ちゃん (Rank 32)2026/09/2325151060.0%
★闘将拉麵男★ (Rank 37)2026/09/221861233.3%
DJG10159 (Rank 36)2026/09/22159660.0%
∈挙動不審∋ (Rank 35)2026/09/17169756.2%
abcdkazu1986 (Rank 35)2026/09/171915479.0%
AOEアオイ (Rank 33)2026/09/17158753.3%
小名浜DC (Rank 36)2026/09/16139469.2%
JAYABOX (Rank 36)2026/09/16146842.9%
ツッチー (Rank 38)2026/09/152415962.5%
stepan_BVFA (Rank 38)2026/09/15146842.9%
究極無敵 (Rank 38)2026/09/14135838.5%
ボブソン (Rank 35)2026/09/132013765.0%
たあぼさん (Rank 37)2026/09/13135838.5%
貧乏リオン/binboulion (Rank 37)2026/09/07139469.2%
くりたろう (Rank 39)2026/09/071441028.6%
どっせ (Rank 41)2026/09/05167943.8%
raduakira (Rank 38)2026/08/28138561.5%
ゲッパー (Rank 37)2026/08/271651131.2%
五寸釘くん (Rank 34)2026/08/271813572.2%
lapislazuli (Rank 37)2026/07/222291340.9%

Round openings

Every character

evade down into crouch dash forward5355.7%
backdash into evade up4865.2%
Dash Hammer Kick66K into High Angle Upper Kick6K4164.5%
backdash into evade down3744.0%
Ryubisen44K+G2512.7%
Hiji'uchi6P2322.5%
Senpugeri7K2212.4%
forward movement into punchP2132.3%
evade up into crouch dash forward1601.7%
evade down into forward dash1531.6%
evade down into backdash1501.6%
evade down into throw escape1291.4%
crouch into Hiji'uchi6P1251.3%
Low Spin Kick1K+G1131.2%
crouch into Jizuridan2P1021.1%

628 further openings account for the other 5,662 rounds.

Kage

Career
2,814–2,877 · 49.5%
This season
1,315 matches · 49.1%
Peak rank
38

First hit in 50.8% of 5,178 rounds. Won 52.8% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 39.4% of rounds, against 28.1% in their other rounds.
  • Against Wolf: backs off first in 40.8% of rounds, against 21.2% against everyone else.
  • After opening the round before by attacking: attacks straight away in 34.4% of rounds, against 27.4% after anything else.
  • After losing a round: evades first in 35.4% of rounds, against 15.0% after winning one.
  • When behind: evades first in 41.0% of rounds, against 17.1% when ahead or level.
  • In round 4 or later: opens with “44K+G Ryubisen” in 8.5% of rounds, against 3.5% in their other rounds.
  • Against Kage: opens with “6P Hiji'uchi” in 14.0% of rounds, against 3.7% against everyone else.
  • After opening the round before with “44K+G Ryubisen”: opens with “7K Senpugeri” in 10.3% of rounds, against 4.3% after anything else.
  • After the opponent opened the round before with “backdash into evade up”: opens with “7K Senpugeri” in 9.9% of rounds, against 4.4% after anything else.
  • After losing a round: opens with “evade down into crouch dash forward” in 12.3% of rounds, against 1.7% after winning one.
  • When behind: opens with “evade down into crouch dash forward” in 14.5% of rounds, against 3.0% when ahead or level.

How is this tested?

evade down into crouch dash forward3206.1%
backdash into evade up2655.0%
Ryubisen44K+G2514.8%
Hiji'uchi6P2324.4%
Senpugeri7K2214.2%
backdash into evade down1783.4%
forward movement into punchP1432.7%
crouch into Hiji'uchi6P1252.4%
crouch into Jizuridan2P1021.9%
Ura Tsumujigeri44K1001.9%
Rakujin Gaeri44P into Rasen4P951.8%
Hagakure-ryu In Raijingeki46P+K941.8%
backdash into Furikakato OtoshiK+G821.6%
Rasen4P811.5%
evade down into forward dash811.5%

366 further openings account for the other 2,898 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky37–29 · 56%18–22 · 45%+8.8
Akira33–23 · 59%20–10 · 67%-8.6
Jean29–31 · 48%19–12 · 61%-10.0
Lau21–31 · 40%9–19 · 32%too few to test
Lion37–26 · 59%9–10 · 47%too few to test
Kage29–21 · 58%11–18 · 38%too few to test
Brad24–25 · 49%17–7 · 71%too few to test
Sarah25–20 · 56%9–7 · 56%too few to test
Goh19–24 · 44%6–7 · 46%too few to test
Wolf17–21 · 45%15–12 · 56%too few to test
Pai23–26 · 47%7–7 · 50%too few to test
Jeffry13–24 · 35%12–10 · 55%too few to test
Vanessa17–19 · 47%8–9 · 47%too few to test
Lei Fei17–16 · 52%9–13 · 41%too few to test
El Blaze19–18 · 51%6–3 · 67%too few to test
Aoi18–13 · 58%6–7 · 46%too few to test
Shun6–17 · 26%4–8 · 33%too few to test
Eileen3–9 · 25%1–3 · 25%too few to test
Taka5–8 · 38%2–3 · 40%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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?

Jacky

Career
2,318–2,286 · 50.4%
This season
980 matches · 49.6%
Peak rank
36

First hit in 44.7% of 3,990 rounds. Won 54.6% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 31.9% of rounds, against 20.8% in their other rounds.
  • Against Lei Fei: moves in first in 33.2% of rounds, against 15.3% against everyone else.
  • On Rectangle stages: moves in first in 22.0% of rounds, against 15.6% on the other stages.
  • After opening the round before by moving in: moves in first in 21.7% of rounds, against 14.2% after anything else.
  • After the opponent opened the round before by evading: backs off first in 30.6% of rounds, against 23.3% after anything else.
  • After losing a round: evades first in 38.5% of rounds, against 15.4% after winning one.
  • When behind: evades first in 41.2% of rounds, against 19.1% when ahead or level.
  • In round 4 or later: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 15.0% of rounds, against 8.7% in their other rounds.
  • Against Jacky: opens with “backdash into evade up” in 10.4% of rounds, against 4.9% against everyone else.
  • After winning a round: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 15.9% of rounds, against 4.8% after losing one.
  • When behind: opens with “evade down into crouch dash forward” in 11.6% of rounds, against 2.5% when ahead or level.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K41610.4%
backdash into evade up2175.4%
evade down into crouch dash forward2115.3%
backdash into evade down1924.8%
Low Spin Kick1K+G1132.8%
evade up into crouch dash forward922.3%
Middle Smash6P842.1%
evade down into backdash781.9%
evade down into forward dash721.8%
forward movement into punchP701.8%
evade down into throw escape651.6%
crouch into Squat Straight2P631.6%
forward dash into evade up561.4%
evade down into Middle Smash6P551.4%
forward dash into Low Spin Kick1K+G531.3%

321 further openings account for the other 2,171 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky30–34 · 47%8–6 · 57%too few to test
Jean26–14 · 65%15–9 · 62%too few to test
Kage21–19 · 52%7–7 · 50%too few to test
Akira20–19 · 51%12–6 · 67%too few to test
Sarah25–24 · 51%4–9 · 31%too few to test
Pai24–17 · 59%4–9 · 31%too few to test
Lei Fei15–19 · 44%8–12 · 40%too few to test
Lion17–18 · 49%5–8 · 38%too few to test
Wolf17–16 · 52%8–7 · 53%too few to test
Goh14–10 · 58%16–13 · 55%too few to test
Jeffry12–21 · 36%3–12 · 20%too few to test
Brad12–17 · 41%6–12 · 33%too few to test
Lau20–14 · 59%10–5 · 67%too few to test
Aoi14–12 · 54%8–11 · 42%too few to test
Shun9–14 · 39%4–7 · 36%too few to test
El Blaze11–9 · 55%2–4 · 33%too few to test
Taka10–7 · 59%0–3 · 0%too few to test
Vanessa6–1 · 86%6–8 · 43%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
8–1 · 88.9%
This season
6 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up416.7%
backdash into evade down312.5%
backdash into throw escape28.3%
Fukko Kensou1P into Hi'en Tenshinshou44P14.2%
Kensou4P into Kosoushou46P14.2%
Kosoushou46P into forward dash14.2%
Saishikkyaku4K14.2%
backdash into Chisoutai2K+G14.2%
backdash into Senkyaku Chushou3KP14.2%
backdash into Senpuga~KokeiK+G14.2%
backdash into throwP+G14.2%
crouch dash forward into throw escape14.2%
crouch into Souchuken2P14.2%
evade down into Shakashou3P14.2%
evade down into crouch dash back14.2%

3 further openings account for the other 3 rounds.

Goh

Career
118–78 · 60.2%
This season
6 matches · 50.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into crouch dash forward418.2%
Soukyu46P into forward movement29.1%
evade down into backdash29.1%
Maegeri3K into Batousatsu3KP14.5%
Soukyu46P into forward dash14.5%
Zukotsuwari9P+K14.5%
backdash into Maegeri3K14.5%
backdash into evade down14.5%
backdash into kickK14.5%
backdash into throw escape14.5%
crouch dash forward into Jibishou3P+K14.5%
crouch into Soukyu46P14.5%
crouch into evade down14.5%
evade down into Hiji'ate6P14.5%
evade down into Sune'uchi2P14.5%

2 further openings account for the other 2 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 (33 here; about 1.7 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: 11 of 16 tests hold up
  • Jacky: 11 of 17 tests hold up
  • Lau: not tested (too few rounds)
  • Goh: not tested (too few rounds)