VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

ComeOnBabyいいとも

  • Lion
  • Jean
  • Lau
  • Jacky
  • Wolf
  • Goh
  • Pai
Career matches2,288
Career win rate70.1%
Round win rate60.4%
Peak rank43
Distinct opponents32
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1995 #35 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

Kage431,5161,05446269.5%
Jacky402401716971.2%
Pai381711155667.2%
Lau39137993872.3%
Jean37128903870.3%
Lion3775591678.7%
Goh331410471.4%
Wolf3376185.7%

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

312 of 394 rounds counted

10.8 inputs a second (646 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage10.7643208
Lion11.468434
Jean11.368029
Jacky10.261027
Wolf10.060010
Goh10.26144

By opponent's character

Lau10.965350
Jacky11.066270
Akira11.870530
Brad10.261233
El Blaze9.959518
Lion11.166526
Pai10.562926
Goh10.160320
Aoi10.160818
Lei Fei10.26137
Shun10.86486
Kage12.07203
Wolf11.77025

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

Lau30161453.3%-7.9
Jacky2016480.0%+12.7
Akira85362.5%-1.0
Brad73442.9%-20.3
El Blaze72528.6%-36.2
Lion770100.0%+37.0
Pai74357.1%-12.8
Goh54180.0%+3.1
Aoi42250.0%-14.1
Lei Fei220100.0%+23.4
Shun220100.0%+32.5
Kage110100.0%+36.1
Sarah110100.0%+29.0
Wolf110100.0%+48.5

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

Rectangle1310376.9%+17.0
Half Fence117463.6%+2.1
Octagon115645.5%-16.2
Full Fence and Open107370.0%+1.9
Low Fence97277.8%+10.8
Open97277.8%+14.8
Single Wall94544.4%-26.9
Breakable Half Fence85362.5%+6.8
Full Fence770100.0%+32.6
Breakable Full Fence61516.7%-51.7

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
Walls5662.5%62.1%+0.4
No walls2766.7%67.1%-0.4

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

さくら饅頭 (Rank 32)2026/10/13110100.0%
あをゐ (Rank 33)2026/10/132020.0%
にゃんた (Rank 39)2026/10/13220100.0%
jinmenusagi (Rank 43)2026/10/131611568.8%
k-wofs (Rank 42)2026/10/1043175.0%
硬め濃いめ少なめお米 (Rank 42)2026/10/1063350.0%
おむすび山かずkaz_kcjj (Rank 40)2026/10/10220100.0%
Umemon2026 (Rank 37)2026/10/1054180.0%
ス~パ~オヤツマ~ン (Rank 41)2026/10/102020.0%
弐代目JA&れんじぃPA (Rank 42)2026/10/10159660.0%
CrossGorgonzola (Rank 42)2026/10/1064266.7%
ピーエス (Rank 40)2026/10/1054180.0%
montanmo (Rank 37)2026/10/05220100.0%
sasuke0320-a- (Rank 42)2026/10/05220100.0%
Laphroaig10 (Rank 38)2026/10/05110100.0%
super-lowdropman (Rank 39)2026/09/2631233.3%
粉 (Rank 41)2026/09/262020.0%
キネマ (Rank 35)2026/09/26110100.0%
mof (Rank 38)2026/06/15220100.0%
ぱりぱり (Rank 39)2026/06/03440100.0%
nidaimebannai (Rank 36)2026/06/03220100.0%
カルティカ (Rank 41)2026/04/17110100.0%
いくお (Rank 42)2026/04/1721150.0%
じゃんぬ (Rank 42)2026/03/315050.0%
ひかる (Rank 38)2026/03/3121150.0%

Round openings

Every character

forward movement into punchP2516.1%
Kou'un Nidan Hizageri9K+G42.6%
Ukoushin46P+K into Ryusei Renkoushu46P+KP42.6%
backdash into Furikakato OtoshiK+G42.6%
backdash into evade down42.6%
Chugeki6P31.9%
backdash into evade up31.9%
forward dash into Gen'you4K+G31.9%
Banchu6P21.3%
Bil Jee6P+K into forward movement21.3%
Gen'you4K+G into backdash21.3%
Hagakure-ryu In Raijingeki46P+K21.3%
Nakageri3K21.3%
Shakashou3P21.3%
Slant Back Knuckle1P21.3%

80 further openings account for the other 91 rounds.

Counted from 41 of the 99 matches played. The rest were not pulled for openings.

Kage

Career
1,054–462 · 69.5%
This season
65 matches · 66.2%
Peak rank
43

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP510.2%
backdash into Furikakato OtoshiK+G48.2%
forward dash into Gen'you4K+G36.1%
Gen'you4K+G into backdash24.1%
Hagakure-ryu In Raijingeki46P+K24.1%
Nakageri3K24.1%
crouch dash forward into Gen'you4K+G24.1%
crouch dash forward into throwP+G24.1%
Fusenjin3P12.0%
Hagakure-ryu In Raijingeki46P+K into backdash12.0%
Hiji'uchi6P12.0%
Hiji'uchi6P into forward dash12.0%
Ryubisen44K+G12.0%
Soumenwari1P+K12.0%
backdash12.0%

20 further openings account for the other 20 rounds.

Counted from 12 of the 65 matches played. The rest were not pulled for openings.

Jean

Career
90–38 · 70.3%
This season
8 matches · 87.5%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP827.6%
Kou'un Nidan Hizageri9K+G413.8%
backdash into Gyaku Seikenzuki66P26.9%
backdash into evade up26.9%
Shitamaeken2P into forward dash13.5%
Shitanagi Shutou1P13.5%
Shitanagi Shutou1P into punchP13.5%
Yoko'enpi6P into forward dash13.5%
Yoko'enpi6P into forward movement13.5%
backdash into Gedan Mawashigeri2K13.5%
backdash into Kake'uchi46P13.5%
backdash into Oihiji4P+K13.5%
backdash into Yamakuzushi6K13.5%
crouch dash forward into Kousenshu4KP13.5%
forward dash into Agezuki3P+K13.5%

2 further openings account for the other 2 rounds.

Lau

Career
99–38 · 72.3%
This season
8 matches · 12.5%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P310.3%
forward movement into punchP310.3%
Shakashou3P26.9%
backdash into Kensou4P26.9%
backdash into evade down26.9%
Fukko Kensou1P13.5%
Fukko Kensou1P into backdash13.5%
Fukko Kensou1P into punchP13.5%
Ko'en Senshi66K+G13.5%
Souchuken2P13.5%
Souchuken2P into Risensou46P+K13.5%
backdash into Chisoutai2K+G13.5%
backdash into Gako Choushitsu6K13.5%
backdash into Junho Renshou33PP13.5%
backdash into Kasoutai2K13.5%

7 further openings account for the other 7 rounds.

Jacky

Career
171–69 · 71.2%
This season
7 matches · 42.9%
Peak rank
40

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP622.2%
Bil Jee6P+K into forward movement27.4%
Slant Back Knuckle1P27.4%
backdash into Slant Back Knuckle1P27.4%
backdash into evade down27.4%
forward movement into Jab Double StraightPPP27.4%
forward movement into Punch High KickPK27.4%
kickK into High Angle Upper Kick6K27.4%
backdash into Bil Jee6P+K13.7%
backdash into Middle Smash6P13.7%
backdash into Spinning Back Knuckle4P13.7%
forward movement into kickK13.7%
kickK into Double Spinning KickKK13.7%
punchP into Jab StraightPP13.7%
punchP into forward dash13.7%

Lion

Career
59–16 · 78.7%
This season
10 matches · 100.0%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ukoushin46P+K into Ryusei Renkoushu46P+KP423.5%
forward movement into punchP317.6%
Banchu6P211.8%
backdash into Senshippo66P211.8%
Katousui2P into backdash15.9%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP15.9%
backdash into Dantai3K15.9%
backdash into throwP+G15.9%
kickK into Senkyutai1K15.9%
punchP into forward dash15.9%

Counted from 5 of the 10 matches played. The rest were not pulled for openings.

Pai

Career
115–56 · 67.2%
This season
1 matches · 100.0%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG125.0%
backward movement into Danshitsu Senshou6KP125.0%
crouch dash forward into Souanshou3P+K125.0%
punchP into kickK125.0%

Not counted here: Goh, Wolf. Their matches 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)
  • Jean: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Pai: not tested (too few rounds)