VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

alteredbeast

  • Akira
  • Jean
  • Taka
  • Aoi
  • Goh
  • El Blaze
Career matches901
Career win rate51.7%
Round win rate50.4%
Peak rank23
Distinct opponents75
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1395 #2,673 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

Kage2330615714951.3%
Akira2329313915447.4%
Taka22153916259.5%
Jean2183434051.8%
Goh1729151451.7%
Aoi1721111052.4%
El Blaze161610662.5%

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

25 of 952 rounds counted

6.4 inputs a second (382 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Kage6.438225

By opponent's character

Akira6.43859
Sarah6.33763
Brad6.73993
El Blaze6.237510

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

Aoi26151157.7%+9.2
Pai2691734.6%-8.5
Akira2315865.2%+13.1
Wolf2271531.8%-16.2
Eileen20101050.0%-4.7
Sarah1812666.7%+20.4
Lau178947.1%-7.2
Jacky167943.8%-8.2
Brad1510566.7%-1.8
Kage115645.5%+1.4
El Blaze84450.0%-3.8
Dural73442.9%-2.9
Jean76185.7%+36.1
Vanessa63350.0%+5.7
Lei Fei51420.0%-23.6
Shun52340.0%+1.4
Taka51420.0%-35.8
Goh220100.0%+44.9
Jeffry110100.0%+26.0
Lion1010.0%-29.0

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

Full Fence45202544.4%-5.8
Low Fence35181751.4%-8.2
Breakable Full Fence28141450.0%+2.4
Open2191242.9%-5.5
Octagon2013765.0%+26.1
Half Fence1910952.6%+8.7
Single Wall1912763.2%+9.1
Breakable Half Fence1710758.8%+5.9
Rectangle179852.9%+3.4
Full Fence and Open84450.0%+5.7

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
Walls14652.1%47.8%+4.3
No walls7552.0%54.5%-2.5

Walls against open: +6.8 points (95% range -7.3 to +20.9), p 0.343 — 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

破軍恩 (Rank 23)2026/05/2741325.0%
MrFeElSgoOdMaN (Rank 21)2026/05/1686275.0%
OpportunestTv_YT (Rank 24)2026/05/16114736.4%
knowxscape (Rank 25)2026/05/1532166.7%
MrWurldWyd (Rank 22)2026/05/1553260.0%
xBKLYNxKIDDx (Rank 26)2026/05/1551420.0%
unclefester (Rank 23)2026/05/1264266.7%
fivey70 (Rank 26)2026/05/12101910.0%
CamelotBot (Rank 22)2026/05/1063350.0%
dishikang123 (Rank 21)2026/05/1053260.0%
raybladex (Rank 21)2026/05/096060.0%
emptycanyon (Rank 20)2026/05/0972528.6%
ShogiDad (Rank 20)2026/05/0654180.0%
Ronin (Rank 21)2026/05/0531233.3%
F!ring-$quad#RoadtoMG (Rank 21)2026/04/2453260.0%
Rthg (Rank 21)2026/04/1774357.1%
Shockx (Rank 15)2026/04/1754180.0%
_xkumax_ (Rank 20)2026/04/17550100.0%
Blayer98 (Rank 17)2026/04/1642250.0%
PledgeX_TheGreat (Rank 11)2026/04/15330100.0%
KidCloyster (Rank 21)2026/04/1542250.0%
Lemon (Rank 20)2026/04/1552340.0%
KypStorm (Rank 19)2026/04/14660100.0%
MekkaDekka (Rank 21)2026/04/1264266.7%
AtariMode07 (Rank 21)2026/04/1264266.7%

Round openings

Every character

evade up798.2%
guardG677.0%
backdash into guardG586.0%
backdash into Chouyoushu1P293.0%
Jouho Senshou46P262.7%
backdash into evade down262.7%
backdash222.3%
forward movement into Rasen4P222.3%
crouch dash back into Chouyoushu1P141.5%
evade up into backdash131.4%
backdash into Jouho Senshou46P121.2%
backdash into evade up121.2%
Chouyoushu1P101.0%
Tenchi In'youP+K+G101.0%
backward movement into Jouho Touken6P101.0%

291 further openings account for the other 550 rounds.

Akira

Career
139–154 · 47.4%
This season
98 matches · 50.0%
Peak rank
23

First hit in 54.0% of 387 rounds. Won 52.6% of the rounds they struck first, 46.6% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: waits first in 36.6% of rounds, against 11.4% after anything else.

How is this tested?

guardG328.1%
backdash into Chouyoushu1P297.4%
Jouho Senshou46P266.6%
backdash into guardG256.3%
evade up235.8%
crouch dash back into Chouyoushu1P143.5%
backdash into evade down133.3%
backdash into Jouho Senshou46P123.0%
Chouyoushu1P102.5%
backward movement into Jouho Touken6P102.5%
Souka Housui3P+K92.3%
punchP into Hachimon KaidaPP82.0%
backdash into Souka Housui3P+K71.8%
crouch dash back61.5%
crouch dash back into Souka Housui3P+K61.5%

102 further openings account for the other 164 rounds.

Kage

Career
157–149 · 51.3%
This season
59 matches · 47.5%
Peak rank
23

First hit in 50.7% of 229 rounds. Won 47.4% of the rounds they struck first, 51.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Rasen4P229.2%
guardG156.3%
backdash into guardG125.0%
Kouten63214P93.8%
evade up93.8%
punchP into HagasanePK93.8%
Rasen4P into Rasen Urageri4PK83.4%
punchP into ResshouPP83.4%
backdash into Ryu'eikyaku66K62.5%
RekkukyakuPPK into Rekku RenkyakuPPKK52.1%
Ryu'eikyaku66K52.1%
evade down into Rasen4P52.1%
Rasen4P41.7%
ResshouPP into SandangekiPPP41.7%
Ura Tsumujigeri44K41.7%

84 further openings account for the other 113 rounds.

Jean

Career
43–40 · 51.8%
This season
47 matches · 53.2%
Peak rank
21

First hit in 46.7% of 182 rounds. Won 64.7% of the rounds they struck first, 43.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up2312.6%
backdash126.6%
backdash into guardG126.6%
guardG116.0%
Hangetsu NirenzukiP+K94.9%
KounirenPP into KagizukiPPP63.3%
backdash into evade down63.3%
evade up into backdash63.3%
backdash into Enpi Kurenai Naraku2P+K52.7%
backdash into Ryoutezuki66P+K52.7%
backdash into evade up52.7%
backdash into Chinshin Seichuken4PP42.2%
backdash into kickK42.2%
punchP into KounirenPP42.2%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP31.6%

55 further openings account for the other 68 rounds.

Taka

Career
91–62 · 59.5%
This season
13 matches · 46.1%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG612.2%
guardG612.2%
evade up36.1%
backdash24.1%
backdash into Mageryu46P24.1%
backdash into Tachi'aiP+K+G24.1%
backdash into backward movement24.1%
crouch into Takatsumehashi3P+K24.1%
guardG into Aka'oni MidaremageP+K24.1%
Honda Harite4PP into Honda Kata'ate4PPP12.0%
Tachi'aiP+K+G into NekodamashiP+K+G12.0%
Tsuppari 2PP into Tsuppari 3PPP12.0%
Tsuppari 3PPP into Tsuppari 4PPPP12.0%
backdash into Honda Kata'ate4PPP12.0%
backdash into Kumoyaburi4P+K12.0%

16 further openings account for the other 16 rounds.

Aoi

Career
11–10 · 52.4%
This season
11 matches · 45.5%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenchi In'youP+K+G1021.3%
guardG36.4%
NirentotsuPP into Nirentotsu OuchuPPP24.3%
backdash into evade down24.3%
punchP into NirentotsuPP24.3%
Kasuminagi2KP into Kasumi Renshou2KPP12.1%
Nirentotsu OuchuPPP into Rentotsu KodachiPPPK12.1%
Raijinha6K into Tenraitsui6KP12.1%
Sayo'arashiP+K12.1%
Sou'unha66K12.1%
Sou'unha66K into Raijinha6K12.1%
Soushouda46P+K into Sayo'arashiP+K12.1%
backdash into Gedan Shouda2P12.1%
backdash into Kasane'ate46P12.1%
backdash into Kumogeri6KK12.1%

18 further openings account for the other 18 rounds.

Goh

Career
15–14 · 51.7%
This season
11 matches · 63.6%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up1946.3%
backdash into guardG37.3%
Kokuryusatsu Ichi46P+K24.9%
Raikou3P into Denkou3PP24.9%
evade up into backdash24.9%
Hiji'ate6P12.4%
Maegeri3K into Batousatsu3KP12.4%
backdash12.4%
backdash into Zukotsuwari9P+K12.4%
backdash into evade down12.4%
backdash into evade up12.4%
backdash into kickK12.4%
backdash into offensive move12.4%
evade up into Garyu66K12.4%
evade up into Kokuryusatsu Ichi46P+K12.4%

3 further openings account for the other 3 rounds.

El Blaze

Career
10–6 · 62.5%
This season
2 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up225.0%
backdash into Darkness Smash43P+K112.5%
backdash into Head Smash Kick46K112.5%
backdash into Midday HeatKK112.5%
backdash into Volcano Knee6K+G112.5%
backdash into evade up112.5%
offensive move112.5%

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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Akira: 1 of 12 tests hold up
  • Kage: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)