VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

Recca-of-flame_

  • El Blaze
  • Jacky
  • Jean
  • Taka
  • Wolf
  • Brad
  • Akira
  • Lau
  • Lei Fei
  • Jeffry
Career matches2,325
Career win rate69.0%
Round win rate60.4%
Peak rank42
Distinct opponents84
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1915 #112 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

Kage4256539616970.1%
El Blaze4255339116270.7%
Jacky3953637016669.0%
Wolf3033721911865.0%
Jean333052069967.5%
Taka331411378.6%
Jeffry26108280.0%
Brad3321150.0%
Akira26110100.0%
Lau331010.0%
Lei Fei33110100.0%

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

814 of 1,188 rounds counted

7.7 inputs a second (462 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

El Blaze7.3440313
Jacky8.4504284
Kage7.9472101
Jean6.237454
Taka7.041824
Wolf5.834911
Brad8.953211
Lau8.75228
Lei Fei7.94758

By opponent's character

Akira8.2494113
Aoi7.5448104
Lion7.243538
Lau8.349871
Vanessa7.645454
Sarah7.846556
Pai7.142848
Wolf7.645664
El Blaze7.645461
Shun7.545158
Jacky7.846817
Jeffry8.752327
Jean7.847019
Lei Fei8.249412
Brad6.035818
Kage7.545022
Goh7.847114
Taka6.941114
Dural7.14244

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

Akira40261465.0%-7.3
Aoi33211263.6%-3.8
Lion3022873.3%+7.3
Lau2723485.2%+19.6
Vanessa2719870.4%+10.8
Sarah1812666.7%+0.1
Pai1712570.6%+1.7
Wolf1610662.5%-8.2
El Blaze159660.0%-9.1
Shun149564.3%-12.6
Jacky1311284.6%+18.2
Jeffry118372.7%+8.7
Jean84450.0%-24.6
Lei Fei76185.7%-0.4
Brad52340.0%-18.9
Kage54180.0%+9.9
Goh42250.0%-26.1
Taka42250.0%-22.6
Dural31233.3%-23.8

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

Open45281762.2%-8.5
Breakable Half Fence40281270.0%+5.0
Single Wall31191261.3%-6.2
Full Fence3022873.3%+4.0
Half Fence30201066.7%-0.4
Full Fence and Open2617965.4%-6.3
Breakable Full Fence2215768.2%+3.7
Octagon2117481.0%+10.1
Low Fence1513286.7%+20.3
Rectangle1510566.7%-7.0

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15870.9%68.1%+2.8
No walls9165.9%68.2%-2.3

Walls against open: +5.1 points (95% range -8.9 to +19.0), p 0.475 — 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

lapislazuli (Rank 36)2026/09/1773442.9%
のーむ (Rank 40)2026/09/1754180.0%
マハリータまるこ (Rank 40)2026/09/171610662.5%
كليوديتي (Rank 33)2026/09/1732166.7%
poncho (Rank 33)2026/09/05116554.5%
ヘニオ (Rank 34)2026/09/05880100.0%
RUSH (Rank 38)2026/09/0532166.7%
VF12360-PC (Rank 37)2026/09/051716194.1%
拳四郎 (Rank 37)2026/09/0586275.0%
でんでんでん123V (Rank 39)2026/09/051610662.5%
ちび太 (Rank 41)2026/09/0562433.3%
PuzzG/ぱず爺 (Rank 36)2026/08/3085362.5%
dnid45 (Rank 10)2026/08/30440100.0%
REFAUZ (Rank 32)2026/08/2443175.0%
Tokkovanessa_VF (Rank 41)2026/08/2374357.1%
CRY-xxBABYxx (Rank 37)2026/07/0243175.0%
以前用姊夫的乾淨又衛生㊣gtkuo (Rank 30)2026/05/3131233.3%
初代マサオ (Rank 37)2026/05/0954180.0%
じゃんぬ兄(公認) (Rank 36)2026/05/0997277.8%
みんみんさん (Rank 33)2026/05/09440100.0%
シズラヒモビッチ (Rank 42)2026/05/0982625.0%
つがさん (Rank 39)2026/05/0972528.6%
まきお (Rank 32)2026/04/2664266.7%
ジークリオン (Rank 34)2026/04/24440100.0%
さぎ・なぎ@Vtuber準備中 (Rank 31)2026/03/31118372.7%

Round openings

Every character

backdash into evade down766.4%
forward movement into punchP584.9%
forward dash into evade up534.5%
backdash into guardG453.8%
forward dash into guardG282.4%
backdash into Head Smash Kick46K252.1%
backdash into Volcano Upper4P+K242.0%
Hammer Smash46P+K231.9%
punchP231.9%
crouch dash forward into Smash Straight Jab3PP171.4%
guardG151.3%
backward movement into backdash141.2%
crouch into Squat Straight2P141.2%
guardG into throw escape141.2%
Demon Dance9P+K into Demon's Tail9P+KK131.1%

323 further openings account for the other 748 rounds.

El Blaze

Career
391–162 · 70.7%
This season
108 matches · 68.5%
Peak rank
42

First hit in 48.8% of 430 rounds. Won 62.9% of the rounds they struck first, 60.0% of the rounds they were struck first.

Significant Tells

  • After opening the round before by moving in: moves in first in 51.6% of rounds, against 10.7% after anything else.

How is this tested?

backdash into Head Smash Kick46K255.8%
backdash into Volcano Upper4P+K245.5%
Hammer Smash46P+K235.3%
backdash into evade down204.6%
forward dash into evade up204.6%
backdash into guardG194.4%
forward movement into punchP173.9%
Demon Dance9P+K into Demon's Tail9P+KK133.0%
Straight6P+K122.8%
Sit Jab2P112.5%
backdash into Shadow Lance66K112.5%
backdash into ElbowP+K102.3%
forward dash into guardG92.1%
punchP92.1%
forward dash into Volcano Upper4P+K81.8%

109 further openings account for the other 204 rounds.

By stage type

Record against each character on walled and open stages, as El Blaze

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira6–3 · 67%3–2 · 60%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?

Jacky

Career
370–166 · 69.0%
This season
106 matches · 78.3%
Peak rank
39

First hit in 49.4% of 429 rounds. Won 71.2% of the rounds they struck first, 59.5% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

backdash into evade down4410.2%
forward dash into evade up245.6%
forward movement into punchP194.4%
crouch dash forward into Smash Straight Jab3PP174.0%
backdash into guardG143.3%
crouch into Squat Straight2P143.3%
backward movement122.8%
backward movement into backdash122.8%
forward dash into guardG122.8%
guardG into Middle Smash6P112.6%
Middle Smash6P102.3%
backdash into evade up92.1%
guardG92.1%
Slant Back Knuckle1P81.9%
guardG into throw escape81.9%

102 further openings account for the other 207 rounds.

Kage

Career
396–169 · 70.1%
This season
49 matches · 55.1%
Peak rank
42

First hit in 50.8% of 189 rounds. Won 62.5% of the rounds they struck first, 45.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP157.9%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP126.3%
Hagakure-ryu In Raijingeki46P+K105.3%
backdash into guardG105.3%
Hiji'uchi6P73.7%
backdash into Hagakure-ryu In Raijingeki46P+K63.2%
forward dash into guardG63.2%
punchP63.2%
Doukudaki46K52.6%
Hagakure-ryu In Raijingeki46P+K into forward movement52.6%
backdash into evade down52.6%
forward dash into evade up52.6%
guardG into Hiji'uchi6P52.6%
guardG into Nakageri3K52.6%
Engetsugeri9K+G31.6%

64 further openings account for the other 85 rounds.

Jean

Career
206–99 · 67.5%
This season
13 matches · 23.1%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Enpi Kurenai Naraku2P+K713.0%
Tate'enpi33P47.4%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK47.4%
backdash into Gyaku Seikenzuki66P35.6%
backward movement into Gyaku Seikenzuki66P35.6%
punchP35.6%
Yoko'enpi6P23.7%
backdash into Oihiji4P+K23.7%
backdash into evade down23.7%
evade down into Shitazuki3P23.7%
forward dash into Gyaku Seikenzuki66P23.7%
guardG23.7%
Enpi Kurenai Naraku2P+K11.9%
Oihiji4P+K11.9%
Shitanagi Shutou1P11.9%

15 further openings account for the other 15 rounds.

Taka

Career
11–3 · 78.6%
This season
6 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP520.8%
Zangeki33P416.7%
crouch into Shita Harite2P312.5%
kickK28.3%
punchP28.3%
backdash into Aka'oni MidaremageP+K14.2%
crouch into Kachi'age33P+K14.2%
forward dash into evade up14.2%
forward movement into Tsuppari 4PPPP14.2%
guardG into kickK14.2%
kickK into KaminaridaikoK+G14.2%
punchP into Kirikabu Kudaki1P+K14.2%
punchP into Tsuppari 2PP14.2%

Wolf

Career
219–118 · 65.0%
This season
5 matches · 80.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Elbow Butt4P315.8%
backdash into Mow Down Chop1P+K210.5%
backdash into Short Shoulder46P+K210.5%
Arrow Knuckle3P15.3%
Elbow Butt4P15.3%
Low Drop Kick62K15.3%
Low Hammer2P15.3%
Rolling Elbow43P15.3%
Screw Hook63214P into Screw Lariat63214PP15.3%
backdash into Elbow Butt4P15.3%
backdash into Heavy Middle Kick3K+G15.3%
backdash into evade down15.3%
backdash into guardG15.3%
forward dash into Mow Down Chop1P+K15.3%
forward movement into Low Smash2K15.3%

Brad

Career
1–1 · 50.0%
This season
3 matches · 66.7%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down218.2%
Jackal Straight46P+K into Rapid Double JabP+K19.1%
Sit Jab2P into forward movement19.1%
backdash into Stop Kick4K19.1%
backdash into Sway Back4P+K+G19.1%
backdash into guardG19.1%
evade down into guardG19.1%
forward dash into Sit Jab2P19.1%
forward dash into evade up19.1%
forward movement into backdash19.1%

Akira

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down225.0%
guardG into backdash225.0%
guardG into throw escape225.0%
backdash into Tetsuzankou (Hontei Goko Hazankou)3K+GPP+K112.5%
forward dash112.5%

Lau

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up225.0%
Touku Shashou897P+K into guardG112.5%
evade down into Kosoushou46P112.5%
forward dash into evade up112.5%
forward dash into guardG112.5%
guardG into Junho Renshou33PP112.5%
guardG into Sako Soushou4P+K112.5%

Lei Fei

Career
1–0 · 100.0%
This season
2 matches · 50.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP225.0%
backdash into Hai Shiki2P+K+G112.5%
backdash into Kaisei Tento1P+K112.5%
backdash into offensive move112.5%
evade up into crouch dash forward112.5%
forward dash into Bunkyaku3K112.5%
punchP into Kakushu Suigeki6P112.5%

Jeffry

Career
8–2 · 80.0%
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Hell Stab6P+K133.3%
Overblow Shoulder66P+K133.3%
guardG into Sunlit Body Upper3P+K133.3%

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 (25 here; about 1.2 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

  • El Blaze: 1 of 13 tests hold up
  • Jacky: 0 of 12 tests hold up
  • Kage: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)