VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

D__beppin__

  • Jacky
  • Goh
  • Wolf
Career matches2,566
Career win rate54.4%
Round win rate49.0%
Peak rank34
Distinct opponents43
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1567 #1,561 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

Kage341,58786372454.4%
Jacky2752930622357.8%
Goh2744922822150.8%
Wolf261010.0%

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

142 of 210 rounds counted

7.8 inputs a second (470 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.645460
Jacky8.048149
Goh7.645827
Wolf10.16066

By opponent's character

El Blaze8.853125
Lau7.44458
Sarah7.14249
Jacky7.142517
Wolf7.645412
Lei Fei8.249014
Lion7.847016
Akira8.45053
Brad7.645411
Shun8.04825
Jean7.74627
Vanessa8.45068
Aoi6.23694
Goh8.45053

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

El Blaze75271.4%+18.1
Lau61516.7%-25.7
Sarah63350.0%+9.4
Jacky550100.0%+58.1
Wolf52340.0%-7.3
Lei Fei43175.0%+11.8
Lion42250.0%+12.1
Akira31233.3%-24.9
Brad3030.0%-52.2
Shun31233.3%-13.8
Jean2020.0%-36.2
Kage2020.0%-38.9
Vanessa220100.0%+64.4
Aoi1010.0%-67.2
Goh110100.0%+59.2
Jeffry1010.0%-57.1

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

Half Fence82625.0%-21.1
Full Fence and Open74357.1%+21.0
Open74357.1%+7.7
Rectangle74357.1%+2.0
Octagon63350.0%-3.8
Breakable Half Fence54180.0%+34.2
Full Fence51420.0%-19.1
Single Wall4040.0%-60.6
Breakable Full Fence31233.3%-7.8
Low Fence330100.0%+54.8

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
Walls3444.1%47.2%-3.1
No walls1450.0%51.6%-1.6

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

せいねん (Rank 31)2026/09/181010.0%
tatsuya_doragon8741 (Rank 30)2026/09/181010.0%
え~る (Rank 30)2026/09/18220100.0%
Hi:D (Rank 32)2026/09/181010.0%
mikkunn3277 (Rank 24)2026/09/18220100.0%
なつ (Rank 30)2026/08/27110100.0%
じんどば (Rank 24)2026/08/27110100.0%
弱者 (Rank 29)2026/08/272020.0%
HaseMasa (Rank 26)2026/08/252020.0%
TOMORV (Rank 27)2026/08/22110100.0%
Penoco (Rank 24)2026/08/2243175.0%
abcdkazu1986 (Rank 35)2026/07/171010.0%
ぬっき~@ 超小心者 (Rank 33)2026/07/14110100.0%
ズサ齋藤 (Rank 26)2026/06/27110100.0%
SHUSHUSHU (Rank 30)2026/06/131010.0%
jackgnhang (Rank 28)2026/06/131010.0%
拳四郎 (Rank 29)2026/05/0931233.3%
Koromo (Rank 32)2026/05/071010.0%
ちょっぱぁ~ (Rank 36)2026/05/071010.0%
ようかん (Rank 36)2026/05/071010.0%
テオ (Rank 32)2026/05/0721150.0%
お~ちゃん (Rank 33)2026/04/25220100.0%
タイヨウ (Rank 29)2026/04/241010.0%
Nox (Rank 24)2026/04/192020.0%
Toragoto (Rank 27)2026/04/081010.0%

Round openings

Every character

backdash into Furikakato OtoshiK+G188.4%
Dash Hammer Kick66K125.6%
Hagakure-ryu In Raijingeki46P+K83.8%
Middle Smash6P into Middle Smash Sword6PK83.8%
backdash into Spin Heel Sword4K+G83.8%
Soukyu46P73.3%
Ura Tsumujigeri44K73.3%
Rasen4P into Rasen Urageri4PK62.8%
ResshouPP into SandangekiPPP62.8%
Step-in Middle Kick66K+G62.8%
backdash into Kodachinuki4K62.8%
forward dash into High Angle Upper Kick6K62.8%
Low Spin Kick1K+G52.4%
backdash into Beat KnuckleP+K52.4%
Ryu'eikyaku66K41.9%

74 further openings account for the other 101 rounds.

Kage

Career
863–724 · 54.4%
This season
24 matches · 41.7%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Furikakato OtoshiK+G1818.9%
Hagakure-ryu In Raijingeki46P+K88.4%
Ura Tsumujigeri44K77.4%
Rasen4P into Rasen Urageri4PK66.3%
ResshouPP into SandangekiPPP66.3%
backdash into Kodachinuki4K66.3%
Ryu'eikyaku66K44.2%
punchP into ResshouPP33.2%
Nagiharai6P+K22.1%
Rasen4P22.1%
Rasen4P into backdash22.1%
Rasen4P into forward dash22.1%
Rasen4P into kickK22.1%
backdash into Ura Tsumujigeri44K22.1%
backward movement into Hagakure-ryu In Raijingeki46P+K22.1%

23 further openings account for the other 23 rounds.

Jacky

Career
306–223 · 57.8%
This season
18 matches · 61.1%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Hammer Kick66K1216.7%
Middle Smash6P into Middle Smash Sword6PK811.1%
backdash into Spin Heel Sword4K+G811.1%
Step-in Middle Kick66K+G68.3%
forward dash into High Angle Upper Kick6K68.3%
Low Spin Kick1K+G56.9%
backdash into Beat KnuckleP+K56.9%
Low Spin Kick1K+G into guardG22.8%
guardG into Beat Spin KickP+KK22.8%
High Angle Upper Kick6K11.4%
Lightning Kick 12K+G into guardG11.4%
Low Spin Kick1K+G into backdash11.4%
Middle Smash6P11.4%
Middle Smash6P into Middle Smash Back Knuckle6PP11.4%
Spinning Back Knuckle4P into Double Back Knuckle4PP11.4%

12 further openings account for the other 12 rounds.

Goh

Career
228–221 · 50.8%
This season
11 matches · 45.5%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Soukyu46P717.5%
backdash into Batousatsu3KP410.0%
Maegeri3K into Batousatsu3KP37.5%
backdash into Kusabigeri2K37.5%
backward movement into Hiji'ate6P37.5%
backdash into Maegeri3K25.0%
backdash into Shouzuka Okuri1P+K25.0%
backward movement into Soukyu46P25.0%
kickK25.0%
Haraigeri2K+G into forward dash12.5%
Ni'oudaoshi3K+G into Sune'uchi2P12.5%
Ni'oudaoshi3K+G into guardG12.5%
Shouzuka Okuri1P+K into backdash12.5%
Tsukikage6K12.5%
backdash into Garyu66K12.5%

6 further openings account for the other 6 rounds.

Wolf

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Arrow Knuckle3P233.3%
Arrow Knuckle3P116.7%
Jab StraightPP into One Two UpperPPP116.7%
crouch into Low Hammer2P116.7%
punchP116.7%

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)
  • Jacky: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Wolf: not tested (too few rounds)