VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

カンダタ

  • Jacky
Career matches10,729
Career win rate51.2%
Round win rate48.5%
Peak rank41
Distinct opponents170
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1718 #709 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

Kage419,3774,7794,59851.0%
Eileen—75740135653.0%
Jacky3359531927653.6%

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

1,446 of 2,014 rounds counted

6.4 inputs a second (385 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.43831,306
Jacky6.7403140

By opponent's character

Lau6.4382162
Akira6.6394191
Jacky6.7402169
Brad6.4383106
Kage6.538785
Lion6.337888
Shun6.337997
Sarah6.237367
Vanessa6.237092
Pai6.438384
Eileen6.337749
Taka6.136751
El Blaze6.539053
Wolf6.438636
Jeffry6.740023
Goh6.438219
Aoi6.740424
Jean6.237134
Lei Fei6.237016

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

Lau61322952.5%+8.5
Akira57282949.1%+5.2
Jacky53233043.4%+1.5
Brad37201754.0%+3.5
Kage33191457.6%+11.7
Lion30121840.0%-10.5
Shun28101835.7%-5.5
Sarah2561924.0%-21.3
Vanessa24131154.2%+10.7
Pai2391439.1%-5.1
Eileen1710758.8%+15.0
Taka1771041.2%-7.6
El Blaze1641225.0%-22.0
Wolf167943.8%-6.6
Jeffry145935.7%-18.3
Goh137653.9%+9.4
Aoi124833.3%-9.6
Jean94544.4%-8.0
Lei Fei96366.7%+21.0

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 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

Single Wall65372856.9%+12.1
Open61303149.2%+3.7
Full Fence55262947.3%-0.5
Breakable Half Fence53252847.2%+3.1
Low Fence51213041.2%-3.3
Octagon48202841.7%-2.9
Breakable Full Fence41142734.1%-14.8
Rectangle41152636.6%-5.1
Half Fence38182047.4%-2.7
Full Fence and Open1910952.6%+7.5

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls27642.8%45.8%-3.1
No walls17749.7%45.6%+4.1

Walls against open: -7.2 points (95% range -16.6 to +2.2), p 0.135 — 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

Saibo_season2 (Rank 40)2026/10/1783537.5%
妹に運転を教える (Rank 40)2026/10/1362433.3%
cyomiko (Rank 41)2026/10/0394544.4%
hurikake1999 (Rank 37)2026/09/2764266.7%
대통령혀가참길다. (Rank 37)2026/09/2764266.7%
manatsu_7 (Rank 44)2026/09/1462433.3%
STAGEW(ON)@스테이지원 (Rank 41)2026/09/0662433.3%
班 長 (Rank 40)2026/08/0391811.1%
interceptor (Rank 40)2026/08/02158753.3%
KA-GO (Rank 39)2026/07/2364266.7%
とぅでい (Rank 42)2026/07/2362433.3%
ハティーン (Rank 40)2026/07/19104640.0%
おそろしく早いビート (Rank 36)2026/07/1984450.0%
ankocat2 (Rank 37)2026/07/1065183.3%
せろり☆ (Rank 42)2026/07/0963350.0%
jinmenusagi (Rank 41)2026/07/0462433.3%
H-CUBE 駅まえ (Rank 40)2026/07/0371614.3%
goyok (Rank 41)2026/06/2952340.0%
jean (Rank 41)2026/06/2984450.0%
jikacho-Gigas (Rank 38)2026/06/2975271.4%
愛蒔らぶりVT (Rank 41)2026/06/2395455.6%
expensive-sand (Rank 39)2026/06/2165183.3%
idaten_king (Rank 43)2026/04/0262433.3%
nidaimebannai (Rank 38)2026/03/2871614.3%
ゲッパー (Rank 38)2026/03/2654180.0%

Round openings

Every character

guardG into evade down1759.1%
Jizuridan2P1467.6%
guardG1397.2%
Hiji'uchi6P1377.1%
backdash into evade down844.4%
guardG into Jizuridan2P643.3%
guardG into punchP532.8%
backdash into Furikakato OtoshiK+G452.3%
evade down into crouch dash forward402.1%
Rasen4P392.0%
guardG into throw escape361.9%
punchP341.8%
backdash into Nakageri3K321.7%
evade down into guardG321.7%
Rasen4P into Rasen Urageri4PK311.6%

233 further openings account for the other 841 rounds.

Counted from 471 of the 494 matches played. The rest were not pulled for openings.

Kage

Career
4,779–4,598 · 51.0%
This season
459 matches · 45.3%
Peak rank
41

First hit in 56.9% of 1,804 rounds. Won 50.9% of the rounds they struck first, 46.1% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 17.4% of rounds, against 4.5% in their other rounds.
  • Against Pai: waits first in 51.5% of rounds, against 33.0% against everyone else.
  • On Rectangle stages: waits first in 47.8% of rounds, against 32.6% on the other stages.
  • After opening the round before by evading: evades first in 10.8% of rounds, against 3.9% after anything else.
  • After losing a round: evades first in 7.7% of rounds, against 1.5% after winning one.
  • When behind: evades first in 9.2% of rounds, against 2.2% when ahead or level.
  • In round 1: opens with “G guard into evade down” in 14.1% of rounds, against 7.5% in their other rounds.
  • Against Kage: opens with “6P Hiji'uchi” in 16.9% of rounds, against 6.7% against everyone else.
  • After losing a round: opens with “G guard into evade down” in 10.1% of rounds, against 4.8% after winning one.

How is this tested?

guardG into evade down1679.1%
Jizuridan2P1468.0%
Hiji'uchi6P1377.5%
guardG1357.3%
backdash into evade down814.4%
guardG into Jizuridan2P643.5%
guardG into punchP532.9%
backdash into Furikakato OtoshiK+G452.5%
Rasen4P392.1%
evade down into crouch dash forward392.1%
guardG into throw escape341.9%
backdash into Nakageri3K321.7%
punchP321.7%
Rasen4P into Rasen Urageri4PK311.7%
evade down into guardG311.7%

198 further openings account for the other 770 rounds.

Counted from 448 of the 459 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau22–19 · 54%4–7 · 36%too few to test
Akira8–15 · 35%10–9 · 53%too few to test
Jacky10–15 · 40%7–7 · 50%too few to test
Brad13–12 · 52%4–4 · 50%too few to test
Kage13–10 · 57%4–0 · 100%too few to test
Lion9–10 · 47%3–6 · 33%too few to test
Shun1–12 · 8%7–4 · 64%too few to test
Pai0–8 · 0%9–3 · 75%too few to test
Sarah1–11 · 8%4–6 · 40%too few to test
Vanessa6–4 · 60%6–4 · 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.

11 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jacky

Career
319–276 · 53.6%
This season
35 matches · 51.4%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down88.7%
Squat Straight2P66.5%
backdash into Dash Hammer Kick66K44.3%
backdash into Spin Heel Sword4K+G44.3%
evade down into forward dash44.3%
guardG44.3%
Dash Hammer Kick66K33.3%
Low Spin Kick1K+G33.3%
backdash into evade down33.3%
crouch dash back into guardG33.3%
crouch into Squat Straight2P33.3%
guardG into Squat Straight2P33.3%
punchP into Jab StraightPP33.3%
backdash into guardG22.2%
backward movement into evade down22.2%

33 further openings account for the other 37 rounds.

Counted from 23 of the 35 matches played. The rest 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 (17 here; about 0.9 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: 9 of 17 tests hold up
  • Jacky: not tested (too few rounds)