VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

takapiron1021

  • Jean
  • Jeffry
  • Jacky
Career matches6,927
Career win rate50.5%
Round win rate49.1%
Peak rank36
Distinct opponents210
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1660 #994 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

Kage366,3403,1693,17150.0%
Jeffry2848027021056.2%
Jean27105604557.1%
Jacky26220100.0%

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

2,605 of 3,079 rounds counted

5.3 inputs a second (316 a minute) this season. Faster than 5% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage5.33162,551
Jean4.829050
Jacky5.43234

By opponent's character

Jacky5.3317402
Jeffry5.1306336
Akira5.2314316
Jean5.2311199
Wolf5.4325150
Kage5.3320129
Sarah5.2310147
Brad5.4327116
Lion5.4324110
Goh5.432491
Lei Fei5.231488
Lau5.3316105
Aoi5.231561
Shun5.733972
Pai5.331984
Taka4.929681
El Blaze5.331741
Vanessa5.532928
Eileen5.432624
Dural5.633425

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

Jacky111605154.0%+2.6
Jeffry102376536.3%-11.8
Akira99554455.6%+3.5
Jean54262848.1%+1.6
Wolf45212446.7%-4.9
Kage39172243.6%-1.4
Sarah39231659.0%+5.8
Brad34151944.1%-3.2
Lion34161847.1%+0.4
Goh29121741.4%-5.0
Lei Fei29191065.5%+13.4
Lau25131252.0%+2.3
Aoi2191242.9%-8.8
Shun21101147.6%+3.0
Pai2011955.0%+3.1
Taka1910952.6%+7.7
El Blaze136746.1%+0.1
Vanessa97277.8%+21.6
Eileen73442.9%-14.4
Dural63350.0%+13.9

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.

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 Fence106535350.0%+2.0
Open80443655.0%+4.0
Octagon79285135.4%-14.2
Breakable Full Fence76413554.0%+5.2
Rectangle75354046.7%-5.0
Single Wall75363948.0%-0.4
Breakable Half Fence73343946.6%-2.4
Full Fence72373551.4%+2.3
Low Fence64343053.1%+3.4
Full Fence and Open32211165.6%+15.8

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls48147.4%49.1%-1.7
No walls21952.1%50.0%+2.1

Walls against open: -3.8 points (95% range -12.6 to +5.1), p 0.403 — 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

えびもち (Rank 32)2026/10/171510566.7%
漂泊の民回線ジプシー (Rank 36)2026/10/1785362.5%
Hi:D (Rank 35)2026/10/1673442.9%
Real_Okira (Rank 30)2026/10/1586275.0%
イチゲン (Rank 30)2026/10/1085362.5%
NORESPECT (Rank 36)2026/10/053072323.3%
ねこまじん (Rank 33)2026/10/0274357.1%
★闘将拉麵男★ (Rank 37)2026/09/26178947.1%
鳩男 (Rank 31)2026/09/232115671.4%
お~ちゃん (Rank 32)2026/09/23129375.0%
ガリバー (Rank 31)2026/09/23108280.0%
へにほに (Rank 36)2026/09/1793633.3%
B軍団 (Rank 36)2026/09/15123925.0%
タイヨウ (Rank 32)2026/09/15148657.1%
ふぇに (Rank 33)2026/09/121910952.6%
hikabun (Rank 36)2026/09/12117463.6%
Ray'ne (Rank 33)2026/09/0684450.0%
プリおじ (Rank 33)2026/09/05158753.3%
五寸釘くん (Rank 35)2026/09/0484450.0%
banbal/バンバル (Rank 36)2026/09/0473442.9%
ぶーん (Rank 32)2026/09/0486275.0%
あむざん (Rank 37)2026/09/03116554.5%
poco/ぽこ (Rank 33)2026/09/0273442.9%
∈挙動不審∋ (Rank 35)2026/07/2482625.0%
CELIS (Rank 27)2026/04/3075271.4%

Round openings

Every character

Ura Tsumujigeri44K41815.3%
evade down35312.9%
Rasen4P2729.9%
evade down into Rasen4P2288.3%
forward movement into Rasen4P2268.2%
Sokuten44P+K+G into Hagakure-ryu You Jumonji KamaeP+K+G1806.6%
Kouten63214P1234.5%
guardG1154.2%
evade up973.5%
Ryu'eikyaku66K552.0%
Rasen4P into Rasen Urageri4PK531.9%
Sokuten44P+K+G into Hagakure-ryu In Shippujin4P+K+G401.5%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G291.1%
Engetsugeri9K+G250.9%
evade down into guardG250.9%

163 further openings account for the other 501 rounds.

Counted from 672 of the 756 matches played. The rest were not pulled for openings.

Kage

Career
3,169–3,171 · 50.0%
This season
735 matches · 49.0%
Peak rank
36

First hit in 41.1% of 2,635 rounds. Won 50.6% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 14.3% of rounds, against 7.5% in their other rounds.
  • Against Wolf: waits first in 21.3% of rounds, against 5.2% against everyone else.
  • After winning a round: attacks straight away in 66.4% of rounds, against 44.8% after losing one.
  • When ahead: attacks straight away in 65.7% of rounds, against 47.6% when level or behind.
  • In round 1: opens with “forward movement into 4P Rasen” in 13.4% of rounds, against 6.9% in their other rounds.
  • Against Shun: opens with “evade down” in 42.7% of rounds, against 11.7% against everyone else.
  • After opening the round before with “evade down”: opens with “evade down” in 21.2% of rounds, against 13.2% after anything else.
  • After losing a round: opens with “evade down” in 21.2% of rounds, against 6.8% after winning one.
  • When behind: opens with “evade down” in 20.3% of rounds, against 10.6% when ahead or level.

How is this tested?

Ura Tsumujigeri44K41815.8%
evade down33312.6%
Rasen4P27210.2%
evade down into Rasen4P2288.6%
forward movement into Rasen4P2268.5%
Sokuten44P+K+G into Hagakure-ryu You Jumonji KamaeP+K+G1806.8%
Kouten63214P1234.6%
guardG1124.2%
evade up923.5%
Ryu'eikyaku66K552.1%
Rasen4P into Rasen Urageri4PK532.0%
Sokuten44P+K+G into Hagakure-ryu In Shippujin4P+K+G401.5%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G291.1%
Engetsugeri9K+G250.9%
Hagakure-ryu You Jumonji KamaeP+K+G240.9%

139 further openings account for the other 444 rounds.

Counted from 651 of the 735 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
Jacky31–31 · 50%20–12 · 62%-5.8
Jeffry16–38 · 30%13–17 · 43%-13.8
Akira31–29 · 52%10–4 · 71%too few to test
Jean15–13 · 54%8–9 · 47%too few to test
Wolf12–16 · 43%4–4 · 50%too few to test
Sarah10–11 · 48%12–3 · 80%too few to test
Kage10–12 · 45%2–8 · 20%too few to test
Brad10–6 · 62%3–8 · 27%too few to test
Lion8–14 · 36%2–2 · 50%too few to test
Goh3–8 · 27%6–8 · 43%too few to test
Lei Fei2–6 · 25%6–2 · 75%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

84 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?

Jean

Career
60–45 · 57.1%
This season
12 matches · 75.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down1224.0%
Nozuchi1P+K816.0%
Harai'uke (Deflect)4P+K+G48.0%
evade up48.0%
Harai'uke (Deflect)4P+K+G into punchP36.0%
backdash into Doumawashi Kaitengeri46K+G36.0%
Gyaku Seikenzuki66P24.0%
Oihiji4P+K24.0%
Oiseikenzuki (Deflect)236P+K24.0%
Doumawashi Kaitengeri46K+G12.0%
Hangetsu NirenzukiP+K12.0%
evade down into punchP12.0%
evade up into Yamakuzushi6K12.0%
forward movement into guardG12.0%
guardG12.0%

4 further openings account for the other 4 rounds.

Jeffry

Career
270–210 · 56.2%
This season
8 matches · 50.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down721.9%
Ducking Low2K+G515.6%
evade down into Knee Push4K39.4%
Knee Push4K26.2%
evade down into guardG26.2%
backdash13.1%
backdash into Head Attack46P+K13.1%
backdash into Megaton Knuckle43P+K13.1%
backdash into Side Kick3K13.1%
backdash into Toe Kick2K13.1%
backdash into Tsunami Beat3K+G13.1%
crouch13.1%
crouch dash back into Hell Dunk Hammer214P+K13.1%
evade down into backdash13.1%
evade up13.1%

3 further openings account for the other 3 rounds.

Jacky

Career
2–0 · 100.0%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG250.0%
Jab StraightPP into Jab Double StraightPPP125.0%
evade down125.0%

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 (16 here; about 0.8 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 16 tests hold up
  • Jean: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)