VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

duda1982

  • Jacky
Career matches4,058
Career win rate52.2%
Round win rate50.0%
Peak rank38
Distinct opponents140
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1721 #696 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

Kage382,9501,5421,40852.3%
Jacky341,10857753152.1%

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

1,598 of 2,057 rounds counted

9.6 inputs a second (573 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage9.4562778
Jacky9.7583820

By opponent's character

Akira9.6577172
Kage9.4566174
Jacky10.0598176
Lion9.3556128
Lau9.7581133
Jeffry9.355985
Sarah9.2552106
Vanessa9.757989
Goh9.959380
Jean9.557299
Pai9.255252
Wolf9.959474
Aoi9.355675
Brad9.657842
Shun9.356036
Taka9.556845
El Blaze9.657725
Lei Fei10.46237

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

Akira63243938.1%-11.4
Kage57243342.1%-3.4
Jacky48242450.0%-4.5
Lion41172441.5%-11.1
Lau36181850.0%+0.2
Jeffry34221264.7%+10.7
Sarah33221166.7%+21.3
Vanessa27111640.7%-13.1
Goh26141253.9%+2.4
Jean24141058.3%+4.8
Pai2316769.6%+19.4
Wolf22121054.5%+5.6
Aoi1991047.4%-0.3
Brad156940.0%-13.0
Shun127558.3%+7.7
Taka108280.0%+29.3
El Blaze73442.9%-12.1
Lei Fei2020.0%-31.4

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

Octagon62243838.7%-13.6
Rectangle59243540.7%-5.7
Open58233539.7%-9.3
Half Fence56312555.4%+2.0
Breakable Half Fence51272452.9%+1.4
Single Wall50302060.0%+12.6
Low Fence46232350.0%-0.6
Breakable Full Fence43271662.8%+12.2
Full Fence36171947.2%-5.0
Full Fence and Open139469.2%+15.9

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls30748.9%50.7%-1.8
No walls15449.4%49.0%+0.4

Walls against open: -2.2 points (95% range -12.1 to +7.6), p 0.657 — 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

都筑まもる君 (Rank 32)2026/10/151611568.8%
ヘニオ (Rank 34)2026/10/1521101147.6%
うるヲ参拾 (Rank 39)2026/10/12138561.5%
OTSUSAN_MANVI (Rank 33)2026/10/1091811.1%
タイヨウ (Rank 33)2026/10/091712570.6%
elf4sale (Rank 32)2026/10/09660100.0%
bonbon (Rank 35)2026/10/0983537.5%
ザイオン (Rank 35)2026/10/0962433.3%
montanmo (Rank 39)2026/09/1285362.5%
お~ちゃん (Rank 33)2026/08/30660100.0%
Koromo (Rank 32)2026/08/0551420.0%
けいすけ新宿 (Rank 33)2026/08/0583537.5%
太鼓の別人@夏Bonus無し (Rank 34)2026/08/0575271.4%
みんみんさん (Rank 35)2026/07/2984450.0%
stepan_BVFA (Rank 38)2026/07/2895455.6%
TECHNIgotty (Rank 30)2026/06/2554180.0%
ncub5030 (Rank 37)2026/06/0691811.1%
NORESPECT (Rank 33)2026/06/0664266.7%
interceptor (Rank 39)2026/06/06112918.2%
くりたろう (Rank 38)2026/06/0483537.5%
Laphroaig10 (Rank 36)2026/06/0451420.0%
poncho (Rank 37)2026/05/2294544.4%
ゲッパー (Rank 36)2026/05/22102820.0%
ふかふか (Rank 37)2026/05/2220101050.0%
おかし (Rank 39)2026/05/228080.0%

Round openings

Every character

forward dash into throw escape553.5%
forward dash into evade down533.4%
forward dash into guardG473.0%
forward dash into evade up412.6%
backdash into Spin Heel Sword4K+G362.3%
backdash into Furikakato OtoshiK+G291.8%
backdash into Ryubisen44K+G291.8%
forward dash into punchP291.8%
forward movement into evade up291.8%
backdash into Hagakure-ryu In Raijingeki46P+K271.7%
backdash into evade up271.7%
forward dash into forward movement261.6%
backdash into Tsumujigeri2K+G241.5%
forward dash241.5%
forward dash into Dash Hammer Kick66K241.5%

361 further openings account for the other 1,074 rounds.

Counted from 380 of the 499 matches played. The rest were not pulled for openings.

Kage

Career
1,542–1,408 · 52.3%
This season
294 matches · 48.6%
Peak rank
38

First hit in 46.2% of 1,130 rounds. Won 49.4% of the rounds they struck first, 48.9% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 16.0% of rounds, against 5.9% in their other rounds.
  • Against Lau: attacks straight away in 28.1% of rounds, against 15.1% against everyone else.
  • After losing a round: moves in first in 52.0% of rounds, against 33.2% after winning one.

How is this tested?

forward dash into throw escape454.0%
forward dash into evade down393.4%
forward dash into guardG312.7%
backdash into Furikakato OtoshiK+G292.6%
backdash into Ryubisen44K+G292.6%
forward dash into evade up292.6%
backdash into Hagakure-ryu In Raijingeki46P+K272.4%
forward movement into evade up252.2%
backdash into Tsumujigeri2K+G242.1%
forward dash232.0%
forward dash into punchP221.9%
forward dash into Hiji'uchi6P211.9%
forward dash into forward movement201.8%
forward dash into Fusenjin3P191.7%
forward dash into throwP+G191.7%

240 further openings account for the other 733 rounds.

Counted from 275 of the 294 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
Kage18–17 · 51%5–6 · 45%too few to test
Akira9–21 · 30%2–6 · 25%too few to test
Lion12–14 · 46%2–3 · 40%too few to test
Lau8–8 · 50%2–4 · 33%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.

19 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
577–531 · 52.1%
This season
205 matches · 52.7%
Peak rank
34

First hit in 50.4% of 431 rounds. Won 59.9% of the rounds they struck first, 42.1% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 24.0% of rounds, against 14.9% in their other rounds.

How is this tested?

backdash into Spin Heel Sword4K+G368.2%
forward dash into Dash Hammer Kick66K245.5%
forward dash into guardG163.6%
forward dash into evade down143.2%
backdash into evade down133.0%
forward dash into evade up122.7%
Groin Kick6K+G112.5%
Dash Hammer Kick66K102.3%
backdash into evade up102.3%
forward dash into throw escape102.3%
forward movement into evade down102.3%
Middle Smash6P92.0%
backdash into Middle Spin Kick46K+G81.8%
forward dash into Middle Smash6P71.6%
forward dash into punchP71.6%

140 further openings account for the other 242 rounds.

Counted from 105 of the 205 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 (28 here; about 1.4 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: 3 of 14 tests hold up
  • Jacky: 1 of 14 tests hold up