VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

ringoski23

  • Lion
  • Jacky
  • Wolf
  • Aoi
  • Jeffry
  • Lau
  • Goh
  • Jean
  • El Blaze
  • Pai
  • Akira
Career matches2,431
Career win rate64.3%
Round win rate55.0%
Peak rank34
Distinct opponents104
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1564 #1,576 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

Kage3466438827658.4%
Aoi3333622411266.7%
Goh312922048869.9%
Lau292191497068.0%
Wolf291721155766.9%
Pai291501044669.3%
Akira29138964269.6%
Jean28126784861.9%
Lion28117645354.7%
Jacky29113704362.0%
Jeffry2978532568.0%
El Blaze272619773.1%

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

694 of 944 rounds counted

9.7 inputs a second (581 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage10.160735
Lion9.5571158
Jacky9.6574143
Wolf9.959492
Aoi9.758260
Jeffry9.758538
Lau10.059960
Goh9.35573
Jean9.657351
El Blaze9.959341
Pai8.550810
Akira9.75843

By opponent's character

Kage9.557188
Wolf10.160565
Sarah9.557057
Akira9.858871
Lion9.255139
Aoi9.557164
Goh10.462627
Jacky9.556931
Jean9.456335
Lau10.361938
Jeffry9.657533
Pai9.858640
Shun9.859141
El Blaze8.852919
Lei Fei9.456413
Brad10.06015
Taka10.261320
Eileen9.15488

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

Kage29181162.1%+6.1
Wolf22111150.0%-7.5
Sarah2113861.9%+4.4
Akira1912763.2%+7.2
Lion1713476.5%+14.9
Aoi1611568.8%+14.0
Goh157846.7%-13.9
Jacky1511473.3%+10.9
Jean129375.0%+22.4
Lau125741.7%-14.8
Jeffry116554.5%-7.4
Pai105550.0%-12.9
Shun103730.0%-32.7
El Blaze85362.5%+0.2
Lei Fei74357.1%-11.1
Brad63350.0%-4.0
Taka53260.0%-3.9
Eileen2020.0%-46.0
Vanessa110100.0%+19.0

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

Low Fence37201754.0%-1.5
Breakable Half Fence33201360.6%-4.4
Full Fence29131644.8%-15.4
Single Wall26161061.5%+6.8
Rectangle22121054.5%-0.9
Breakable Full Fence21111052.4%-10.4
Full Fence and Open1411378.6%+25.1
Half Fence1411378.6%+17.3
Octagon148657.1%-4.4
Open139469.2%+8.7

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13356.4%60.6%-4.2
No walls7659.2%56.4%+2.9

Walls against open: -7.1 points (95% range -20.8 to +6.6), p 0.309 — 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

ガリバー (Rank 29)2026/09/1232166.7%
イチゲン (Rank 29)2026/09/1142250.0%
all'arrabbiata563 (Rank 31)2026/09/0253260.0%
don'tthink,feel. (Rank 28)2026/09/0231233.3%
Melt (Rank 32)2026/09/0243175.0%
nasumiso (Rank 29)2026/09/0276185.7%
XiaoMing.SH (Rank 28)2026/08/3063350.0%
gimoring (Rank 27)2026/08/3065183.3%
Penoco (Rank 24)2026/08/2732166.7%
弱者 (Rank 26)2026/08/27440100.0%
LEO (Rank 30)2026/08/2752340.0%
mitorakujo (Rank 27)2026/08/2352340.0%
ooosugi1202 (Rank 27)2026/08/23440100.0%
Garuyan (Rank 27)2026/08/2152340.0%
manao_0609 (Rank 32)2026/08/2197277.8%
타우끼/taukee (Rank 37)2026/08/1831233.3%
やまだ.com (Rank 35)2026/08/1851420.0%
user (Rank 26)2026/08/1832166.7%
鳩男 (Rank 29)2026/05/2042250.0%
BANANA (Rank 30)2026/05/2052340.0%
えなお (Rank 34)2026/05/1954180.0%
Player2501 (Rank 29)2026/05/0932166.7%
yamaneko (Rank 32)2026/05/0543175.0%
∈挙動不審∋ (Rank 32)2026/05/0553260.0%
熊殺し奈津子 (Rank 32)2026/05/0531233.3%

Round openings

Every character

backdash into evade down16217.2%
forward dash into evade down444.7%
evade down into crouch dash forward384.0%
evade up into crouch dash forward283.0%
backdash into throwP+G252.6%
forward movement into evade up232.4%
evade up into forward dash212.2%
backward movement into evade down192.0%
Ryu'eikyaku66K into forward kick6K161.7%
evade down into evade up131.4%
Sou'unha66K into Kumogeri6KK121.3%
forward dash into crouch dash forward111.2%
guardG into evade up111.2%
backdash into Gen'you4K+G101.1%
backdash into Spin Heel Sword4K+G101.1%

249 further openings account for the other 501 rounds.

Kage

Career
388–276 · 58.4%
This season
40 matches · 45.0%
Peak rank
34

First hit in 52.1% of 165 rounds. Won 50.0% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2414.5%
Ryu'eikyaku66K into forward kick6K169.6%
backdash into Gen'you4K+G106.0%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Shippujin4P+K+G95.4%
evade up into Furikakato OtoshiK+G95.4%
forward dash into evade down74.2%
Hagakure-ryu In Raijingeki46P+K63.6%
backdash into Kodachinuki4K63.6%
evade down into crouch dash forward63.6%
backdash into Rasen Fujin3KP53.0%
evade down into evade up53.0%
evade up into guardG53.0%
backdash into Nakageri3K31.8%
backdash into Rasen4P31.8%
evade down into guardG31.8%

42 further openings account for the other 49 rounds.

Lion

Career
64–53 · 54.7%
This season
39 matches · 64.1%
Peak rank
28

First hit in 53.2% of 158 rounds. Won 63.1% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2515.8%
evade up into forward dash148.9%
evade up into crouch dash forward85.1%
forward movement into evade up85.1%
backdash into Fujinkyaku66K74.4%
guardG into evade up74.4%
backdash into Dantai3K63.8%
evade down into crouch dash forward63.8%
backdash into Sentai4K53.2%
forward dash into crouch dash forward53.2%
forward dash into evade up53.2%
forward movement into forward dash53.2%
forward dash into evade down42.5%
backdash into Shicchi Soutai3K+G31.9%
crouch into Dantai3K31.9%

34 further openings account for the other 47 rounds.

Jacky

Career
70–43 · 62.0%
This season
37 matches · 64.9%
Peak rank
29

First hit in 51.0% of 143 rounds. Won 63.0% of the rounds they struck first, 51.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2517.5%
backdash into Spin Heel Sword4K+G107.0%
evade down into crouch dash forward107.0%
crouch into Low Spin Kick1K+G74.9%
backdash into Beat & Back KnuckleP+KP64.2%
forward movement into evade up53.5%
backward movement into evade down42.8%
forward dash into evade down42.8%
Beat KnuckleP+K into Beat & Back KnuckleP+KP32.1%
Body Blow3P+K into throwP+G32.1%
Groin Kick6K+G32.1%
High Angle Upper Kick6K32.1%
backdash into guardG32.1%
backdash into punchP32.1%
guardG into evade down32.1%

42 further openings account for the other 51 rounds.

Wolf

Career
115–57 · 66.9%
This season
24 matches · 66.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1819.6%
punchP into kickK66.5%
backdash into throwP+G55.4%
forward dash into evade down55.4%
Heavy Toe Kick4K+G into throwP+G33.3%
Low Hammer2P33.3%
evade down into crouch dash forward33.3%
forward dash into evade up33.3%
Low Hammer2P into evade up22.2%
Quick Shoulder66P+K into Gasp Kneel Palm Bomb6P+K22.2%
backdash into Arrow Knuckle3P22.2%
backdash into throw escape22.2%
crouch into Low Drop Kick62K22.2%
crouch into down kick+guard2K+G22.2%
down kick+guard2K+G22.2%

29 further openings account for the other 32 rounds.

Jeffry

Career
53–25 · 68.0%
This season
21 matches · 52.4%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1820.7%
crouch into Ducking Low2K+G66.9%
backdash into Side Kick3K44.6%
backdash into throwP+G44.6%
crouch into Side Kick3K44.6%
Low Knuckle2P33.5%
Toe Kick2K33.5%
backdash into Toe Kick2K33.5%
crouch dash forward into evade down33.5%
evade down into crouch dash forward33.5%
evade up into crouch dash forward33.5%
forward dash into crouch dash forward33.5%
forward dash into evade down33.5%
forward movement into evade down22.3%
punchP into kickK22.3%

23 further openings account for the other 23 rounds.

Aoi

Career
224–112 · 66.7%
This season
21 matches · 71.4%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sou'unha66K into Kumogeri6KK1215.2%
backdash into evade down1113.9%
backdash into Hou'oushu3P67.6%
backdash into throwP+G67.6%
evade up into crouch dash forward45.1%
forward dash into evade down45.1%
backdash into Koromoguruma66P33.8%
backdash into Tenchi In'youP+K+G33.8%
backdash into crouch dash forward33.8%
backdash into Kusanagi2K+G22.5%
evade down into crouch dash forward22.5%
guardG into evade up22.5%
Jousei Ryusenshou214P+K into Sayo'arashiP+K11.3%
Kusanagi2K+G11.3%
Kusanagi2K+G into forward dash11.3%

18 further openings account for the other 18 rounds.

Lau

Career
149–70 · 68.0%
This season
15 matches · 60.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1220.0%
backward movement into evade down46.7%
crouch into Chisoutai2K+G46.7%
forward dash into evade down46.7%
Chisoutai2K+G35.0%
Kosoushou46P23.3%
backdash into Senkyaku Chushou3KP23.3%
backdash into kickK23.3%
backward movement into Hou'ou Soushou6PP23.3%
crouch dash back into Kosoushou46P23.3%
forward movement into evade up23.3%
Chugeki6P into Hou'ou Soushou6PP11.7%
Fukko Kensou1P11.7%
backdash into Chisoutai2K+G11.7%
backdash into Enjin Senpukyaku4K+G11.7%

17 further openings account for the other 17 rounds.

Goh

Career
204–88 · 69.9%
This season
14 matches · 50.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1120.4%
forward dash into evade down916.7%
backdash into Garyu66K35.6%
evade down into crouch dash forward35.6%
Sune Kudaki43P23.7%
backdash into Karura4P+K23.7%
backdash into throwP+G23.7%
backward movement into crouch dash forward23.7%
evade down into evade up23.7%
forward movement into evade down23.7%
Soukyu46P11.9%
Soukyu46P into forward movement11.9%
Sune Kudaki43P into punchP11.9%
backdash into Kirin33P11.9%
backdash into Maegeri3K11.9%

11 further openings account for the other 11 rounds.

Jean

Career
78–48 · 61.9%
This season
12 matches · 33.3%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade up into crouch dash forward59.8%
Gyaku Seikenzuki66P into Yoko'enpi~Uchishutou6PP47.8%
backdash into evade down47.8%
forward movement into evade up47.8%
Gyaku Seikenzuki66P into Yoko'enpi6P35.9%
backdash into Renge Karitsumi2K+G35.9%
Gyaku Seikenzuki66P into punchP23.9%
Shitamaeken2P23.9%
backdash into throwP+G23.9%
evade down into crouch dash forward23.9%
Harai'uke (Deflect)4P+K+G into punchP12.0%
Shitanagi Shutou1P into evade down12.0%
Shutoukiri4P into Chinshin Seichuken4PP12.0%
Yamakuzushi6K12.0%
Yoko'enpi6P12.0%

15 further openings account for the other 15 rounds.

El Blaze

Career
19–7 · 73.1%
This season
11 matches · 72.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down1126.8%
backdash into Demon's Tail9P+KK49.8%
backward movement into evade down37.3%
backdash into crouch dash back24.9%
backdash into throwP+G24.9%
backward movement into Demon's Tail9P+KK24.9%
evade down into evade up24.9%
forward dash into evade down24.9%
Demon Dance9P+K12.4%
Jumping Hammer Knuckle8P+K12.4%
Sit Jab2P12.4%
backdash into Demon Dance9P+K12.4%
backdash into punchP12.4%
crouch dash back into Demon Dance9P+K12.4%
crouch dash back into Demon's Tail9P+KK12.4%

6 further openings account for the other 6 rounds.

Pai

Career
104–46 · 69.3%
This season
3 matches · 66.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into crouch dash forward220.0%
backdash into evade down220.0%
Enbu Renkyaku6K+G110.0%
backdash into throw escape110.0%
backward movement into evade down110.0%
evade down into crouch dash forward110.0%
evade down into forward dash110.0%
forward dash into evade down110.0%

Akira

Career
96–42 · 69.6%
This season
1 matches · 100.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sokutai3K133.3%
backdash into evade down133.3%
backward movement into throw escape133.3%

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 (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)
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Aoi: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Akira: not tested (too few rounds)