VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

kantoku

  • Jacky
Career matches4,249
Career win rate51.9%
Round win rate51.2%
Peak rank38
Distinct opponents192
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1770 #481 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

Kage383,9752,0441,93151.4%
Jacky3027415911558.0%

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

2,497 of 2,851 rounds counted

7.2 inputs a second (432 a minute) this season. Faster than 52% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.24312,387
Jacky7.7460110

By opponent's character

Lau7.4444315
Akira7.2429318
Jacky7.2432299
Aoi7.1424199
Kage7.3436141
Goh6.9416125
Shun7.4445141
Pai7.6458138
Jeffry7.4441118
Brad7.1426106
Jean7.0418107
Wolf7.343674
El Blaze7.243460
Lion7.243076
Lei Fei7.243276
Sarah6.941679
Vanessa6.941553
Taka7.041849
Eileen7.142320
Dural4.82903

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

Lau85424349.4%+2.4
Akira82532964.6%+11.9
Jacky79443555.7%+3.6
Aoi49193038.8%-15.3
Kage42241857.1%+6.7
Goh39221756.4%-0.6
Shun37172046.0%-3.5
Pai36152141.7%-9.1
Jeffry34191555.9%+5.3
Brad33171651.5%-3.9
Jean29161355.2%-6.5
Wolf25111444.0%-9.1
El Blaze24121250.0%+0.1
Lion24131154.2%-1.6
Lei Fei2115671.4%+17.6
Sarah2191242.9%-13.6
Vanessa1971236.8%-12.6
Taka137653.9%+1.3
Eileen54180.0%+35.8
Dural1010.0%-56.8

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.

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 Fence75443158.7%+4.4
Low Fence75393652.0%-1.7
Octagon75324342.7%-8.4
Full Fence74403454.0%+1.6
Open69363352.2%-2.3
Breakable Half Fence65382758.5%+5.5
Rectangle62313150.0%-3.0
Breakable Full Fence59253442.4%-9.2
Full Fence and Open56342260.7%+11.8
Single Wall39211853.9%+1.9

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
Walls41051.2%52.4%-1.2
No walls18352.5%53.5%-1.0

Walls against open: -0.2 points (95% range -9.0 to +8.5), p 0.961 — 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

五寸釘くん (Rank 34)2026/10/1687187.5%
ゲッパー (Rank 37)2026/10/162012860.0%
都筑まもる君 (Rank 35)2026/10/13127558.3%
くりたろう (Rank 39)2026/10/111981142.1%
こまち (Rank 35)2026/10/111441028.6%
VF12360-PC (Rank 38)2026/10/101810855.6%
ニトロ (Rank 33)2026/10/0782625.0%
jinmenusagi (Rank 42)2026/10/0784450.0%
ゼータ(MSZ-006) (Rank 39)2026/10/07156940.0%
ぶーん (Rank 32)2026/09/22104640.0%
貧乏リオン/binboulion (Rank 37)2026/09/17126650.0%
寿司眼鉄 (Rank 37)2026/09/11126650.0%
stepan_BVFA (Rank 38)2026/09/11116554.5%
究極無敵 (Rank 37)2026/09/1185362.5%
ヘニオ (Rank 35)2026/09/031710758.8%
じゃんぬ兄(公認) (Rank 38)2026/08/3194544.4%
マサオ(AO) (Rank 39)2026/08/251331023.1%
nanami.madogiwa (Rank 34)2026/08/2598188.9%
グラウンド・ゼロ (Rank 39)2026/08/2473442.9%
イイクルーン (Rank 37)2026/08/192291340.9%
uomofastidioso (Rank 39)2026/08/1793633.3%
PuzzG/ぱず爺 (Rank 36)2026/07/1774357.1%
〔ネ単〕-ZEN- (Rank 32)2026/07/03118372.7%
RunneR (Rank 36)2026/05/2096366.7%
abacabu (Rank 34)2026/05/1885362.5%

Round openings

Every character

forward movement into punchP2108.8%
backdash into evade down1988.3%
backdash into Furikakato OtoshiK+G1315.5%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G933.9%
Hagakure-ryu In Raijingeki46P+K913.8%
backdash into Gen'you4K+G833.5%
Ryu'eikyaku66K773.2%
crouch into Fusenjin3P682.9%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP652.7%
crouch into Jizuridan2P612.6%
crouch dash forward into throwP+G482.0%
guardG into throwP+G472.0%
backward movement into Hagakure-ryu In Raijingeki46P+K441.8%
backdash into Fusenjin3P381.6%
Ryu'eikyaku66K into kickK361.5%

253 further openings account for the other 1,095 rounds.

Counted from 585 of the 698 matches played. The rest were not pulled for openings.

Kage

Career
2,044–1,931 · 51.4%
This season
669 matches · 52.2%
Peak rank
38

First hit in 50.3% of 2,278 rounds. Won 54.0% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 10.5% of rounds, against 4.7% in their other rounds.
  • Against Aoi: waits first in 31.8% of rounds, against 11.7% against everyone else.
  • After opening the round before by attacking: backs off first in 48.2% of rounds, against 35.2% after anything else.
  • After winning a round: backs off first in 46.4% of rounds, against 31.4% after losing one.
  • In round 1: opens with “46P+K Hagakure-ryu In Raijingeki into P+K+G Hagakure-ryu You Jumonji Kamae” in 7.8% of rounds, against 2.8% in their other rounds.
  • Against Brad: opens with “forward movement into P punch” in 18.5% of rounds, against 8.3% against everyone else.
  • After opening the round before with “46P+K Hagakure-ryu In Raijingeki into P+K+G Hagakure-ryu You Jumonji Kamae”: opens with “backdash into evade down” in 17.7% of rounds, against 8.8% after anything else.
  • After winning a round: opens with “backdash into evade down” in 13.0% of rounds, against 5.3% after losing one.
  • When the score is level: opens with “backdash into K+G Furikakato Otoshi” in 10.9% of rounds, against 5.6% when ahead or behind.

How is this tested?

forward movement into punchP2008.7%
backdash into evade down1898.2%
backdash into Furikakato OtoshiK+G1315.7%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G934.0%
Hagakure-ryu In Raijingeki46P+K914.0%
backdash into Gen'you4K+G833.6%
Ryu'eikyaku66K773.4%
crouch into Fusenjin3P683.0%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP652.8%
crouch into Jizuridan2P612.7%
crouch dash forward into throwP+G472.0%
backward movement into Hagakure-ryu In Raijingeki46P+K441.9%
guardG into throwP+G441.9%
backdash into Fusenjin3P381.7%
Ryu'eikyaku66K into kickK361.6%

218 further openings account for the other 1,027 rounds.

Counted from 561 of the 669 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
Lau19–21 · 48%13–14 · 48%too few to test
Akira25–15 · 62%8–5 · 62%too few to test
Jacky19–11 · 63%7–8 · 47%too few to test
Aoi4–12 · 25%8–4 · 67%too few to test
Kage6–9 · 40%11–5 · 69%too few to test
Shun11–13 · 46%2–2 · 50%too few to test
Pai6–13 · 32%4–2 · 67%too few to test
Goh9–4 · 69%7–5 · 58%too few to test
Jeffry12–10 · 55%2–1 · 67%too few to test
Brad8–9 · 47%1–4 · 20%too few to test
Lion10–7 · 59%3–3 · 50%too few to test
Wolf6–7 · 46%2–3 · 40%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.

108 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
159–115 · 58.0%
This season
29 matches · 58.6%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1011.0%
backdash into evade down99.9%
backdash into Beat KnuckleP+K66.6%
Dash Hammer Kick66K44.4%
Low Spin Kick1K+G44.4%
evade down into forward dash44.4%
Slant Back Knuckle1P33.3%
crouch into Squat Straight2P33.3%
guardG into throwP+G33.3%
Long Stride Back Knuckle4P+K into punchP22.2%
backdash into Beat & Back KnuckleP+KP22.2%
crouch into Low Spin Kick1K+G22.2%
evade down into Low Spin Kick1K+G22.2%
evade up into Low Spin Kick1K+G22.2%
forward dash into High Angle Upper Kick6K22.2%

32 further openings account for the other 33 rounds.

Counted from 24 of the 29 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 (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
  • Jacky: not tested (too few rounds)