VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

KY

  • Lion
  • Jacky
  • Goh
Career matches4,694
Career win rate51.5%
Round win rate48.6%
Peak rank39
Distinct opponents332
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1726 #671 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

Kage394,4742,2812,19351.0%
Lion321951187760.5%
Jacky272018290.0%
Goh2651420.0%

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

3,895 of 4,422 rounds counted

9.0 inputs a second (538 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage8.95373,511
Lion9.1547350
Jacky8.350020
Goh8.349614

By opponent's character

Akira9.2554430
Kage9.0540426
Brad9.0539265
Shun8.8530252
Pai9.0540246
Sarah8.7519247
Jacky9.2552211
Lion9.0538227
El Blaze8.8531201
Wolf9.3559180
Jean9.1543211
Jeffry8.6516165
Goh8.7525177
Vanessa8.6516153
Aoi8.8530163
Lau8.9536138
Lei Fei9.3559105
Eileen8.852749
Taka8.953245
Dural9.45664

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

Akira130686252.3%+3.4
Kage114486642.1%-4.8
Brad75433257.3%+8.8
Shun70313944.3%+2.1
Pai69333647.8%-1.1
Sarah69294042.0%-12.0
Jacky66254137.9%-12.0
Lion64352954.7%+5.3
El Blaze56263046.4%-4.5
Wolf54322259.3%+5.3
Jean53272650.9%+1.9
Jeffry52252748.1%-1.2
Goh47182938.3%-6.3
Vanessa45232251.1%+6.9
Aoi44232152.3%+4.0
Lau38211755.3%+12.5
Lei Fei28111739.3%-7.4
Eileen149564.3%+17.4
Taka124833.3%-11.5
Dural21150.0%+7.5

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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

Low Fence121625951.2%+4.7
Single Wall119556446.2%-4.7
Octagon110585252.7%+3.8
Open110535748.2%+1.4
Breakable Full Fence107456242.1%-4.9
Full Fence103505348.5%-4.1
Half Fence102465645.1%-3.7
Rectangle101465545.5%-2.3
Breakable Half Fence100524852.0%+5.5
Full Fence and Open63283544.4%-3.2

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
Walls62347.7%48.5%-0.9
No walls35048.6%48.1%+0.4

Walls against open: -1.3 points (95% range -8.1 to +5.5), p 0.707 — 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

ぷこ (Rank 37)2026/10/16103730.0%
うるヲ参拾 (Rank 39)2026/10/152271531.8%
でんでんでん123B (Rank 39)2026/10/151661037.5%
めっちゃセコいラウ (Rank 40)2026/10/15111109.1%
あの祠、壊したんか (Rank 38)2026/10/15113827.3%
あむざん (Rank 39)2026/10/0594544.4%
アルチャチャ (Rank 36)2026/10/051541126.7%
manji_aks (Rank 41)2026/10/05103730.0%
대통령혀가참길다. (Rank 38)2026/09/2885362.5%
jijitax4 (Rank 37)2026/09/28127558.3%
jinmenusagi (Rank 42)2026/09/2793633.3%
外神田 (Rank 38)2026/09/2496366.7%
希望カゲ (Rank 36)2026/09/2394544.4%
天我 (Rank 38)2026/09/2322121054.5%
デネ (Rank 41)2026/09/132261627.3%
elpopo_3378 (Rank 36)2026/09/1296366.7%
拳四郎 (Rank 37)2026/09/12148657.1%
あいりく (Rank 35)2026/09/12127558.3%
ゲッパー (Rank 38)2026/09/12126650.0%
klkun (Rank 41)2026/08/2594544.4%
Aki (Rank 41)2026/08/25113827.3%
RUSH (Rank 37)2026/08/23104640.0%
どっせ (Rank 37)2026/08/2394544.4%
CoCoSyrup (Rank 41)2026/07/28104640.0%
えいさん@VF静岡 (Rank 34)2026/06/27107370.0%

Round openings

Every character

crouch dash forward into throw escape2626.9%
backdash into Kodachinuki4K2446.4%
Hiji'uchi6P2085.5%
backdash into Furikakato OtoshiK+G2075.4%
Senpugeri7K1594.2%
Hagakure-ryu In Raijingeki46P+K into punchP1293.4%
kickK1263.3%
Hagakure-ryu In Raijingeki46P+K1213.2%
backdash into evade up972.5%
Rasen4P922.4%
backdash into Gen'you4K+G832.2%
forward dash into throw escape822.2%
backdash into Nakageri3K762.0%
backdash into evade down762.0%
Jizuridan2P731.9%

316 further openings account for the other 1,770 rounds.

Counted from 946 of the 1,102 matches played. The rest were not pulled for openings.

Kage

Career
2,281–2,193 · 51.0%
This season
1,003 matches · 46.9%
Peak rank
39

First hit in 49.1% of 3,387 rounds. Won 51.0% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 44.2% of rounds, against 32.8% in their other rounds.
  • Against Shun: moves in first in 26.2% of rounds, against 12.5% against everyone else.
  • After opening the round before by moving in: moves in first in 22.1% of rounds, against 12.5% after anything else.
  • After winning a round: evades first in 6.2% of rounds, against 1.9% after losing one.
  • When ahead: evades first in 5.5% of rounds, against 2.5% when level or behind.
  • In round 1: opens with “backdash into K+G Furikakato Otoshi” in 10.8% of rounds, against 4.5% in their other rounds.
  • Against Shun: opens with “crouch dash forward into throw escape” in 13.1% of rounds, against 5.4% against everyone else.
  • After losing a round: opens with “6P Hiji'uchi” in 8.2% of rounds, against 3.6% after winning one.
  • When behind: opens with “6P Hiji'uchi” in 9.1% of rounds, against 3.9% when ahead or level.

How is this tested?

backdash into Kodachinuki4K2447.1%
Hiji'uchi6P2086.1%
backdash into Furikakato OtoshiK+G2076.0%
crouch dash forward into throw escape2056.0%
Senpugeri7K1594.6%
Hagakure-ryu In Raijingeki46P+K into punchP1293.8%
kickK1253.6%
Hagakure-ryu In Raijingeki46P+K1213.5%
Rasen4P922.7%
backdash into evade up892.6%
backdash into Gen'you4K+G832.4%
forward dash into throw escape802.3%
backdash into Nakageri3K762.2%
Jizuridan2P732.1%
backdash into evade down682.0%

236 further openings account for the other 1,474 rounds.

Counted from 851 of the 1,003 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
Akira30–18 · 62%16–23 · 41%+19.5
Kage18–27 · 40%14–18 · 44%-2.8
Shun13–24 · 35%9–14 · 39%too few to test
Brad22–18 · 55%6–6 · 50%too few to test
Sarah15–19 · 44%5–5 · 50%too few to test
Lion8–11 · 42%11–12 · 48%too few to test
Pai15–15 · 50%8–3 · 73%too few to test
El Blaze11–15 · 42%11–8 · 58%too few to test
Jacky10–15 · 40%8–10 · 44%too few to test
Vanessa9–14 · 39%10–5 · 67%too few to test
Goh8–8 · 50%6–8 · 43%too few to test
Jeffry12–14 · 46%3–5 · 38%too few to test
Wolf20–9 · 69%4–6 · 40%too few to test
Jean8–8 · 50%6–5 · 55%too few to test
Lau8–6 · 57%9–9 · 50%too few to test
Aoi4–10 · 29%7–3 · 70%too few to test
Lei Fei5–11 · 31%1–1 · 50%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.

152 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?

Lion

Career
118–77 · 60.5%
This season
90 matches · 64.4%
Peak rank
32

First hit in 47.0% of 336 rounds. Won 55.1% of the rounds they struck first, 61.2% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

crouch dash forward into throw escape5516.3%
In'you4P into Ni In'you4PP3610.7%
Juchou Senshou8P+K195.6%
Banchu6P185.3%
Senkyutai1K185.3%
Banchu6P into crouch dash forward113.2%
punchP103.0%
punchP into kickK92.7%
backdash into evade down82.4%
backdash into evade up82.4%
backdash into Senkyutai1K72.1%
backdash into Sentai4K61.8%
crouch dash forward into Sen'inshou3P61.8%
Senkyutai1K into evade down51.5%
Sentai4K into Sentai Shumen4KP51.5%

74 further openings account for the other 117 rounds.

Counted from 86 of the 90 matches played. The rest were not pulled for openings.

Jacky

Career
18–2 · 90.0%
This season
5 matches · 40.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G into crouch315.0%
backdash into Spin Heel Sword4K+G210.0%
Middle Smash6P into kickK15.0%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K15.0%
Slide Shuffle (Deflect)4P+K+G into Double Spinning KickKK15.0%
Slide Shuffle (Deflect)4P+K+G into crouch15.0%
backdash15.0%
backdash into Long Stride Back Knuckle4P+K15.0%
backdash into Middle Spin Kick46K+G15.0%
backdash into Standing Knee Kick4K15.0%
crouch dash back into Long Stride Back Knuckle4P+K15.0%
crouch dash forward into Smash Straight3P15.0%
crouch dash forward into throw escape15.0%
forward dash into Middle Smash Sword6PK15.0%
forward dash into evade up15.0%

2 further openings account for the other 2 rounds.

Goh

Career
1–4 · 20.0%
This season
4 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Soukyu46P321.4%
backdash into Karura4P+K321.4%
Aragami4K into throwP+G17.1%
Hoderi4P into Hoderi~Shikigami4PP17.1%
Kurogane Kudaki66P17.1%
Kyousengeri46K17.1%
backdash into Ni'oudaoshi3K+G17.1%
backdash into backward movement17.1%
crouch dash forward into throw escape17.1%
evade up into kickK17.1%

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 (33 here; about 1.7 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 18 tests hold up
  • Lion: 0 of 15 tests hold up
  • Jacky: not tested (too few rounds)
  • Goh: not tested (too few rounds)