VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

momotaiga

  • Wolf
  • Lau
  • Brad
  • Jeffry
  • Jacky
Career matches6,225
Career win rate58.7%
Round win rate50.6%
Peak rank43
Distinct opponents222
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1812 #344 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

Kage433,9222,2911,63158.4%
Brad3976043832257.6%
Lau3964538326259.4%
Wolf3838221017255.0%
Jacky3528718410364.1%
Jeffry36130805061.5%
Taka—99702970.7%

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

3,819 of 3,819 rounds counted

8.9 inputs a second (532 a minute) this season. Faster than 85% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage9.05382,482
Wolf8.7523579
Lau8.7519399
Brad8.7519226
Jeffry8.752094
Jacky8.551139

By opponent's character

Jacky9.2555364
Kage8.8531340
Akira9.2551343
Lau9.0539309
Sarah8.5510260
Shun8.8526239
Wolf8.9532200
Lei Fei8.8530195
Lion8.8527179
Vanessa8.8525181
El Blaze9.0538174
Aoi8.9534164
Pai8.8528163
Brad8.7521145
Goh9.1543145
Eileen8.4504142
Jeffry8.8530110
Taka8.953283
Jean8.450779
Dural7.84684

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

Jacky90494154.4%+8.6
Kage85424349.4%-3.2
Akira84364842.9%-10.0
Lau75284737.3%-12.6
Sarah63303347.6%-5.5
Shun57273047.4%-2.6
Wolf49262353.1%-0.3
Lei Fei47242351.1%+6.3
Lion43222151.2%+0.6
Vanessa42271564.3%+14.9
El Blaze41162539.0%-11.4
Aoi39251464.1%+13.8
Pai39201951.3%+4.6
Brad36201655.6%+7.6
Goh35181751.4%+1.2
Eileen34151944.1%-12.6
Jeffry2617965.4%+12.8
Taka2115671.4%+17.8
Jean20101050.0%-5.8
Dural110100.0%+47.0

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Full Fence113466740.7%-10.8
Octagon103515249.5%-0.8
Breakable Half Fence98504851.0%-2.4
Rectangle97564157.7%+7.7
Single Wall95425344.2%-7.0
Breakable Full Fence88503856.8%+6.2
Open88464252.3%+2.8
Half Fence84483657.1%+8.1
Low Fence79364345.6%-3.2
Full Fence and Open33161748.5%+0.0

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
Walls58351.6%50.9%+0.7
No walls26247.3%49.7%-2.3

Walls against open: +3.1 points (95% range -4.7 to +10.8), p 0.436 — 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

デネ (Rank 41)2026/10/161810855.6%
RUSH (Rank 38)2026/10/16125741.7%
寿司眼鉄 (Rank 38)2026/10/14139469.2%
ねっぱ (Rank 42)2026/10/14119281.8%
ハマラウ (Rank 42)2026/10/14145935.7%
ミニマム (Rank 42)2026/10/14104640.0%
ダンプよっし~2.0 (Rank 40)2026/10/13114736.4%
あむざん (Rank 42)2026/10/12115645.5%
藪からBOY (Rank 43)2026/10/12135838.5%
カルティカ (Rank 41)2026/10/11127558.3%
manatsu_7 (Rank 42)2026/10/111661037.5%
ゾンチャン (Rank 43)2026/10/11134930.8%
hatarakedo_tagayasedo... (Rank 43)2026/10/10118372.7%
マハリータまるこ (Rank 39)2026/10/10137653.9%
13=53=7829 (Rank 41)2026/10/10115645.5%
poteto (Rank 36)2026/10/061110190.9%
KAZ-morimorimiso- (Rank 39)2026/10/03127558.3%
どっせプレビに出たい (Rank 41)2026/09/29126650.0%
expensive-sand (Rank 38)2026/09/29135838.5%
いくお (Rank 42)2026/09/241521313.3%
おろち ぽっぽ (Rank 44)2026/09/15115645.5%
jinmenusagi (Rank 42)2026/09/152171433.3%
愛蒔らぶり (Rank 41)2026/09/111511473.3%
cyomiko (Rank 41)2026/09/10145935.7%
『ρε』.α (Rank 42)2026/08/271541126.7%

Round openings

Every character

backdash into evade up1494.9%
Nagiharai6P+K1474.8%
backdash into evade down1183.9%
backdash into kickK862.8%
backdash into Furikakato OtoshiK+G772.5%
Hiji'uchi6P702.3%
backdash into guardG682.2%
backdash into Kodachinuki4K672.2%
backdash into Gen'you4K+G632.1%
Hagakure-ryu In Raijingeki46P+K602.0%
crouch dash back into guardG581.9%
evade down into guardG491.6%
crouch dash back into evade down481.6%
evade down into evade up461.5%
Low Drop Kick62K441.4%

456 further openings account for the other 1,885 rounds.

Counted from 736 of the 927 matches played. The rest were not pulled for openings.

Kage

Career
2,291–1,631 · 58.4%
This season
604 matches · 51.7%
Peak rank
43

First hit in 44.4% of 1,881 rounds. Won 54.1% of the rounds they struck first, 49.0% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 42.0% of rounds, against 28.5% in their other rounds.
  • Against Brad: evades first in 22.7% of rounds, against 6.5% against everyone else.
  • After opening the round before by attacking: attacks straight away in 44.4% of rounds, against 33.5% after anything else.
  • After winning a round: evades first in 8.2% of rounds, against 2.0% after losing one.
  • When ahead: evades first in 8.7% of rounds, against 3.0% when level or behind.
  • In round 1: opens with “backdash into evade up” in 9.2% of rounds, against 5.0% in their other rounds.
  • Against Kage: opens with “backdash into evade up” in 13.7% of rounds, against 5.2% against everyone else.
  • After losing a round: opens with “backdash into K+G Furikakato Otoshi” in 6.5% of rounds, against 1.5% after winning one.
  • When behind: opens with “backdash into K+G Furikakato Otoshi” in 7.0% of rounds, against 2.2% when ahead or level.

How is this tested?

Nagiharai6P+K1477.8%
backdash into evade up1136.0%
backdash into evade down814.3%
backdash into Furikakato OtoshiK+G774.1%
Hiji'uchi6P703.7%
backdash into kickK703.7%
backdash into Kodachinuki4K673.5%
backdash into Gen'you4K+G633.3%
Hagakure-ryu In Raijingeki46P+K603.2%
backdash into guardG462.4%
crouch dash back into guardG392.1%
evade down into evade up372.0%
crouch dash back into evade down361.9%
backdash into Nakageri3K351.9%
Fusenjin3P into forward movement331.8%

215 further openings account for the other 915 rounds.

Counted from 458 of the 604 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
Jacky17–11 · 61%6–7 · 46%too few to test
Akira11–18 · 38%6–8 · 43%too few to test
Kage14–9 · 61%12–7 · 63%too few to test
Sarah12–13 · 48%4–5 · 44%too few to test
Lau6–16 · 27%3–2 · 60%too few to test
Lei Fei5–7 · 42%4–12 · 25%too few to test
El Blaze7–10 · 41%2–10 · 17%too few to test
Eileen9–11 · 45%0–0 · —too few to test
Lion7–5 · 58%4–5 · 44%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.

146 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?

Wolf

Career
210–172 · 55.0%
This season
142 matches · 49.3%
Peak rank
38

First hit in 49.5% of 578 rounds. Won 51.4% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 16.2% of rounds, against 2.7% in their other rounds.
  • In round 4 or later: opens with “3P Arrow Knuckle into G guard” in 7.8% of rounds, against 3.1% in their other rounds.

How is this tested?

Low Drop Kick62K447.6%
Arrow Knuckle3P into evade down264.5%
Arrow Knuckle3P into guardG254.3%
Low Hammer2P244.2%
backdash into Mow Down Chop1P+K234.0%
backdash into Heavy Middle Kick3K+G203.5%
Arrow Knuckle3P193.3%
backdash into Elbow Butt4P172.9%
backdash into evade down152.6%
backdash into evade up152.6%
backdash into kickK142.4%
backdash into guardG132.2%
evade down into guardG122.1%
Low Drop Kick62K into guardG101.7%
Rolling Savate6K+G101.7%

127 further openings account for the other 292 rounds.

Lau

Career
383–262 · 59.4%
This season
94 matches · 46.8%
Peak rank
39

First hit in 42.8% of 243 rounds. Won 55.8% of the rounds they struck first, 45.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Chugeki6P3614.8%
Souko Sensou66P+K218.6%
backdash into Sako Soushou4P+K145.8%
backdash into evade down114.5%
backdash into evade up104.1%
backdash into Kosoushou46P83.3%
forward dash into Rouko Tankai6P+K83.3%
Fukko Kensou1P into evade down72.9%
Fukko Kensou1P into guardG62.5%
Fukko Kensou1P52.1%
Ko'en Senshi66K+G into forward movement52.1%
backdash into Honten Rakutoutai46K+G52.1%
backdash into throwP+G52.1%
backdash into Senchutai3K41.6%
backdash into crouch dash back41.6%

65 further openings account for the other 94 rounds.

Counted from 57 of the 94 matches played. The rest were not pulled for openings.

Brad

Career
438–322 · 57.6%
This season
56 matches · 44.6%
Peak rank
39

First hit in 49.2% of 191 rounds. Won 46.8% of the rounds they struck first, 41.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dtee Sawk Dtrohng4P+K2312.0%
backdash into Destruction Body3P+K147.3%
Middle Spin Kick66K136.8%
Sharp Shoot1P into evade down115.8%
Jolt Upper3P into Jolt Upper~Spin Kick3PK105.2%
backdash into evade down63.1%
backdash into evade up63.1%
crouch dash back into evade down63.1%
Elbow Hook6P52.6%
Sharp Shoot1P into guardG52.6%
backdash into Sway Back4P+K+G52.6%
Sharp Shoot1P42.1%
backdash into Dtee Sawk Dtrohng4P+K42.1%
crouch dash back into guardG42.1%
backdash into Dtee Sawk Lang3P+KP31.6%

54 further openings account for the other 72 rounds.

Counted from 48 of the 56 matches played. The rest were not pulled for openings.

Jeffry

Career
80–50 · 61.5%
This season
22 matches · 45.5%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kenka Hook46P1111.7%
Elbow Butt6P1010.6%
Middle Hell Stab6P+K88.5%
Low Knuckle2P55.3%
backdash into Double Hammer Down43P55.3%
backdash into Tsunami Beat3K+G55.3%
backdash into punchP55.3%
backdash into evade up44.3%
guardG into Middle Hell Stab6P+K33.2%
backdash into Dash Elbow66P22.1%
backdash into evade down22.1%
backdash into guardG22.1%
backdash into kickK22.1%
backward movement into evade up22.1%
forward dash into crouch dash forward22.1%

25 further openings account for the other 26 rounds.

Jacky

Career
184–103 · 64.1%
This season
9 matches · 77.8%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P410.3%
backdash into Spin Heel Sword4K+G410.3%
backdash into evade down37.7%
Slant Back Knuckle1P25.1%
Squat Straight2P25.1%
backdash into Slide Shuffle (Deflect)4P+K+G25.1%
backdash into guardG25.1%
backward movement into evade up25.1%
Bil Jee6P+K12.6%
Dash Hammer Kick66K12.6%
High Angle Upper Kick6K12.6%
Low Spin Kick1K+G into Lightning Kick 12K+G12.6%
Middle Smash6P into crouch dash forward12.6%
Slant Back Knuckle1P into kickK12.6%
Spinning Back Knuckle4P12.6%

11 further openings account for the other 11 rounds.

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 (30 here; about 1.5 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
  • Wolf: 2 of 14 tests hold up
  • Lau: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)