VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Kage

okotan.08.15.gojappe

  • Akira
  • Jacky
  • Jean
  • Jeffry
  • Shun
Career matches563
Career win rate57.7%
Round win rate51.8%
Peak rank24
Distinct opponents51
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1203 #3,425 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

Kage2426014511555.8%
Jacky23135884765.2%
Akira19113654857.5%
Jean1740251562.5%
Jeffry161221016.7%
Shun163030.0%

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

411 of 411 rounds counted

8.7 inputs a second (520 a minute) this season. Faster than 82% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage8.4504135
Akira8.5511129
Jacky9.356054
Jean9.154741
Jeffry8.752142
Shun9.054210

By opponent's character

Akira9.456672
Jacky8.651450
Aoi8.349945
Goh8.752229
Kage8.148826
Pai8.651523
Sarah8.350029
Taka8.752427
Lion8.752424
Wolf9.758021
Lau8.450617
Brad7.846512
Shun8.752011
Jeffry8.95368
Lei Fei7.54527
Dural6.43825
El Blaze9.35605

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

Akira1981142.1%-17.8
Jacky127558.3%+4.4
Aoi105550.0%+7.0
Goh73442.9%-4.1
Kage74357.1%-2.3
Pai74357.1%+5.3
Sarah74357.1%+7.9
Taka76185.7%+36.5
Lion65183.3%+26.4
Wolf62433.3%-20.0
Lau52340.0%-14.2
Brad32166.7%-3.5
Shun32166.7%+2.8
Jeffry2020.0%-39.2
Lei Fei220100.0%+30.9
Dural1010.0%-33.5
El Blaze1010.0%-33.5

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

Breakable Full Fence147750.0%-7.4
Open135838.5%-16.2
Full Fence126650.0%-6.0
Octagon114736.4%-18.1
Full Fence and Open107370.0%+21.4
Breakable Half Fence95455.6%-0.6
Half Fence85362.5%+8.8
Low Fence72528.6%-20.7
Rectangle75271.4%+24.2
Single Wall76185.7%+20.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6152.5%54.3%-1.9
No walls2748.1%55.1%-6.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

Fuji-Atsuka (Rank 17)660100.0%
Nkun2026 (Rank 13)6060.0%
chururira0302 (Rank 16)65183.3%
daijin_PS (Rank 17)52340.0%
satsumaction1210 (Rank 17)53260.0%
vita-min_357120 (Rank 14)5050.0%
euro04190 (Rank 16)31233.3%
kanreki-jijii (Rank 21)31233.3%
thatamaru (Rank 24)31233.3%
たぱ (Rank 15)32166.7%
なっ (Rank 14)330100.0%
刹那 (Rank 11)330100.0%
AKIRA68000 (Rank 25)220100.0%
MarigoldGG (Rank 4)220100.0%
Mon3tr (Rank 17)21150.0%
ST210G_onpai11rj (Rank 25)2020.0%
defhimx (Rank 25)220100.0%
juha-papa (Rank 21)2020.0%
tsuna-sand274 (Rank 24)2020.0%
yamabuki_lily (Rank 21)220100.0%
くろさき (Rank 22)220100.0%
まなつのかじつ (Rank 21)220100.0%
ガンジャッキー (Rank 26)220100.0%
失礼!スマッシュ☆彡 (Rank 25)2020.0%
委員ちょ (Rank 21)220100.0%

Most played opponents, most recent first

刹那 (Rank 11)2026/09/29330100.0%
euro04190 (Rank 16)2026/09/2931233.3%
Nkun2026 (Rank 13)2026/09/296060.0%
kanreki-jijii (Rank 21)2026/09/2931233.3%
juha-papa (Rank 21)2026/09/292020.0%
MarigoldGG (Rank 4)2026/09/29220100.0%
vita-min_357120 (Rank 14)2026/09/295050.0%
委員ちょ (Rank 21)2026/09/29220100.0%
AKIRA68000 (Rank 25)2026/09/18220100.0%
defhimx (Rank 25)2026/08/27220100.0%
tsuna-sand274 (Rank 24)2026/08/272020.0%
thatamaru (Rank 24)2026/08/2231233.3%
失礼!スマッシュ☆彡 (Rank 25)2026/08/212020.0%
くろさき (Rank 22)2026/08/21220100.0%
まなつのかじつ (Rank 21)2026/08/21220100.0%
ガンジャッキー (Rank 26)2026/08/21220100.0%
ST210G_onpai11rj (Rank 25)2026/08/202020.0%
Fuji-Atsuka (Rank 17)2026/08/19660100.0%
たぱ (Rank 15)2026/08/1832166.7%
Mon3tr (Rank 17)2026/08/1821150.0%
yamabuki_lily (Rank 21)2026/08/17220100.0%
chururira0302 (Rank 16)2026/08/1765183.3%
daijin_PS (Rank 17)2026/08/1752340.0%
satsumaction1210 (Rank 17)2026/08/1753260.0%
なっ (Rank 14)2026/08/17330100.0%

Round openings

Every character

guardG into evade up5112.4%
guardG into evade down338.0%
Souka Housui3P+K286.8%
punchP into kickK235.6%
guardG163.9%
crouch into Jizuridan2P153.6%
guardG into Souka Housui3P+K133.2%
evade up into backdash102.4%
evade up into guardG102.4%
guardG into punchP102.4%
evade up into Gen'you4K+G71.7%
guardG into Gen'you4K+G71.7%
guardG into backdash71.7%
guardG into Slant Back Knuckle1P61.5%
punchP61.5%

113 further openings account for the other 169 rounds.

Kage

Career
145–115 · 55.8%
This season
35 matches · 51.4%
Peak rank
24

First hit in 60.7% of 135 rounds. Won 52.4% of the rounds they struck first, 43.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up1611.8%
crouch into Jizuridan2P1511.1%
punchP into kickK107.4%
guardG into evade down96.7%
evade up into Gen'you4K+G75.2%
guardG into Gen'you4K+G75.2%
guardG64.4%
guardG into punchP64.4%
Nakageri3K into Rasen Fujin3KP53.7%
backdash into Gen'you4K+G53.7%
Sokudan1P into Rasen4P32.2%
backdash into Ryubisen44K+G32.2%
evade down into backdash32.2%
guardG into Jizuridan2P32.2%
punchP32.2%

29 further openings account for the other 34 rounds.

Akira

Career
65–48 · 57.5%
This season
31 matches · 64.5%
Peak rank
19

First hit in 55.0% of 129 rounds. Won 54.9% of the rounds they struck first, 62.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Housui3P+K2821.7%
guardG into evade up2015.5%
guardG into Souka Housui3P+K1310.1%
guardG into evade down129.3%
guardG75.4%
evade up into backdash64.7%
Rimon Chouchu66P32.3%
evade up into guardG32.3%
guardG into Housui2P32.3%
Souka Housui3P+K into forward dash21.6%
crouch into Housui2P21.6%
evade down into Souka Housui3P+K21.6%
evade down into guardG21.6%
evade up into Jouho Senshou46P21.6%
guardG into punchP21.6%

22 further openings account for the other 22 rounds.

Jacky

Career
88–47 · 65.2%
This season
14 matches · 71.4%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up814.8%
guardG into Slant Back Knuckle1P611.1%
Slant Back Knuckle1P into Rage Kick1PK59.3%
guardG into evade down59.3%
Slant Back Knuckle1P35.6%
crouch into Squat Straight2P23.7%
evade down into backdash23.7%
guardG into Rage Kick1PK23.7%
punchP into kickK23.7%
Middle Kick3K11.9%
Middle Kick3K into Middle Kick~Jab3KP11.9%
Slant Back Knuckle1P into backdash11.9%
Squat Straight2P11.9%
backdash into evade up11.9%
backdash into punchP11.9%

13 further openings account for the other 13 rounds.

Jeffry

Career
2–10 · 16.7%
This season
11 matches · 27.3%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into kickK511.9%
backdash into Toe Kick2K37.1%
evade up into guardG37.1%
crouch into Low Knuckle2P24.8%
evade down into Knuckle KickPK24.8%
guardG into backdash24.8%
guardG into evade down24.8%
punchP into Knuckle KickPK24.8%
Knee Attack6K12.4%
Low Knuckle2P12.4%
Smash Upper3P12.4%
backdash into Megaton Knuckle43P+K12.4%
backdash into backward movement12.4%
backdash into evade up12.4%
backdash into guardG12.4%

14 further openings account for the other 14 rounds.

Jean

Career
25–15 · 62.5%
This season
11 matches · 45.5%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up512.2%
guardG into evade down49.8%
crouch into Shitamaeken2P37.3%
guardG37.3%
guardG into backdash37.3%
punchP into kickK37.3%
Shitanagi Shutou1P24.9%
evade up into guardG24.9%
guardG into punchP24.9%
Harai'uke (Deflect)4P+K+G into throwP+G12.4%
Shitamaeken2P into crouch12.4%
backdash into Konohana Sakuya43P+K12.4%
backdash into Shitanagi Shutou1P12.4%
evade down into Shitamaeken2P12.4%
evade up into backdash12.4%

8 further openings account for the other 8 rounds.

Shun

Career
0–3 · 0.0%
This season
3 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Fukuchougeki2P220.0%
punchP into kickK220.0%
Gyou'in Haishu3P110.0%
crouch into Haisenchu1P110.0%
guardG into evade down110.0%
guardG into evade up110.0%
kickK into Saishu RenkangekiPPP110.0%
punchP into RengekiPP110.0%

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)
  • Akira: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Shun: not tested (too few rounds)