VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Kage

kyaru

  • Akira
  • Jean
  • Jacky
  • Lion
Career matches165
Career win rate66.7%
Round win rate64.8%
Peak rank24
Distinct opponents48
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1407 #2,612 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

Kage2488583065.9%
Akira2144271761.4%
Jean202622484.6%
Lion114040.0%
Jacky16330100.0%

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

449 of 449 rounds counted

9.8 inputs a second (588 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage9.1547222
Akira10.9655109
Jean10.060289
Jacky9.959216
Lion10.462713

By opponent's character

Akira9.355674
Kage10.060258
Jeffry10.663842
Pai10.261532
Sarah8.953327
Shun10.864829
Eileen9.657721
Vanessa10.261520
El Blaze9.053819
Goh10.059816
Jacky10.060221
Aoi9.859114
Jean10.261515
Lau9.154818
Taka8.651318
Brad10.96549
Dural9.25549
Wolf9.35567

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

Akira1916384.2%+15.4
Kage145935.7%-40.7
Jeffry107370.0%-1.1
Pai94544.4%-27.3
Sarah76185.7%+12.0
Shun76185.7%+13.8
Eileen660100.0%+18.2
Vanessa660100.0%+22.7
El Blaze53260.0%-16.8
Goh550100.0%+31.3
Jacky53260.0%-10.0
Aoi440100.0%+15.4
Jean440100.0%+34.1
Lau43175.0%-12.2
Taka43175.0%+3.9
Brad220100.0%+22.6
Dural2020.0%-62.5
Wolf21150.0%-5.6

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 Half Fence1613381.2%+15.2
Breakable Full Fence1513286.7%+15.0
Rectangle1310376.9%+3.5
Single Wall138561.5%-10.2
Full Fence118372.7%-7.5
Low Fence118372.7%+0.8
Half Fence106460.0%-6.5
Octagon76185.7%+13.6
Open71614.3%-63.4
Full Fence and Open440100.0%+26.4

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
Walls7277.8%72.2%+5.6
No walls3154.8%71.8%-17.0

Walls against open: +22.6 points (95% range -6.6 to +51.7), p 0.130 — 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

とかげ (Rank 17)2026/08/2898188.9%
未知前方路Baby (Rank 22)2026/08/27220100.0%
yasai (Rank 23)2026/08/27550100.0%
Kylo_Ren_2021 (Rank 21)2026/08/272020.0%
dalmax72 (Rank 21)2026/08/2732166.7%
Lucifer-1971 (Rank 25)2026/08/27330100.0%
こて (Rank 26)2026/08/2621150.0%
kanreki-jijii (Rank 22)2026/08/262020.0%
上海雑技団 (Rank 25)2026/08/262020.0%
chimichama (Rank 21)2026/08/2632166.7%
QUASI (Rank 22)2026/08/26220100.0%
u_003 (Rank 26)2026/08/2632166.7%
廿撚二 (Rank 21)2026/08/26220100.0%
やきそばん (Rank 21)2026/08/262020.0%
hiroron1222 (Rank 17)2026/08/262020.0%
G.S (Rank 22)2026/08/25330100.0%
Crippler08r (Rank 21)2026/08/25440100.0%
MAXマンピー (Rank 15)2026/08/25550100.0%
maximum_miruchi (Rank 16)2026/08/25220100.0%
moomoolien (Rank 8)2026/08/2521150.0%
nekodiver2 (Rank 17)2026/08/25440100.0%
たかティン (Rank 16)2026/08/25220100.0%
ちぇびーまるやま (Rank 21)2026/08/1932166.7%
nyarome0514 (Rank 15)2026/08/1961516.7%
Fuji-Atsuka (Rank 17)2026/08/19440100.0%

Round openings

Every character

punchP296.5%
backdash into evade down214.7%
Fusenjin3P into Shippuzan3PP194.2%
backdash into Hagakure-ryu In Raijingeki46P+K184.0%
backdash into Gyaku Seikenzuki66P173.8%
punchP into ResshouPP102.2%
backdash into Engetsugeri9K+G92.0%
backdash into Gen'you4K+G92.0%
backdash into Hagakure-ryu In Fujingeki46P+KP92.0%
punchP into evade down92.0%
punchP into kickK92.0%
Rimon Chouchu66P into Jouho Touken6P81.8%
backdash into Jouho Touken6P81.8%
backdash into Rimon Chouchu66P71.6%
Nakageri3K into Rasen Fujin3KP61.3%

165 further openings account for the other 261 rounds.

Kage

Career
58–30 · 65.9%
This season
57 matches · 71.9%
Peak rank
24

First hit in 60.2% of 221 rounds. Won 69.9% of the rounds they struck first, 56.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fusenjin3P into Shippuzan3PP198.6%
backdash into Hagakure-ryu In Raijingeki46P+K188.1%
punchP135.9%
punchP into ResshouPP104.5%
backdash into Engetsugeri9K+G94.0%
backdash into Gen'you4K+G94.0%
backdash into Hagakure-ryu In Fujingeki46P+KP94.0%
backdash into evade down83.6%
Nakageri3K into Rasen Fujin3KP62.7%
backdash into Hiji'uchi6P52.2%
backdash into Rasen Fujin3KP52.2%
backdash into Ryu'eikyaku66K52.2%
punchP into kickK52.2%
Engetsugeri9K+G41.8%
Rasen Fujin3KP into Rasen Kouryujin3KPP41.8%

69 further openings account for the other 93 rounds.

Akira

Career
27–17 · 61.4%
This season
26 matches · 65.4%
Peak rank
21

First hit in 64.2% of 109 rounds. Won 60.0% of the rounds they struck first, 51.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP109.2%
Rimon Chouchu66P into Jouho Touken6P87.3%
backdash into Jouho Touken6P87.3%
backdash into Rimon Chouchu66P76.4%
backdash into evade down65.5%
Souka Housui3P+K into forward dash43.7%
backdash into Jouho Senshou46P43.7%
forward dash into Jouho Touken6P43.7%
guardG into Jouho Touken6P43.7%
punchP into forward dash43.7%
Jouho Touken6P32.8%
Jouho Touken6P into backward movement32.8%
crouch dash back into Jouho Senshou46P32.8%
Jouho Senshou46P21.8%
backdash into backward movement21.8%

34 further openings account for the other 37 rounds.

Jean

Career
22–4 · 84.6%
This season
25 matches · 88.0%
Peak rank
20

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Gyaku Seikenzuki66P1719.1%
Shitazuki3P into Oishitazuki3PP66.7%
punchP66.7%
backdash into evade down55.6%
punchP into evade down55.6%
punchP into kickK44.5%
Shitazuki3P33.4%
backdash into Doumawashi Kaitengeri46K+G33.4%
backdash into Kake'uchi46P33.4%
Gyaku Seikenzuki66P into Yoko'enpi~Uchishutou6PP22.2%
Hangetsu NirenzukiP+K22.2%
backdash into Chudan Ushiro Mawashigeri66K22.2%
backdash into Yamakuzushi6K22.2%
evade up22.2%
guardG into throwP+G22.2%

23 further openings account for the other 25 rounds.

Jacky

Career
3–0 · 100.0%
This season
4 matches · 100.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Middle Kick~Jab3KP212.5%
backdash into Spin Heel Sword4K+G212.5%
backdash into evade down212.5%
Jab StraightPP into Double Punch Slash KickPPK16.2%
Middle Smash6P into Middle Smash Back Knuckle6PP16.2%
Slant Back Knuckle1P into Rage Kick1PK16.2%
backdash into Beat Spin KickP+KK16.2%
backdash into High Angle Upper Kick6K16.2%
backdash into Middle Smash6P16.2%
forward movement into punchP16.2%
punchP into High Angle Upper Kick6K16.2%
punchP into Jab StraightPP16.2%
punchP into forward movement16.2%

Lion

Career
0–4 · 0.0%
This season
3 matches · 0.0%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kishitsu Kasensou43P323.1%
backdash into Senshippo66P215.4%
Banchu6P17.7%
Banchu6P into evade down17.7%
KouhaitaiK+G into Kousoutai2K+G17.7%
backdash into Banchu6P17.7%
backdash into Koushutai44K17.7%
backdash into Touku Rigou Bantaitetsu46K+G17.7%
punchP into Koushu RensuiPP17.7%
punchP into forward dash17.7%

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)
  • Jean: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Lion: not tested (too few rounds)