VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

.

Career matches758
Career win rate64.4%
Round win rate54.4%
Peak rank41
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1926 #96 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

Kage4175848827064.4%

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

610 of 610 rounds counted

9.9 inputs a second (595 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage9.9595610

By opponent's character

Akira10.261084
Shun9.859178
Lau10.160465
Lion9.959262
Sarah9.657647
Goh10.060143
Brad10.663834
Pai9.355834
Jean10.261528
Lei Fei9.054230
Jacky10.060224
Aoi10.462417
El Blaze9.959717
Kage9.657815
Vanessa9.557314
Jeffry10.16039
Wolf10.76399

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

Akira2216672.7%+10.3
Shun1916384.2%+29.6
Lau167943.8%-12.7
Lion1611568.8%+16.0
Sarah125741.7%-22.1
Goh117463.6%+6.9
Brad97277.8%+14.2
Pai86275.0%+11.2
Jean73442.9%-23.4
Lei Fei73442.9%-14.3
Jacky63350.0%-16.3
Aoi4040.0%-68.0
El Blaze41325.0%-12.2
Kage43175.0%+8.0
Vanessa42250.0%+3.3
Jeffry2020.0%-58.0
Wolf21150.0%-19.4

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

Low Fence2318578.3%+14.2
Breakable Half Fence22111150.0%-10.7
Octagon1814477.8%+17.1
Open1881044.4%-10.8
Breakable Full Fence137653.9%-7.7
Half Fence115645.5%-20.9
Full Fence104640.0%-10.5
Full Fence and Open105550.0%-11.7
Rectangle106460.0%-1.6
Single Wall106460.0%+7.0

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
Walls8456.0%60.1%-4.1
No walls5162.7%59.4%+3.4

Walls against open: -7.5 points (95% range -26.9 to +11.8), p 0.446 — 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

うるヲ参拾 (Rank 39)2026/10/1853260.0%
黒りゅう/んゆ (Rank 15)2026/10/16550100.0%
siroiro_16bit (Rank 40)2026/10/1631233.3%
あむざん (Rank 43)2026/10/1598188.9%
ハマラウ (Rank 42)2026/10/08115645.5%
sarurou-youtube (Rank 39)2026/10/0876185.7%
カルティカ (Rank 42)2026/10/0821150.0%
stagew (Rank 39)2026/10/0632166.7%
uomofastidioso (Rank 38)2026/08/0332166.7%
Lig_Nic (Rank 39)2026/07/2753260.0%
ジンベエ (Rank 41)2026/07/2732166.7%
ぱりぱり (Rank 41)2026/07/2652340.0%
hikabun (Rank 35)2026/07/2632166.7%
貧乏リオン/binboulion (Rank 37)2026/07/2654180.0%
Sore (Rank 36)2026/07/2653260.0%
jokey_awe94 (Rank 39)2026/07/2631233.3%
しょべるん (Rank 37)2026/07/25220100.0%
やまだ.com (Rank 36)2026/07/25220100.0%
イイクルーン (Rank 38)2026/07/2532166.7%
RedCap (Rank 41)2026/07/2531233.3%
いくお (Rank 43)2026/07/2541325.0%
ゲッパー (Rank 38)2026/07/2575271.4%
ラーメソマソ (Rank 44)2026/07/2232166.7%
硬め濃いめ少なめお米 (Rank 41)2026/07/2231233.3%
はいぱ~ちゃん (Rank 38)2026/06/22330100.0%

Round openings

Kage

Career
488–270 · 64.4%
This season
153 matches · 59.5%
Peak rank
41

First hit in 53.6% of 433 rounds. Won 55.6% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

  • After winning a round: backs off first in 56.4% of rounds, against 37.0% after losing one.

How is this tested?

backdash into throw escape388.5%
backdash into Kodachinuki4K347.6%
Hagakure-ryu In Raijingeki46P+K316.9%
Jizuridan2P316.9%
backdash into Nakageri3K194.2%
Rasen4P184.0%
guardG into throw escape184.0%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G173.8%
backdash into evade up163.6%
Surigeri2K102.2%
Yokoshutou4P+K102.2%
backdash into evade down102.2%
forward dash into throwP+G92.0%
forward dash into Hiji'uchi6P81.8%
punchP into ResshouPP81.8%

73 further openings account for the other 170 rounds.

Counted from 111 of the 153 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 (14 here; about 0.7 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: 1 of 14 tests hold up