VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Kage

generalripper114

Career matches6,142
Career win rate59.8%
Round win rate53.1%
Peak rank41
Distinct opponents97
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1766 #488 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

Kage416,1423,6742,46859.8%

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

2,603 of 3,850 rounds counted

5.3 inputs a second (321 a minute) this season. Faster than 6% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage5.33212,603

By opponent's character

Lion5.4322374
Akira5.5330314
Sarah5.5328117
Lei Fei5.2314137
El Blaze5.0303213
Dural5.3317238
Pai5.3319170
Jean5.5328181
Lau5.4322106
Brad5.4326159
Wolf5.231542
Aoi5.532880
Kage5.332097
Vanessa5.231181
Taka5.231482
Jacky5.533272
Goh5.834520
Shun5.532745
Jeffry5.130846
Eileen5.432429

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

Lion111525946.9%+8.8
Akira105624359.0%+1.2
Sarah103594457.3%+5.0
Lei Fei79295036.7%-11.3
El Blaze70274338.6%-7.1
Dural62441871.0%+8.6
Pai59243540.7%-9.6
Jean49301961.2%+7.8
Lau43192444.2%-9.8
Brad39271269.2%+7.3
Wolf37241364.9%+8.8
Aoi35221362.9%-2.0
Kage32191359.4%-4.0
Vanessa3072323.3%-14.9
Taka28151353.6%-10.6
Jacky2420483.3%+6.9
Goh1914573.7%+5.3
Shun1711664.7%-7.5
Jeffry148657.1%-4.6
Eileen98188.9%+17.5

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

Octagon123606348.8%-5.3
Full Fence110624856.4%+4.0
Low Fence108575152.8%-2.7
Single Wall105555052.4%-0.7
Half Fence95534255.8%+0.1
Rectangle91484352.8%-3.9
Breakable Full Fence90454550.0%-4.1
Open88563263.6%+9.3
Breakable Half Fence81433853.1%-0.7
Full Fence and Open48311764.6%+8.4

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
Walls59052.7%54.2%-1.5
No walls30155.8%54.4%+1.4

Walls against open: -2.9 points (95% range -10.2 to +4.4), p 0.435 — 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

BLACKALERT!!! (Rank 41)2026/09/152852317.9%
GangBanger9000 (Rank 37)2026/09/09136746.1%
Akai (Rank 40)2026/09/0929111837.9%
DEExTHAxGEE (Rank 40)2026/09/093082226.7%
RentalAnimator (Rank 42)2026/09/0995405542.1%
GenesisFrenzy (Rank 38)2026/09/05112918.2%
BLACKSTAR (Rank 35)2026/09/0590603066.7%
VFNumbers (Rank 35)2026/08/2959213835.6%
RushdownTurtle(RDT) (Rank 37)2026/08/26168850.0%
Pudding (Rank 41)2026/08/2170353550.0%
n.fang (Rank 39)2026/08/1851312060.8%
iKillYouXChicken (Rank 38)2026/08/042071335.0%
KNR (Rank 41)2026/08/02104640.0%
SC1_Signia (Rank 37)2026/07/31105550.0%
ChilePiquín (Rank 35)2026/07/301412285.7%
SugarBear (Rank 35)2026/07/29148657.1%
Jaguar (Rank 36)2026/07/281912763.2%
RareEntity (Rank 42)2026/07/262281436.4%
SFPunker (Rank 37)2026/07/252214863.6%
UltraSeBassツ (Rank 35)2026/07/1838281073.7%
kungfusmurf (Rank 36)2026/06/241761135.3%
y2d (Rank 37)2026/06/162432112.5%
Jimi_Claymore_AK (Rank 41)2026/05/17113827.3%
YURAYURATEISHOKU (Rank 40)2026/05/07104640.0%
onuelito (Rank 36)2026/04/22114736.4%

Round openings

Kage

Career
3,674–2,468 · 59.8%
This season
965 matches · 54.0%
Peak rank
41

First hit in 50.5% of 3,820 rounds. Won 56.6% of the rounds they struck first, 49.7% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 4.7% of rounds, against 2.4% in their other rounds.
  • Against Lion: evades first in 10.0% of rounds, against 2.0% against everyone else.
  • On Rectangle stages: backs off first in 55.4% of rounds, against 46.9% on the other stages.
  • After opening the round before by waiting: waits first in 13.2% of rounds, against 2.0% after anything else.
  • After the opponent opened the round before by waiting: waits first in 4.4% of rounds, against 2.2% after anything else.
  • After losing a round: backs off first in 49.8% of rounds, against 44.5% after winning one.
  • When ahead: evades first in 5.0% of rounds, against 2.4% when level or behind.
  • In round 1: opens with “backdash into 4K+G Gen'you” in 23.0% of rounds, against 13.5% in their other rounds.
  • Against Lion: opens with “44P+K+G Sokuten into 4P+K+G Hagakure-ryu In Shippujin” in 23.7% of rounds, against 9.0% against everyone else.
  • On Rectangle stages: opens with “backdash into 4P Rasen” in 30.2% of rounds, against 10.0% on the other stages.
  • After opening the round before with “44P+K+G Sokuten into 4P+K+G Hagakure-ryu In Shippujin”: opens with “44P+K+G Sokuten into 4P+K+G Hagakure-ryu In Shippujin” in 22.9% of rounds, against 10.9% after anything else.
  • After losing a round: opens with “backdash into 4K+G Gen'you” in 17.8% of rounds, against 9.7% after winning one.
  • When behind: opens with “backdash into 4K+G Gen'you” in 17.8% of rounds, against 11.6% when ahead or level.

How is this tested?

backdash into Gen'you4K+G61415.9%
backdash into Rasen4P47312.2%
Rasen4P into Rasen Urageri4PK44311.5%
Sokuten44P+K+G into Hagakure-ryu In Shippujin4P+K+G41410.7%
backdash into Furikakato OtoshiK+G3288.5%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G2295.9%
Rasen4P into backward movement1163.0%
backdash into evade up1112.9%
evade up into kickK1032.7%
Rasen4P into Hagakure-ryu In Shippujin4P+K+G982.5%
Fusen Renkyaku6K+G972.5%
backdash into Fusen Renkyaku6K+G521.3%
Rasen4P451.2%
guardG into throw escape421.1%
backdash into punchP371.0%

119 further openings account for the other 665 rounds.

By stage type

Record against each character on walled and open stages, as Kage

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lion31–38 · 45%19–19 · 50%too few to test
Akira40–27 · 60%17–12 · 59%too few to test
Sarah32–29 · 52%23–13 · 64%too few to test
Lei Fei16–27 · 37%10–16 · 38%too few to test
El Blaze22–27 · 45%3–12 · 20%too few to test
Dural30–16 · 65%10–2 · 83%too few to test
Pai12–18 · 40%9–11 · 45%too few to test
Jean22–15 · 59%6–3 · 67%too few to test
Lau13–18 · 42%5–4 · 56%too few to test
Brad18–9 · 67%7–3 · 70%too few to test
Wolf12–9 · 57%10–4 · 71%too few to test
Aoi14–6 · 70%8–7 · 53%too few to test
Kage10–8 · 56%7–4 · 64%too few to test
Vanessa2–12 · 14%5–9 · 36%too few to test
Taka10–9 · 53%3–3 · 50%too few to test
Jacky6–0 · 100%10–4 · 71%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.

How is this tested?

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 (16 here; about 0.8 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: 13 of 16 tests hold up