VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

yuukii2828

Career matches471
Career win rate56.9%
Round win rate54.0%
Peak rank27
Distinct opponents158
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1447 #2,367 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

Kage2747126820356.9%

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

748 of 1,115 rounds counted

7.5 inputs a second (448 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.5448748

By opponent's character

Jacky7.3436103
Akira7.444678
Wolf7.645789
Lion7.745960
Shun8.047744
Lau7.444731
Sarah7.343932
Jeffry8.148841
Kage7.243045
Aoi7.142538
El Blaze7.142429
Vanessa8.047943
Goh7.846635
Pai6.941219
Jean7.645725
Brad6.739913
Taka6.438611
Lei Fei6.63968
Eileen7.24334

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

Jacky44301468.2%+17.5
Akira31171454.8%-4.3
Wolf28121642.9%-12.1
Lion2214863.6%+12.7
Shun1991047.4%-8.8
Lau1812666.7%+15.3
Sarah1812666.7%+12.9
Jeffry1610662.5%+4.9
Kage149564.3%+5.4
Aoi116554.5%-7.4
El Blaze106460.0%+8.2
Vanessa104640.0%-20.5
Goh92722.2%-35.8
Pai85362.5%+5.2
Jean72528.6%-23.7
Brad5050.0%-49.1
Taka52340.0%-18.0
Lei Fei31233.3%-11.4
Eileen110100.0%+44.2

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Half Fence30181260.0%+9.8
Low Fence30151550.0%-8.4
Rectangle30171356.7%+4.9
Full Fence29141548.3%-7.7
Open29151451.7%-4.7
Breakable Full Fence28141450.0%-2.1
Breakable Half Fence28141450.0%-7.7
Single Wall2718966.7%+11.4
Octagon2316769.6%+11.9
Full Fence and Open149564.3%+2.3

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16855.4%54.2%+1.2
No walls8655.8%56.6%-0.8

Walls against open: +2.0 points (95% range -12.0 to +16.0), p 0.780 — 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

トマト牛乳♪ (Rank 27)2026/06/284040.0%
ダイ (Rank 24)2026/06/2731233.3%
うをん (Rank 30)2026/06/2731233.3%
jackgnhang (Rank 29)2026/06/2631233.3%
44884 (Rank 29)2026/06/2231233.3%
Varsity0326 (Rank 28)2026/06/1664266.7%
STH-6000 (Rank 28)2026/06/1642250.0%
ORENGE_12$ (Rank 24)2026/06/1632166.7%
nasumiso (Rank 27)2026/06/163030.0%
ace-heads69 (Rank 26)2026/06/1432166.7%
takeyan5608 (Rank 28)2026/06/073030.0%
Konjikinoame (Rank 26)2026/05/3132166.7%
WeeWeeW (Rank 26)2026/05/2842250.0%
Gapkie (Rank 29)2026/05/2331233.3%
DON1031 (Rank 24)2026/05/1853260.0%
syounai (Rank 25)2026/05/1732166.7%
Side_mountain-n (Rank 24)2026/05/1731233.3%
sicker02 (Rank 28)2026/05/1242250.0%
SUTEKI-_-san (Rank 28)2026/05/123030.0%
ごめす (Rank 21)2026/05/06330100.0%
PoPo (Rank 17)2026/05/0554180.0%
souta_9260 (Rank 13)2026/05/05330100.0%
こうじ (Rank 13)2026/05/05440100.0%
ほね (Rank 12)2026/05/05440100.0%
soso159 (Rank 16)2026/05/0532166.7%

Round openings

Kage

Career
268–203 · 56.9%
This season
279 matches · 55.2%
Peak rank
27

First hit in 56.6% of 1,113 rounds. Won 57.1% of the rounds they struck first, 50.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 69.5% of rounds, against 44.7% in their other rounds.
  • In round 1: opens with “backdash into 4K+G Gen'you” in 31.5% of rounds, against 12.4% in their other rounds.
  • Against Vanessa: opens with “backdash” in 18.6% of rounds, against 4.2% against everyone else.
  • On Full Fence and Open stages: opens with “backdash into backward movement” in 23.7% of rounds, against 10.6% on the other stages.

How is this tested?

backdash into Gen'you4K+G19217.2%
backdash into backward movement12911.5%
Hagakure-ryu In Raijingeki46P+K877.8%
Rasen4P665.9%
backdash534.7%
ResshouPP into SandangekiPPP494.4%
backdash into guardG413.7%
backdash into evade down363.2%
backward movement into Nagiharai6P+K333.0%
Rasen4P into Rasen Urageri4PK292.6%
evade down into guardG252.2%
guardG into evade down211.9%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP181.6%
Soumenwari1P+K171.5%
Yokoshutou4P+K into Sunebarai4P+KP171.5%

109 further openings account for the other 305 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky20–5 · 80%9–8 · 53%too few to test
Akira8–4 · 67%7–7 · 50%too few to test
Wolf5–11 · 31%7–5 · 58%too few to test
Lion8–5 · 62%4–3 · 57%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 (15 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: 4 of 15 tests hold up