VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

ace-heads69

  • Goh
Career matches6,071
Career win rate49.8%
Round win rate48.3%
Peak rank30
Distinct opponents371
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1477 #2,168 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

Kage305,9072,9352,97249.7%
Goh25164877753.0%

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

2,986 of 3,841 rounds counted

7.4 inputs a second (442 a minute) this season. Faster than 56% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.44422,906
Goh7.645880

By opponent's character

Akira7.6456448
Jacky7.2435229
Sarah7.2435247
Jeffry7.4445253
Goh7.4446176
Aoi7.3437232
Wolf7.8466174
Shun7.0422182
Lion7.6457139
Kage7.1426145
Jean7.1427139
Vanessa7.042171
Lei Fei7.4443126
Pai7.947266
Lau7.544992
Brad7.746188
El Blaze7.142476
Eileen7.243255
Taka7.544828
Dural6.941720

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

Akira128567243.8%-2.5
Jacky82315137.8%-5.1
Sarah78403851.3%+7.6
Jeffry75403553.3%+6.9
Goh71333846.5%+4.3
Aoi64313348.4%+2.0
Wolf64283643.8%+1.7
Shun54243044.4%+2.4
Lion47262155.3%+7.2
Kage44162836.4%-8.1
Jean38132534.2%-8.9
Vanessa37172046.0%+0.9
Lei Fei36162044.4%-2.7
Pai32181456.2%+9.2
Lau29111837.9%-12.2
Brad28101835.7%-4.9
El Blaze2481633.3%-8.7
Eileen1971236.8%-7.9
Taka96366.7%+7.3
Dural51420.0%-23.6

0 of 14 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 14 questions at once; about 0.7 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

Low Fence113456839.8%-6.8
Octagon112516145.5%+1.4
Single Wall111486343.2%+0.8
Breakable Full Fence93395441.9%-2.0
Full Fence92444847.8%+2.0
Half Fence92425045.6%+1.6
Open89454450.6%+6.2
Rectangle81404149.4%+1.5
Breakable Half Fence80285235.0%-9.7
Full Fence and Open53252847.2%+3.2

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
Walls55044.4%45.0%-0.6
No walls31344.1%44.4%-0.3

Walls against open: -0.3 points (95% range -7.4 to +6.8), p 0.934 — 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

鳩男 (Rank 31)2026/10/1164266.7%
tamaneen (Rank 32)2026/10/11135838.5%
はげまん (Rank 29)2026/10/11102820.0%
tentenn100 (Rank 30)2026/10/1072528.6%
a_h_i_k_o (Rank 28)2026/10/1084450.0%
しゅが~nsr (Rank 26)2026/10/0598188.9%
elf4sale (Rank 32)2026/09/29113827.3%
ぽん (Rank 29)2026/09/2974357.1%
hahaha (Rank 27)2026/09/2982625.0%
B.S.R-JP (Rank 30)2026/09/2865183.3%
Oo-Mujirushi-oO (Rank 30)2026/09/2861516.7%
クロサギ@はなちゃん (Rank 30)2026/09/1884450.0%
PuzzG/ぱず爺 (Rank 36)2026/09/0861516.7%
BANANA (Rank 30)2026/09/0694544.4%
乃木ぽん@こてつ.kuma (Rank 27)2026/09/06145935.7%
a-week-away (Rank 28)2026/09/02147750.0%
headup11 (Rank 27)2026/08/0485362.5%
南部の釣れないルアー (Rank 31)2026/08/0282625.0%
37 (Rank 29)2026/07/17137653.9%
syounai (Rank 27)2026/07/1382625.0%
CELIS (Rank 27)2026/07/081221016.7%
金田一の少年 (Rank 27)2026/07/0685362.5%
え~る (Rank 27)2026/07/0391811.1%
pinturicchio (Rank 30)2026/06/27113827.3%
drnneb75 (Rank 26)2026/06/2173442.9%

Round openings

Every character

backdash into Gen'you4K+G2887.8%
Kouten63214P2386.4%
backdash into Shippuzan3PP1814.9%
Rasen4P into Rasen Urageri4PK1764.8%
guardG1293.5%
Ryu'eikyaku66K1042.8%
forward movement into Rasen4P1022.8%
Engetsugeri9K+G852.3%
punchP into kickK792.1%
backdash into Hagakure-ryu In Shippujin4P+K+G651.8%
crouch dash back into Urasuisha3K+G641.7%
crouch into Nirenkyaku3KK621.7%
evade up into guardG561.5%
guardG into Rasen Urageri4PK501.4%
punchP into ResshouPP481.3%

332 further openings account for the other 1,975 rounds.

Counted from 926 of the 964 matches played. The rest were not pulled for openings.

Kage

Career
2,935–2,972 · 49.7%
This season
934 matches · 44.8%
Peak rank
30

First hit in 49.4% of 3,550 rounds. Won 51.6% of the rounds they struck first, 44.6% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 25.6% of rounds, against 16.0% in their other rounds.
  • Against Aoi: evades first in 21.5% of rounds, against 8.4% against everyone else.
  • After opening the round before by waiting: waits first in 22.0% of rounds, against 14.6% after anything else.
  • After winning a round: attacks straight away in 44.4% of rounds, against 29.5% after losing one.
  • When behind: waits first in 20.0% of rounds, against 12.9% when ahead or level.
  • In round 2: opens with “backdash into 4K+G Gen'you” in 13.3% of rounds, against 6.3% in their other rounds.
  • Against Lion: opens with “backdash into 4K+G Gen'you” in 13.9% of rounds, against 7.7% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 11.5% of rounds, against 3.4% after anything else.
  • After losing a round: opens with “G guard” in 5.1% of rounds, against 2.2% after winning one.
  • When behind: opens with “G guard” in 5.7% of rounds, against 2.4% when ahead or level.

How is this tested?

backdash into Gen'you4K+G2888.0%
Kouten63214P2386.6%
backdash into Shippuzan3PP1815.0%
Rasen4P into Rasen Urageri4PK1764.9%
guardG1283.6%
Ryu'eikyaku66K1042.9%
forward movement into Rasen4P1022.8%
Engetsugeri9K+G852.4%
punchP into kickK792.2%
backdash into Hagakure-ryu In Shippujin4P+K+G651.8%
crouch dash back into Urasuisha3K+G641.8%
crouch into Nirenkyaku3KK621.7%
evade up into guardG521.4%
guardG into Rasen Urageri4PK501.4%
punchP into ResshouPP481.3%

303 further openings account for the other 1,866 rounds.

Counted from 896 of the 934 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira33–50 · 40%14–14 · 50%too few to test
Jacky11–36 · 23%19–9 · 68%too few to test
Sarah17–21 · 45%12–10 · 55%too few to test
Jeffry21–18 · 54%11–13 · 46%too few to test
Goh14–17 · 45%14–13 · 52%too few to test
Wolf18–15 · 55%5–14 · 26%too few to test
Aoi15–10 · 60%9–14 · 39%too few to test
Shun11–12 · 48%8–12 · 40%too few to test
Lion17–15 · 53%7–5 · 58%too few to test
Kage9–14 · 39%1–11 · 8%too few to test
Jean7–10 · 41%3–14 · 18%too few to test
Lei Fei8–9 · 47%7–10 · 41%too few to test
Vanessa8–16 · 33%8–2 · 80%too few to test
Pai7–9 · 44%4–2 · 67%too few to test
Lau7–14 · 33%2–3 · 40%too few to test
Brad6–5 · 55%1–11 · 8%too few to test
El Blaze3–8 · 27%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.

38 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Goh

Career
87–77 · 53.0%
This season
30 matches · 46.7%
Peak rank
25

First hit in 52.2% of 113 rounds. Won 54.2% of the rounds they struck first, 38.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K119.7%
forward movement into Tsurane ShoudaPP119.7%
backdash into Soukyu46P87.0%
evade up76.1%
guardG into evade up65.3%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G54.4%
forward dash into Tsukikage6K54.4%
punchP into Tsurane ShoudaPP54.4%
backdash43.5%
backdash into Hoderi4P43.5%
evade up into guardG43.5%
backdash into Sune Kudaki43P32.6%
backdash into backward movement32.6%
Kirin33P21.8%
backdash into Jibishou3P+K21.8%

30 further openings account for the other 34 rounds.

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 (17 here; about 0.9 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: 10 of 17 tests hold up
  • Goh: not tested (too few rounds)