VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

ドナドナ7

  • Goh
Career matches9,640
Career win rate52.5%
Round win rate50.2%
Peak rank43
Distinct opponents263
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1843 #259 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

Kage435,0522,7282,32454.0%
Goh404,5882,3372,25150.9%

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

4,577 of 5,264 rounds counted

5.7 inputs a second (344 a minute) this season. Faster than 12% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh5.73434,281
Kage6.1366296

By opponent's character

Jacky5.8346538
Lau5.9352445
Akira5.8345402
Kage5.5328415
Shun6.0358340
Sarah5.8346281
Lion5.9351242
Brad5.5331250
Vanessa5.8349230
Pai5.9355238
Aoi5.7343170
Wolf5.5331181
Jeffry5.7340152
Goh5.6338160
Jean5.5327138
El Blaze5.5332115
Lei Fei5.633462
Dural5.8350119
Eileen6.036250
Taka6.035949

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

Jacky153728147.1%-3.8
Lau126705655.6%+2.1
Akira118556346.6%-3.2
Kage108515747.2%-0.0
Shun93405343.0%-1.5
Sarah76472961.8%+14.2
Lion69323746.4%-5.5
Brad68363252.9%+4.2
Vanessa63243938.1%-6.7
Pai62293346.8%+1.0
Aoi55322358.2%+5.5
Wolf50292158.0%+8.0
Jeffry44222250.0%-4.5
Goh41251661.0%+7.9
Jean41113026.8%-26.5
El Blaze37162143.2%-2.9
Lei Fei33191457.6%+10.6
Dural28171160.7%+2.8
Eileen179852.9%+2.3
Taka137653.9%+5.2

0 of 15 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 15 questions at once; about 0.8 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

Single Wall149777251.7%+3.1
Half Fence145846157.9%+6.5
Rectangle144747051.4%+0.9
Breakable Half Fence139687148.9%-0.0
Low Fence139637645.3%-4.1
Octagon123527142.3%-7.5
Open119695058.0%+9.9
Full Fence116566048.3%-3.6
Breakable Full Fence106535350.0%+0.6
Full Fence and Open58233539.7%-10.7

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
Walls77350.1%50.3%-0.3
No walls40751.4%49.0%+2.4

Walls against open: -2.7 points (95% range -9.0 to +3.7), p 0.411 — 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

しょべるん (Rank 39)2026/10/182215768.2%
Mochi/かしわもち (Rank 39)2026/10/1837172046.0%
自作マニア@むめい。 (Rank 41)2026/10/1834191555.9%
鮫島sirzima (Rank 41)2026/10/18111109.1%
村長~災禍の中心~ (Rank 39)2026/10/1325131252.0%
じゃこビ (Rank 41)2026/10/1328101835.7%
フルレバ (Rank 35)2026/10/11178947.1%
nano_宜しくお願いします (Rank 36)2026/10/11128466.7%
★闘将拉麵男★ (Rank 36)2026/10/0444261859.1%
のーむ (Rank 39)2026/10/04135838.5%
ちび太☆らふぁ~る (Rank 42)2026/09/17124833.3%
kzkm92678 (Rank 37)2026/09/05139469.2%
いくお (Rank 42)2026/09/051861233.3%
guigui8393 (Rank 38)2026/09/05147750.0%
ぱりぱり (Rank 39)2026/09/051431121.4%
モブ太郎 (Rank 42)2026/09/04146842.9%
zakisan (Rank 38)2026/09/04117463.6%
Θ (Rank 39)2026/09/04116554.5%
こまがわ (Rank 39)2026/08/30168850.0%
Fibonacci (Rank 42)2026/08/30145935.7%
Umemon2026 (Rank 37)2026/08/30167943.8%
Aki (Rank 41)2026/08/29134930.8%
堂島様 (Rank 43)2026/08/29135838.5%
あむざん (Rank 42)2026/08/29121118.3%
津古さん (Rank 36)2026/08/23129375.0%

Round openings

Every character

evade down into punchP2635.5%
evade down into crouch dash forward2525.3%
Garyu66K2415.1%
Karura4P+K2314.9%
evade down into guardG2164.5%
crouch into Sune'uchi2P1964.1%
evade up into crouch dash forward1483.1%
evade down into evade up1352.8%
evade down into throw escape1322.8%
crouch dash forward into throw escape1262.6%
crouch dash forward into guardG1202.5%
evade up into punchP1192.5%
crouch dash forward into punchP1182.5%
Sune'uchi2P982.1%
crouch dash forward into evade down771.6%

372 further openings account for the other 2,283 rounds.

Counted from 1,167 of the 1,295 matches played. The rest were not pulled for openings.

Goh

Career
2,337–2,251 · 50.9%
This season
1,137 matches · 49.5%
Peak rank
40

First hit in 47.3% of 4,193 rounds. Won 52.9% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: backs off first in 12.0% of rounds, against 4.8% in their other rounds.
  • Against Akira: moves in first in 37.2% of rounds, against 18.2% against everyone else.
  • After opening the round before by evading: evades first in 50.6% of rounds, against 34.9% after anything else.
  • After the opponent opened the round before by moving in: backs off first in 11.7% of rounds, against 7.5% after anything else.
  • After winning a round: attacks straight away in 23.0% of rounds, against 11.0% after losing one.
  • When ahead: attacks straight away in 23.3% of rounds, against 13.4% when level or behind.
  • In round 1: opens with “4P+K Karura” in 9.2% of rounds, against 4.3% in their other rounds.
  • Against Jeffry: opens with “4P+K Karura” in 13.1% of rounds, against 5.2% against everyone else.
  • After opening the round before with “evade down into crouch dash forward”: opens with “evade down into crouch dash forward” in 14.8% of rounds, against 4.9% after anything else.
  • After winning a round: opens with “4P+K Karura” in 6.7% of rounds, against 1.9% after losing one.
  • When ahead: opens with “4P+K Karura” in 6.2% of rounds, against 3.1% when level or behind.

How is this tested?

Garyu66K2415.7%
evade down into punchP2345.5%
Karura4P+K2315.5%
evade down into crouch dash forward2265.4%
evade down into guardG2064.9%
crouch into Sune'uchi2P1964.7%
evade up into crouch dash forward1363.2%
evade down into evade up1303.1%
evade down into throw escape1293.1%
crouch dash forward into throw escape1132.7%
evade up into punchP1122.7%
crouch dash forward into guardG1092.6%
crouch dash forward into punchP1022.4%
Sune'uchi2P982.3%
crouch dash forward into evade down731.7%

279 further openings account for the other 1,877 rounds.

Counted from 1,035 of the 1,137 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky38–44 · 46%11–12 · 48%too few to test
Lau35–29 · 55%25–15 · 62%-9.3
Kage16–23 · 41%18–14 · 56%-18.6
Akira18–21 · 46%13–13 · 50%too few to test
Shun25–27 · 48%11–12 · 48%too few to test
Lion18–24 · 43%6–8 · 43%too few to test
Vanessa13–21 · 38%6–10 · 38%too few to test
Brad12–17 · 41%11–8 · 58%too few to test
Sarah19–14 · 58%13–7 · 65%too few to test
Pai14–10 · 58%7–12 · 37%too few to test
Wolf14–6 · 70%7–6 · 54%too few to test
Jeffry13–14 · 48%5–6 · 45%too few to test
Goh16–7 · 70%6–6 · 50%too few to test
Aoi21–7 · 75%3–4 · 43%too few to test
El Blaze9–11 · 45%4–7 · 36%too few to test
Jean8–21 · 28%1–4 · 20%too few to test
Dural12–8 · 60%4–0 · 100%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

102 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?

Kage

Career
2,728–2,324 · 54.0%
This season
158 matches · 50.6%
Peak rank
43

First hit in 50.2% of 536 rounds. Won 53.5% of the rounds they struck first, 50.6% of the rounds they were struck first.

Significant Tells

  • Against Jacky: evades first in 71.2% of rounds, against 39.0% against everyone else.
  • In round 2: opens with “backdash into 4K Kodachinuki” in 15.9% of rounds, against 7.1% in their other rounds.

How is this tested?

backdash into Kodachinuki4K509.2%
evade down into punchP295.3%
backward movement into Nagiharai6P+K285.2%
evade down into crouch dash forward264.8%
Hagakure-ryu In Raijingeki46P+K193.5%
evade up into Hagakure-ryu In Shippujin4P+K+G193.5%
crouch dash forward into punchP163.0%
evade down into Jizuridan2P163.0%
backdash into Ura Tsumujigeri44K132.4%
crouch dash forward into throw escape132.4%
crouch into Jizuridan2P132.4%
evade up into crouch dash forward122.2%
crouch dash forward into guardG112.0%
evade down into Fusenjin3P101.9%
evade down into guardG101.9%

121 further openings account for the other 257 rounds.

Counted from 132 of the 158 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 (32 here; about 1.6 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

  • Goh: 11 of 17 tests hold up
  • Kage: 2 of 15 tests hold up