VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

Koromo

Career matches16,135
Career win rate48.7%
Round win rate49.0%
Peak rank34
Distinct opponents434
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1580 #1,480 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

Kage3416,1357,8548,28148.7%

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

3,466 of 5,584 rounds counted

6.7 inputs a second (405 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.74053,466

By opponent's character

Jacky6.7401371
Akira6.9415335
Goh6.8407299
Wolf7.1426264
Pai6.6395196
Kage6.8408208
Jeffry6.6397200
Lion6.4387141
Aoi6.8405222
Sarah6.6394217
Jean6.6396184
Lau6.9417151
Brad6.8408151
El Blaze6.7403136
Lei Fei6.740093
Shun6.8408125
Vanessa6.639592
Eileen6.639839
Taka6.840732
Dural6.438410

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

Jacky136676949.3%+0.5
Akira127586945.7%-2.5
Goh101495248.5%+2.9
Wolf101505149.5%-2.5
Pai89513857.3%+6.8
Kage87394844.8%-1.6
Jeffry84246028.6%-22.4
Lion82334940.2%-6.0
Aoi78413752.6%+2.7
Sarah75403553.3%+5.2
Jean67373055.2%+8.5
Lau65382758.5%+5.8
Brad60273345.0%+2.9
El Blaze58292950.0%+2.9
Lei Fei54332161.1%+14.2
Shun51222943.1%-5.8
Vanessa33151845.5%+0.9
Eileen1991047.4%-0.2
Taka113827.3%-18.1
Dural2020.0%-44.2

1 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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 Wall175878849.7%+1.6
Octagon141875461.7%+13.5
Breakable Half Fence136607644.1%-5.5
Full Fence136637346.3%-0.7
Low Fence135577842.2%-5.5
Open129626748.1%-0.0
Rectangle129636648.8%+0.1
Breakable Full Fence114496543.0%-5.5
Half Fence113575650.4%+4.1
Full Fence and Open87394844.8%-4.6

1 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
Walls76949.3%48.2%+1.1
No walls43946.9%47.9%-1.0

Walls against open: +2.0 points (95% range -3.9 to +8.0), p 0.499 — 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

YETI-2025 (Rank 31)2026/10/16105550.0%
∈挙動不審∋ (Rank 34)2026/10/141441028.6%
kagemaru1 (Rank 33)2026/10/1481712.5%
会長さん (Rank 36)2026/10/121321115.4%
お~ちゃん (Rank 35)2026/10/08124833.3%
danimura (Rank 35)2026/10/08106460.0%
さみぃ_ANTARES (Rank 32)2026/10/0382625.0%
alleni3xvf5ws (Rank 35)2026/10/03105550.0%
たか (Rank 30)2026/10/031611568.8%
nana-ushi (Rank 29)2026/09/2986275.0%
BigBoin (Rank 34)2026/09/17136746.1%
ヘニオ (Rank 34)2026/09/171971236.8%
jefrikko (Rank 34)2026/09/1182625.0%
moto__666 (Rank 30)2026/09/09124833.3%
ジークリオン (Rank 35)2026/09/09106460.0%
yta_k (Rank 34)2026/09/06102820.0%
〔ネ単〕-ZEN- (Rank 36)2026/08/3193633.3%
fly_taster22 (Rank 35)2026/08/28127558.3%
ねこむーと (Rank 36)2026/08/04125741.7%
DJG10159 (Rank 36)2026/06/1981712.5%
MikuMartineau (Rank 34)2026/06/121661037.5%
hayate (Rank 29)2026/06/07135838.5%
KumadaP (Rank 34)2026/04/25103730.0%
HB (Rank 29)2026/04/181110190.9%
てーらい (Rank 32)2026/03/27105550.0%

Round openings

Kage

Career
7,854–8,281 · 48.7%
This season
1,380 matches · 48.2%
Peak rank
34

First hit in 50.4% of 5,001 rounds. Won 52.3% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 2: evades first in 18.6% of rounds, against 13.0% in their other rounds.
  • Against Kage: attacks straight away in 65.3% of rounds, against 49.8% against everyone else.
  • On Rectangle stages: waits first in 29.9% of rounds, against 11.3% on the other stages.
  • After opening the round before by moving in: moves in first in 10.6% of rounds, against 1.0% after anything else.
  • After losing a round: waits first in 17.7% of rounds, against 8.1% after winning one.
  • When behind: waits first in 17.1% of rounds, against 9.9% when ahead or level.
  • Against Aoi: opens with “66K Ryu'eikyaku” in 15.0% of rounds, against 8.4% against everyone else.
  • On Rectangle stages: opens with “crouch into 3KK Nirenkyaku” in 15.4% of rounds, against 2.9% on the other stages.
  • After winning a round: opens with “backdash into 4K+G Gen'you” in 10.6% of rounds, against 7.2% after losing one.
  • When ahead: opens with “backdash into 4K+G Gen'you” in 11.1% of rounds, against 7.9% when level or behind.

How is this tested?

Ryu'eikyaku66K4458.8%
backdash into Gen'you4K+G4288.4%
punchP into Rasen4P2585.1%
crouch into Nirenkyaku3KK2074.1%
backdash into Furikakato OtoshiK+G1863.7%
punchP into ResshouPP1653.2%
evade down into crouch dash back1583.1%
Hiji'uchi6P1152.3%
Senpugeri7K1132.2%
evade up into crouch dash back1122.2%
punchP1072.1%
Ryubisen44K+G971.9%
Fusenjin3P into Shippuzan3PP931.8%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP861.7%
guardG841.7%

306 further openings account for the other 2,416 rounds.

Counted from 1,251 of the 1,380 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
Jacky36–39 · 48%21–24 · 47%+1.9
Akira28–32 · 47%18–22 · 45%-0.1
Wolf33–30 · 52%13–16 · 45%too few to test
Goh28–28 · 50%14–14 · 50%too few to test
Kage19–15 · 56%14–20 · 41%+12.2
Jeffry16–29 · 36%5–23 · 18%too few to test
Aoi23–17 · 58%14–12 · 54%too few to test
Pai24–23 · 51%11–4 · 73%too few to test
Sarah22–17 · 56%12–11 · 52%too few to test
Lion10–20 · 33%8–15 · 35%too few to test
Jean14–15 · 48%10–10 · 50%too few to test
El Blaze20–14 · 59%5–9 · 36%too few to test
Brad5–14 · 26%15–13 · 54%too few to test
Lei Fei21–16 · 57%8–2 · 80%too few to test
Shun10–14 · 42%5–8 · 38%too few to test
Lau17–12 · 59%7–6 · 54%too few to test
Vanessa5–4 · 56%6–5 · 55%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.

129 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?

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