VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

じゃったちえお

Career matches3,781
Career win rate46.5%
Round win rate50.1%
Peak rank27
Distinct opponents71
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1503 #1,996 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

Kage273,6801,7131,96746.5%
Taka—101475446.5%

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

285 of 591 rounds counted

6.1 inputs a second (368 a minute) this season. Faster than 22% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.1368285

By opponent's character

Aoi6.036231
Wolf6.036354
Akira6.237360
Jacky5.83477
Sarah6.036036
Lion6.438412
Goh6.539312
Lei Fei6.036222
Shun6.136816
Pai6.538923
Vanessa6.84114
Eileen5.33184
El Blaze6.33764

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

Aoi2213959.1%+4.7
Wolf2181338.1%-10.2
Akira1811761.1%+15.7
Jacky156940.0%-6.9
Sarah136746.1%-6.2
Lion86275.0%+16.9
Goh74357.1%+1.9
Jean62433.3%-3.9
Jeffry61516.7%-25.4
Lei Fei63350.0%-9.0
Shun63350.0%+4.5
Pai53260.0%+5.8
Kage4040.0%-51.7
Vanessa43175.0%+34.8
Brad21150.0%+13.0
Lau21150.0%-10.9
Eileen110100.0%+51.4
El Blaze110100.0%+51.4

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

Full Fence24121250.0%+0.7
Rectangle2171433.3%-14.1
Breakable Full Fence1913668.4%+22.8
Octagon1991047.4%-1.8
Open1771041.2%-5.6
Single Wall127558.3%-0.3
Low Fence95455.6%+9.4
Breakable Half Fence81712.5%-41.7
Half Fence75271.4%+6.7
Full Fence and Open52340.0%-4.2

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9848.0%49.6%-1.7
No walls3850.0%50.2%-0.2

Walls against open: -1.4 points (95% range -21.6 to +18.7), p 0.888 — 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

haruto0211 (Rank 27)2026/08/022020.0%
koiketyan (Rank 27)2026/08/0232166.7%
シシマルGT (Rank 26)2026/07/2632166.7%
Wonda15426 (Rank 27)2026/07/2651420.0%
Shurkn-_-pap03 (Rank 24)2026/07/2632166.7%
nutine69 (Rank 24)2026/07/2641325.0%
rikiyan-999 (Rank 29)2026/07/2632166.7%
takazindon (Rank 25)2026/07/20220100.0%
イチゲン (Rank 30)2026/07/2021150.0%
砂の橋 (Rank 26)2026/07/2052340.0%
BANANA (Rank 30)2026/07/2031233.3%
CELIS (Rank 27)2026/07/2054180.0%
culis (Rank 29)2026/04/2041325.0%
ガリバー (Rank 29)2026/04/202020.0%
金田一の少年 (Rank 26)2026/04/20220100.0%
りゅうのすけ (Rank 29)2026/04/2021150.0%
肉彦さん☆彡 (Rank 29)2026/04/12330100.0%
龍仙人【鬼手仏心】 (Rank 26)2026/03/302020.0%
JackRussellチビ助 (Rank 23)2026/03/3032166.7%
TERA (Rank 27)2026/03/3032166.7%
kobaman (Rank 24)2026/03/2921150.0%
fazz00r (Rank 28)2026/03/2941325.0%
hexa-RAh (Rank 26)2026/03/292020.0%
ほーげつ (Rank 26)2026/03/2975271.4%
pinturicchio (Rank 30)2026/03/2941325.0%

Round openings

Kage

Career
1,713–1,967 · 46.5%
This season
147 matches · 49.7%
Peak rank
27

First hit in 47.0% of 590 rounds. Won 55.6% of the rounds they struck first, 45.4% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 27.9% of rounds, against 14.6% in their other rounds.
  • After losing a round: opens with “P punch” in 11.3% of rounds, against 2.2% after winning one.
  • When behind: opens with “P punch” in 12.7% of rounds, against 3.2% when ahead or level.

How is this tested?

evade down into guardG335.6%
Rasen4P315.2%
backdash into Rasen4P305.1%
punchP305.1%
guardG294.9%
Yokoshutou4P+K274.6%
backdash into Gen'you4K+G264.4%
guardG into punchP223.7%
kickK193.2%
evade up183.0%
Rasen4P into throwP+G172.9%
Engetsugeri9K+G142.4%
Hagakure-ryu You Jumonji KamaeP+K+G132.2%
evade up into guardG91.5%
guardG into throw escape91.5%

113 further openings account for the other 264 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Aoi9–5 · 64%3–4 · 43%too few to test
Wolf5–7 · 42%1–5 · 17%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 (14 here; about 0.7 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: 3 of 14 tests hold up