VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

塔崎ベル@VT

Career matches2,422
Career win rate53.2%
Round win rate50.9%
Peak rank38
Distinct opponents109
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1744 #605 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

Kage382,4191,2881,13153.2%
Akira—31233.3%

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

1,175 of 1,259 rounds counted

9.6 inputs a second (575 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage9.65751,175

By opponent's character

Jacky9.7579178
Akira10.1604155
Goh9.356194
Lion9.255259
Kage9.959488
Lau9.758073
Jean9.456377
Sarah9.154451
Aoi9.657454
Brad9.456560
Wolf9.959367
Pai9.858862
Lei Fei9.355844
El Blaze9.255442
Shun8.953725
Dural10.060217
Eileen8.752214
Jeffry9.85888
Taka8.24937

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

Jacky41202148.8%-6.2
Akira37201754.0%-0.3
Goh25131252.0%+4.1
Lion23101343.5%+2.0
Kage22121054.5%+7.1
Lau2011955.0%+2.3
Jean1871138.9%-13.7
Sarah1813572.2%+20.3
Aoi1651131.2%-22.0
Brad1610662.5%+11.0
Wolf167943.8%-14.3
Pai1511473.3%+20.4
Lei Fei138561.5%+2.2
El Blaze116554.5%+2.9
Shun63350.0%+4.4
Dural42250.0%+1.1
Eileen31233.3%-10.0
Jeffry21150.0%+2.3
Taka2020.0%-52.1
Vanessa2020.0%-38.9

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

Breakable Full Fence48272156.2%+5.3
Low Fence47222546.8%-2.6
Full Fence40202050.0%-1.3
Octagon33141942.4%-9.7
Single Wall31161551.6%-2.4
Rectangle29151451.7%+2.5
Half Fence2011955.0%-2.4
Breakable Half Fence1711664.7%+14.6
Open168850.0%-2.1
Full Fence and Open85362.5%+14.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18752.4%51.7%+0.7
No walls9448.9%51.1%-2.2

Walls against open: +2.9 points (95% range -9.5 to +15.3), p 0.644 — 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

えびもち (Rank 33)2026/10/1753260.0%
poteto (Rank 35)2026/10/17129375.0%
しーちゃん (Rank 38)2026/10/1743175.0%
ゆ~やん3 (Rank 40)2026/10/1571614.3%
Nkun2026 (Rank 40)2026/10/154040.0%
ふぇに (Rank 36)2026/10/1542250.0%
ZRX-1100 (Rank 37)2026/10/1584450.0%
マクシミリアン15世 (Rank 33)2026/10/1462433.3%
妹に運転を教える (Rank 38)2026/10/1184450.0%
かんしゅ (Rank 41)2026/10/0951420.0%
藪からBOY (Rank 43)2026/10/0951420.0%
そうたいちょ★ (Rank 36)2026/10/0843175.0%
∈挙動不審∋ (Rank 36)2026/09/2952340.0%
Nn_nekosuke (Rank 37)2026/09/2953260.0%
aona (Rank 35)2026/09/2584450.0%
ドランクン//Konpay (Rank 37)2026/09/1852340.0%
zakisan (Rank 36)2026/09/1874357.1%
あぽろん (Rank 37)2026/09/1351420.0%
ロストマン (Rank 34)2026/09/09550100.0%
貧乏リオン/binboulion (Rank 37)2026/07/2663350.0%
テクノモデル (Rank 35)2026/07/2684450.0%
もっこり (Rank 35)2026/07/2552340.0%
JKSTW(SEGAWORLD大亞店) (Rank 33)2026/07/2253260.0%
どっせ・ざ・ろっく! (Rank 38)2026/04/1083537.5%
あいりく (Rank 35)2026/03/3054180.0%

Round openings

Kage

Career
1,288–1,131 · 53.2%
This season
310 matches · 51.6%
Peak rank
38

First hit in 57.9% of 782 rounds. Won 54.3% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: attacks straight away in 56.4% of rounds, against 36.7% after anything else.

How is this tested?

Hiji'uchi6P20425.6%
backdash into Furikakato OtoshiK+G597.4%
backdash into evade down577.2%
backdash into Nakageri3K496.2%
Rasen4P425.3%
backdash into Hiji'uchi6P324.0%
Senpujin2P+K263.3%
backdash into Ura Tsumujigeri44K243.0%
backdash into Rasen4P212.6%
backdash into evade up182.3%
Ura Tsumujigeri44K162.0%
backdash into Gen'you4K+G162.0%
backdash into Ryubisen44K+G162.0%
backdash into Rakujin Gaeri44P111.4%
backdash into Hagakure-ryu In Raijingeki46P+K101.2%

76 further openings account for the other 196 rounds.

Counted from 196 of the 310 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
Jacky7–5 · 58%7–5 · 58%too few to test
Akira5–5 · 50%5–4 · 56%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.

114 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 (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: 1 of 15 tests hold up