VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

うぬ

Career matches5,472
Career win rate49.8%
Round win rate48.8%
Peak rank36
Distinct opponents295
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1619 #1,226 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

Kage365,4722,7232,74949.8%

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

1,989 of 2,668 rounds counted

5.9 inputs a second (356 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage5.93561,989

By opponent's character

Akira6.1368211
Jacky6.0358198
Jean6.0363137
Brad6.0361147
Lau6.0357104
Sarah5.9353107
Wolf5.9355120
Kage5.7345132
Lion6.0358119
Goh5.7341120
Aoi5.835180
Vanessa5.9355105
Pai6.036394
El Blaze5.734362
Jeffry5.935367
Shun5.835171
Eileen6.035739
Lei Fei6.036147
Taka5.532824
Dural6.43855

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

Akira74363848.6%+0.8
Jacky67274040.3%-7.6
Jean49262353.1%+6.5
Brad46222447.8%+1.6
Lau40172342.5%-4.7
Sarah40202050.0%+1.2
Wolf40231757.5%+9.3
Kage38172144.7%+4.7
Lion37152240.5%-5.7
Goh32151746.9%-2.7
Aoi29131644.8%-6.2
Vanessa29151451.7%+10.1
Pai28181064.3%+15.1
El Blaze25151060.0%+9.2
Jeffry25101540.0%-6.4
Shun2271531.8%-12.0
Eileen1610662.5%+11.0
Lei Fei167943.8%-4.9
Taka1321115.4%-33.8
Dural1010.0%-46.7

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.

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

Open77354245.5%-3.0
Octagon74274736.5%-12.3
Low Fence73393453.4%+5.0
Rectangle67373055.2%+10.0
Single Wall66283842.4%-4.0
Full Fence65313447.7%+1.9
Breakable Full Fence60352558.3%+12.0
Breakable Half Fence59273245.8%-1.0
Half Fence56253144.6%-4.9
Full Fence and Open29151451.7%+5.3

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls38147.8%47.1%+0.7
No walls21647.2%47.7%-0.5

Walls against open: +1.2 points (95% range -7.2 to +9.5), p 0.782 — 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

pesonkun0519 (Rank 37)2026/10/1862433.3%
自作マニア@いにしえ (Rank 36)2026/10/1772528.6%
溟渤 (Rank 31)2026/10/1752340.0%
アドリブ使い (Rank 33)2026/10/09117463.6%
poco/ぽこ (Rank 37)2026/10/0952340.0%
raduakira (Rank 38)2026/10/0653260.0%
abcdkazu1986 (Rank 36)2026/10/04115645.5%
hsat0310 (Rank 35)2026/10/02117463.6%
Umemon2026 (Rank 38)2026/10/0273442.9%
寿司眼鉄 (Rank 39)2026/09/261551033.3%
漂泊の民回線ジプシー (Rank 38)2026/09/2473442.9%
sonae-mon7501 (Rank 37)2026/09/2351420.0%
Sore (Rank 37)2026/09/1154180.0%
小名浜DC (Rank 37)2026/09/0873442.9%
ワクワク (Rank 34)2026/09/0253260.0%
kbs (Rank 34)2026/07/2753260.0%
太鼓の別人@夏Bonus無し (Rank 32)2026/07/25550100.0%
ヘニオ (Rank 32)2026/07/2352340.0%
Light (Rank 33)2026/07/1563350.0%
hayaya889 (Rank 33)2026/07/0454180.0%
ぷこ (Rank 37)2026/07/0452340.0%
五寸釘くん (Rank 34)2026/06/0562433.3%
lapislazuli (Rank 36)2026/06/0553260.0%
みんみんさん (Rank 35)2026/06/0364266.7%
タヒチ (Rank 32)2026/04/1864266.7%

Round openings

Kage

Career
2,723–2,749 · 49.8%
This season
667 matches · 47.2%
Peak rank
36

First hit in 50.1% of 2,495 rounds. Won 52.9% of the rounds they struck first, 45.7% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 74.9% of rounds, against 65.6% in their other rounds.
  • After the opponent opened the round before by attacking: waits first in 9.8% of rounds, against 5.0% after anything else.
  • After losing a round: backs off first in 31.6% of rounds, against 21.5% after winning one.
  • When behind: backs off first in 30.7% of rounds, against 24.7% when ahead or level.
  • In round 1: opens with “2P+K Senpujin” in 27.3% of rounds, against 11.1% in their other rounds.
  • After opening the round before with “44K Ura Tsumujigeri”: opens with “46P+K Hagakure-ryu In Raijingeki” in 18.8% of rounds, against 12.6% after anything else.
  • After winning a round: opens with “44K Ura Tsumujigeri” in 14.3% of rounds, against 9.7% after losing one.

How is this tested?

Senpujin2P+K38215.2%
Ura Tsumujigeri44K31912.7%
Hagakure-ryu In Raijingeki46P+K27510.9%
backdash into Furikakato OtoshiK+G26110.3%
backdash into Gen'you4K+G1847.3%
Nakageri3K1164.6%
Nakageri3K into guardG1104.4%
Hiji'uchi6P1084.3%
Ryubisen44K+G652.6%
guardG into throw escape491.9%
backdash into Fujinkyaku46K+G481.9%
SouhajinP+K471.9%
backdash into Kodachinuki4K471.9%
Rasen4P into backdash401.6%
guardG into Nakageri3K381.5%

117 further openings account for the other 433 rounds.

Counted from 626 of the 667 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
Akira18–19 · 49%11–13 · 46%too few to test
Jacky13–24 · 35%9–9 · 50%too few to test
Jean10–7 · 59%14–12 · 54%too few to test
Brad14–9 · 61%3–8 · 27%too few to test
Lau7–10 · 41%6–10 · 38%too few to test
Sarah9–5 · 64%11–11 · 50%too few to test
Kage9–15 · 38%4–3 · 57%too few to test
Wolf11–6 · 65%11–5 · 69%too few to test
Lion9–16 · 36%2–3 · 40%too few to test
Goh8–9 · 47%4–8 · 33%too few to test
Vanessa9–9 · 50%4–5 · 44%too few to test
Pai9–8 · 53%8–1 · 89%too few to test
El Blaze11–3 · 79%3–3 · 50%too few to test
Jeffry6–7 · 46%4–6 · 40%too few to test
Aoi9–7 · 56%1–3 · 25%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.

41 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: 7 of 15 tests hold up