VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

chocoballnaya2f

Career matches2,153
Career win rate51.3%
Round win rate50.3%
Peak rank31
Distinct opponents88
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1635 #1,130 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

Kage311,85992093949.5%
Wolf—1921177560.9%
Akira—102673565.7%

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

748 of 861 rounds counted

7.8 inputs a second (465 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.8465748

By opponent's character

Wolf7.9476113
Akira7.746053
Aoi7.746555
Shun7.746453
Jacky7.947647
Lion7.645850
Pai8.349735
Goh7.343734
Jean7.444434
Brad7.545238
Lau7.947538
Sarah7.947440
El Blaze7.545333
Kage8.148336
Jeffry7.545027
Vanessa7.444326
Eileen7.746121
Lei Fei8.148311
Taka7.54494

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

Wolf31171454.8%+5.9
Akira2112957.1%+2.9
Aoi1610662.5%+8.3
Shun1431121.4%-32.7
Jacky136746.1%-5.2
Lion1310376.9%+13.2
Pai127558.3%+9.4
Goh117463.6%+9.9
Jean114736.4%-10.5
Brad106460.0%+9.4
Lau104640.0%-6.6
Sarah103730.0%-16.4
El Blaze97277.8%+19.4
Kage94544.4%-3.5
Jeffry74357.1%+6.8
Vanessa73442.9%+1.5
Eileen53260.0%-0.3
Lei Fei3030.0%-41.9
Taka1010.0%-41.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Rectangle31181358.1%+0.2
Octagon27121544.4%-4.8
Breakable Full Fence26101638.5%-13.7
Breakable Half Fence2516964.0%+13.2
Open2281436.4%-16.9
Full Fence1912763.2%+14.2
Single Wall1771041.2%-8.3
Low Fence169756.2%+7.3
Half Fence116554.5%+1.6
Full Fence and Open53260.0%+13.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13953.2%52.3%+1.0
No walls5543.6%50.1%-6.5

Walls against open: +7.4 points (95% range -8.0 to +22.8), p 0.344 — 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

クレウル (Rank 33)2026/10/141761135.3%
こうちゃん(`ー´)SRGM (Rank 28)2026/10/1376185.7%
うをん (Rank 31)2026/10/1061516.7%
nanami.madogiwa (Rank 32)2026/10/0852340.0%
방가방가 (Rank 31)2026/10/0632166.7%
ギンブチ影 (Rank 31)2026/09/3054180.0%
Jyuryoku_Eileen (Rank 27)2026/09/2832166.7%
BigBoin (Rank 33)2026/09/283030.0%
ジャキる。 (Rank 32)2026/09/2763350.0%
なつ (Rank 32)2026/09/12440100.0%
黒シャツ (Rank 32)2026/09/0963350.0%
Light (Rank 31)2026/09/0832166.7%
AlicerLandeel (Rank 32)2026/09/0832166.7%
Aki (Rank 33)2026/09/0731233.3%
kojop-oyabin (Rank 29)2026/08/3132166.7%
Ka2 (Rank 29)2026/08/2831233.3%
佐藤です (Rank 30)2026/08/243030.0%
たわばTAWABA (Rank 27)2026/08/2142250.0%
鳩男 (Rank 31)2026/08/1994544.4%
ばねばば (Rank 32)2026/08/1941325.0%
金子です (Rank 29)2026/08/1742250.0%
あーにぃ (Rank 26)2026/08/1774357.1%
∈挙動不審∋ (Rank 32)2026/08/174040.0%
伍の人 (Rank 31)2026/08/0331233.3%
Koromo (Rank 32)2026/06/2252340.0%

Round openings

Kage

Career
920–939 · 49.5%
This season
213 matches · 51.6%
Peak rank
31

First hit in 41.8% of 784 rounds. Won 52.1% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • Against Wolf: evades first in 13.0% of rounds, against 6.2% against everyone else.
  • On Single Wall stages: backs off first in 40.0% of rounds, against 23.0% on the other stages.

How is this tested?

Kouten63214P12716.1%
Rasen4P506.3%
backdash into Senpujin2P+K384.8%
backdash into Gen'you4K+G354.4%
backdash into Kodachinuki4K313.9%
guardG313.9%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G232.9%
Hagakure-ryu In Raijingeki46P+K212.7%
forward movement into Rasen4P172.2%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G162.0%
evade down into crouch dash forward151.9%
guardG into evade down151.9%
Sokuten44P+K+G141.8%
crouch into Surigeri2K141.8%
evade down into forward dash141.8%

105 further openings account for the other 327 rounds.

Counted from 195 of the 213 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
Wolf12–6 · 67%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.

18 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: 2 of 15 tests hold up