VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

miso_kobe24

  • Wolf
Career matches6,230
Career win rate47.4%
Round win rate50.5%
Peak rank27
Distinct opponents274
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1465 #2,240 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

Kage273,6711,7231,94846.9%
Wolf272,5591,2271,33248.0%

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

2,371 of 3,445 rounds counted

6.4 inputs a second (382 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.7402913
Wolf6.23701,458

By opponent's character

Akira6.6396345
Kage6.4386245
Wolf6.6398199
Goh6.5393184
Lion6.3378141
Sarah6.2371151
Aoi6.0360121
Jacky6.2369156
Pai6.5389134
Jeffry6.5390115
Shun6.2371136
El Blaze6.2371100
Jean6.237394
Lei Fei6.337864
Lau6.337950
Brad6.337661
Eileen5.935651
Vanessa6.237411
Taka6.337613

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

Akira145856058.6%+4.5
Kage74443059.5%+4.7
Wolf68254336.8%-9.9
Goh62323051.6%+1.8
Lion58382065.5%+15.9
Sarah55223340.0%-12.8
Aoi54302455.6%+0.5
Jacky53242945.3%-2.8
Pai53272650.9%-1.6
Jeffry46262056.5%+7.9
Shun43222151.2%+1.3
El Blaze40192147.5%-5.0
Jean2491537.5%-12.2
Lei Fei22101245.5%-7.4
Lau2114766.7%+16.1
Brad1851327.8%-21.0
Eileen1871138.9%-1.3
Vanessa104640.0%-11.3
Taka43175.0%+6.6
Dural110100.0%+37.3

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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 Half Fence98504851.0%+2.0
Full Fence98514752.0%-1.6
Breakable Full Fence94445046.8%-3.4
Low Fence90434747.8%-3.4
Rectangle89484153.9%+3.8
Open84463854.8%+0.4
Half Fence82443853.7%+2.8
Single Wall81433853.1%+0.7
Octagon67402759.7%+9.7
Full Fence and Open44192543.2%-9.4

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls52852.5%50.8%+1.6
No walls25551.8%52.5%-0.8

Walls against open: +2.4 points (95% range -5.2 to +9.9), p 0.540 — 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

dalmax72 (Rank 21)2026/10/162517868.0%
a_h_i_k_o (Rank 28)2026/10/16124833.3%
A56-7W (Rank 27)2026/10/1691811.1%
wh-ida2 (Rank 24)2026/10/0929181162.1%
あかげら (Rank 24)2026/10/08105550.0%
トローリロートル (Rank 25)2026/10/081310376.9%
ゲス拳サンボ☆彡 (Rank 27)2026/10/06135838.5%
あなたのかみさま (Rank 24)2026/09/3073442.9%
MaxMuncy (Rank 26)2026/09/2926151157.7%
Jyuryoku_Eileen (Rank 26)2026/09/291331023.1%
ぽん (Rank 28)2026/09/28146842.9%
mitorakujo (Rank 28)2026/09/2894544.4%
え~る (Rank 27)2026/09/2473442.9%
NEKOz (Rank 27)2026/09/232216672.7%
要你命3000 (Rank 25)2026/09/16126650.0%
windowkhs (Rank 29)2026/09/1681712.5%
Penoco (Rank 24)2026/08/2773442.9%
osAnKIRA (Rank 22)2026/08/271881044.4%
こて (Rank 27)2026/08/2183537.5%
omuretukun (Rank 21)2026/08/052115671.4%
6132da (Rank 23)2026/08/021711664.7%
サーちゃん (Rank 22)2026/07/26169756.2%
xXsoul-childXx (Rank 29)2026/06/3082625.0%
TOMORV (Rank 28)2026/05/27125741.7%
委員ちょ (Rank 21)2026/04/1775271.4%

Round openings

Every character

guardG34610.6%
guardG into evade up3109.5%
crouch dash back into evade down1625.0%
guardG into evade down1444.4%
guardG into throwP+G952.9%
evade down into guardG692.1%
guardG into Jizuridan2P621.9%
guardG into punchP611.9%
Low Drop Kick62K521.6%
guardG into throw escape501.5%
backward movement471.4%
crouch dash forward into guardG471.4%
guardG into crouch dash back471.4%
throwP+G451.4%
guardG into crouch381.2%

363 further openings account for the other 1,692 rounds.

Counted from 823 of the 869 matches played. The rest were not pulled for openings.

Kage

Career
1,723–1,948 · 46.9%
This season
503 matches · 52.7%
Peak rank
27

First hit in 44.3% of 1,963 rounds. Won 55.3% of the rounds they struck first, 48.2% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 18.9% of rounds, against 8.6% in their other rounds.
  • Against Wolf: moves in first in 15.5% of rounds, against 6.4% against everyone else.
  • On Rectangle stages: moves in first in 14.3% of rounds, against 6.3% on the other stages.
  • After opening the round before by backing off: backs off first in 31.7% of rounds, against 20.4% after anything else.
  • After winning a round: attacks straight away in 12.0% of rounds, against 3.2% after losing one.
  • When ahead: attacks straight away in 11.0% of rounds, against 4.6% when level or behind.
  • In round 2: opens with “G guard into evade up” in 14.0% of rounds, against 9.3% in their other rounds.
  • Against Jeffry: opens with “crouch dash back into evade down” in 19.4% of rounds, against 6.3% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 18.6% of rounds, against 7.8% after anything else.
  • After losing a round: opens with “crouch dash back into evade down” in 10.4% of rounds, against 4.5% after winning one.
  • When behind: opens with “G guard into evade down” in 6.4% of rounds, against 3.6% when ahead or level.

How is this tested?

guardG into evade up20810.5%
guardG1668.3%
crouch dash back into evade down1386.9%
guardG into evade down954.8%
guardG into Jizuridan2P623.1%
evade down into guardG462.3%
guardG into crouch dash back462.3%
guardG into throwP+G402.0%
guardG into Fusenjin3P341.7%
evade down into crouch dash back331.7%
guardG into Nakageri3K331.7%
guardG into punchP321.6%
crouch dash forward into guardG301.5%
backdash into Gen'you4K+G281.4%
guardG into crouch dash forward281.4%

224 further openings account for the other 969 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira28–27 · 51%24–16 · 60%-6.1
Wolf15–24 · 38%2–5 · 29%too few to test
Lion15–9 · 62%9–2 · 82%too few to test
Kage16–6 · 73%5–2 · 71%too few to test
Aoi10–12 · 45%6–3 · 67%too few to test
Goh8–8 · 50%11–5 · 69%too few to test
Jacky8–13 · 38%2–3 · 40%too few to test
Pai5–9 · 36%6–5 · 55%too few to test
Sarah9–8 · 53%4–3 · 57%too few to test
Jeffry9–11 · 45%2–1 · 67%too few to test
Shun13–6 · 68%3–1 · 75%too few to test
El Blaze3–8 · 27%6–3 · 67%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.

How is this tested?

Wolf

Career
1,227–1,332 · 48.0%
This season
366 matches · 49.7%
Peak rank
27

First hit in 41.1% of 1,271 rounds. Won 51.2% of the rounds they struck first, 48.0% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 14.4% of rounds, against 6.2% in their other rounds.
  • Against El Blaze: backs off first in 50.0% of rounds, against 15.2% against everyone else.
  • After opening the round before by backing off: backs off first in 29.6% of rounds, against 11.4% after anything else.
  • After winning a round: attacks straight away in 24.6% of rounds, against 10.7% after losing one.
  • When ahead: attacks straight away in 22.1% of rounds, against 14.1% when level or behind.
  • In round 3: opens with “G guard into evade up” in 11.1% of rounds, against 7.0% in their other rounds.
  • Against Kage: opens with “G guard into evade down” in 8.5% of rounds, against 3.3% against everyone else.
  • After opening the round before with “G guard”: opens with “G guard” in 21.6% of rounds, against 13.1% after anything else.
  • After losing a round: opens with “G guard” in 20.6% of rounds, against 7.9% after winning one.
  • When ahead: opens with “62K Low Drop Kick” in 7.7% of rounds, against 2.8% when level or behind.

How is this tested?

guardG18014.1%
guardG into evade up1028.0%
guardG into throwP+G554.3%
Low Drop Kick62K524.1%
guardG into evade down493.8%
backward movement473.7%
guardG into throw escape433.4%
throwP+G423.3%
guardG into punchP292.3%
guardG into Low Drop Kick62K282.2%
guardG into Low Hammer2P282.2%
crouch dash back into evade down241.9%
evade down into guardG231.8%
guardG into Arrow Knuckle3P201.6%
throw escape201.6%

182 further openings account for the other 537 rounds.

Counted from 320 of the 366 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira15–4 · 79%5–8 · 38%too few to test
Kage14–11 · 56%1–2 · 33%too few to test
Goh10–7 · 59%1–8 · 11%too few to test
Sarah4–10 · 29%3–3 · 50%too few to test
Jacky9–6 · 60%2–3 · 40%too few to test
Pai12–0 · 100%2–8 · 20%too few to test
Lion11–1 · 92%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.

46 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 (30 here; about 1.5 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: 11 of 15 tests hold up
  • Wolf: 10 of 15 tests hold up