VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

みみぞう

  • Akira
  • Wolf
  • Aoi
Career matches1,635
Career win rate45.8%
Round win rate36.5%
Peak rank24
Distinct opponents53
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1130 #3,556 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

Kage241,02650152548.8%
Akira2151921130840.7%
Wolf2187375042.5%
Aoi213030.0%

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

683 of 683 rounds counted

5.8 inputs a second (348 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage5.6334453
Akira6.9412108
Wolf5.8346106
Aoi5.835116

By opponent's character

Vanessa6.136487
Akira6.036380
Pai5.633787
Shun5.734455
Lei Fei6.035855
Lion5.935647
Sarah5.935246
Goh5.231441
Kage5.231244
Brad6.639624
El Blaze5.332025
Aoi5.835124
Wolf6.338122
Jacky6.035818
Lau5.230917
Jeffry5.633311

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

Vanessa2291340.9%-0.1
Akira2151623.8%+1.5
Pai2161528.6%+7.2
Shun1621412.5%-13.9
Lei Fei1531220.0%-6.3
Lion1431121.4%-4.2
Sarah1221016.7%-18.2
Goh118372.7%+46.0
Kage115645.5%+7.3
Brad71614.3%-30.6
El Blaze71614.3%-4.1
Aoi62433.3%-8.0
Wolf63350.0%+29.4
Jacky5050.0%-23.4
Lau53260.0%+29.8
Jeffry31233.3%-28.4

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

Open24111345.8%+19.4
Half Fence2361726.1%-1.8
Octagon2351821.7%-4.9
Breakable Full Fence2051525.0%+0.7
Single Wall2071335.0%-0.6
Breakable Half Fence1861233.3%+4.6
Full Fence1631318.8%-15.9
Low Fence1521313.3%-18.0
Rectangle134930.8%+0.2
Full Fence and Open83537.5%-2.4

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
Walls11325.7%28.1%-2.4
No walls5933.9%31.4%+2.5

Walls against open: -4.9 points (95% range -21.5 to +11.7), p 0.563 — 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

ばくちーラウ (Rank 21)2026/09/1753260.0%
dalmax72 (Rank 21)2026/09/1784450.0%
ゆた (Rank 21)2026/09/17123925.0%
あかげら (Rank 24)2026/09/1792722.2%
Satotti_3104 (Rank 23)2026/09/174040.0%
omuretukun (Rank 23)2026/09/1791811.1%
こうちゃん(`ー´)SRGM (Rank 27)2026/08/3131233.3%
E-BB1 (Rank 26)2026/08/3131233.3%
mokemotio (Rank 21)2026/08/3131233.3%
しんのじ (Rank 26)2026/08/314040.0%
umintyu-99 (Rank 21)2026/08/3153260.0%
あなたのかみさま (Rank 25)2026/08/3151420.0%
ちぇびーまるやま (Rank 21)2026/08/3131233.3%
とかげ (Rank 23)2026/08/314040.0%
委員ちょ (Rank 21)2026/08/3142250.0%
tsben3218 (Rank 22)2026/08/3141325.0%
サーちゃん (Rank 23)2026/08/254040.0%
bellcharleel (Rank 23)2026/08/2552340.0%
nanoka-222 (Rank 25)2026/08/2593633.3%
HongSam1 (Rank 21)2026/08/253030.0%
nikuzuki (Rank 29)2026/08/2553260.0%
ぽん (Rank 27)2026/08/256060.0%
a_h_i_k_o (Rank 26)2026/08/2592722.2%
sonic_heroics54 (Rank 17)2026/08/2554180.0%
mitorakujo (Rank 26)2026/08/254040.0%

Round openings

Every character

forward movement into SandangekiPPP11717.1%
evade down into crouch7210.5%
guardG233.4%
evade down into Jizuridan2P223.2%
backdash into Gen'you4K+G202.9%
crouch into Surigeri2K182.6%
evade down into Housui2P162.3%
Engetsugeri9K+G142.0%
forward movement into One Two UpperPPP142.0%
ResshouPP into SandangekiPPP131.9%
evade down into guardG131.9%
backdash111.6%
kickK into Double High KickKK101.5%
Senpujin2P+K into Fujin Urasuisha2P+KK91.3%
backdash into Fujinkyaku46K+G91.3%

157 further openings account for the other 302 rounds.

Kage

Career
501–525 · 48.8%
This season
123 matches · 30.9%
Peak rank
24

First hit in 57.0% of 453 rounds. Won 40.7% of the rounds they struck first, 30.3% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 26.0% of rounds, against 12.4% in their other rounds.
  • On Single Wall stages: backs off first in 41.7% of rounds, against 17.9% on the other stages.
  • After opening the round before by backing off: backs off first in 42.9% of rounds, against 18.6% after anything else.
  • After landing the first hit of the round before: backs off first in 29.3% of rounds, against 16.9% after being hit first.
  • In round 1: opens with “forward movement into PPP Sandangeki” in 35.0% of rounds, against 22.4% in their other rounds.

How is this tested?

forward movement into SandangekiPPP11725.8%
evade down into crouch4810.6%
evade down into Jizuridan2P224.9%
backdash into Gen'you4K+G204.4%
crouch into Surigeri2K184.0%
Engetsugeri9K+G143.1%
ResshouPP into SandangekiPPP132.9%
guardG132.9%
backdash112.4%
Senpujin2P+K into Fujin Urasuisha2P+KK92.0%
backdash into Fujinkyaku46K+G92.0%
evade down into Surigeri2K92.0%
backdash into Engetsugeri9K+G71.6%
backdash into Senpujin2P+K71.6%
Ryu'eikyaku66K into kickK61.3%

80 further openings account for the other 130 rounds.

Akira

Career
211–308 · 40.7%
This season
29 matches · 20.7%
Peak rank
21

First hit in 62.0% of 108 rounds. Won 28.4% of the rounds they struck first, 31.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Housui2P1614.8%
evade down into crouch98.3%
crouch dash forward into Souka Housui3P+K76.5%
Rimon Chouchu66P into forward dash54.6%
guardG54.6%
SoutoP+K32.8%
crouch32.8%
crouch into Chouyoushu1P32.8%
forward dash into guardG32.8%
Chouyoushu1P21.9%
Chouyoushu1P into Housui2P21.9%
backdash into Chouyoushu1P21.9%
backdash into backward movement21.9%
crouch dash back into evade down21.9%
crouch into Housui2P21.9%

39 further openings account for the other 42 rounds.

Wolf

Career
37–50 · 42.5%
This season
26 matches · 38.5%
Peak rank
21

First hit in 52.8% of 106 rounds. Won 46.4% of the rounds they struck first, 46.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into One Two UpperPPP1413.2%
evade down into crouch109.4%
kickK into Double High KickKK109.4%
evade down into guardG76.6%
evade down into Low Hammer2P65.7%
crouch54.7%
crouch into Low Hammer2P43.8%
crouch into Low Smash2K32.8%
guardG32.8%
punchP into Screw Lariat63214PP32.8%
Body Blow6P into Dragonfish Blow6PP21.9%
Comet Hook1P into Knuckle Part1PP21.9%
Low Drop Kick62K21.9%
Screw Hook63214P into Screw Lariat63214PP21.9%
Short Shoulder46P+K21.9%

28 further openings account for the other 31 rounds.

Aoi

Career
0–3 · 0.0%
This season
4 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into crouch531.2%
Ouda6P+K212.5%
evade down into guardG212.5%
guardG212.5%
Kusanagi2K+G16.2%
NirentotsuPP into Nirentotsu OuchuPPP16.2%
Sayo'arashiP+K into Ouda6P+K16.2%
Sou'unha66K into ChienamiKK16.2%
evade down into Gedan Shouda2P16.2%

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: 5 of 15 tests hold up
  • Akira: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Aoi: not tested (too few rounds)