VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Kage

PhiL_Left88

Career matches406
Career win rate43.1%
Round win rate46.6%
Peak rank24
Distinct opponents56
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1188 #3,458 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

Kage2440617523143.1%

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

579 of 582 rounds counted

8.5 inputs a second (509 a minute) this season. Faster than 79% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage8.5509579

By opponent's character

Pai8.249386
Goh8.752177
Akira8.450462
Sarah8.550946
Shun8.651439
Lei Fei8.450535
Brad8.249228
Lion8.751927
El Blaze8.852519
Jean8.752225
Wolf8.551223
Aoi8.349818
Jacky8.349918
Vanessa9.154622
Kage8.450410
Lau8.551015
Jeffry8.349814
Dural7.34406
Taka8.55119

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

Pai26161061.5%+12.0
Goh1871138.9%+2.3
Akira1611568.8%+27.7
Sarah123925.0%-34.3
Shun113827.3%-14.9
Lei Fei83537.5%-13.6
Brad75271.4%+34.0
Lion72528.6%-17.5
El Blaze62433.3%-14.0
Jean61516.7%-13.5
Wolf63350.0%+5.8
Aoi51420.0%-0.8
Jacky51420.0%-10.9
Vanessa53260.0%+8.4
Kage4040.0%-37.9
Lau41325.0%-30.5
Jeffry32166.7%+43.8
Dural2020.0%-8.2
Taka220100.0%+64.5

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

Breakable Half Fence27121544.4%+2.8
Full Fence167943.8%-0.4
Breakable Full Fence146842.9%+4.4
Full Fence and Open1431121.4%-16.6
Single Wall146842.9%-4.2
Half Fence124833.3%-10.9
Low Fence125741.7%-6.4
Open127558.3%+2.5
Rectangle128466.7%+17.6
Octagon101910.0%-24.8

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
Walls9141.8%42.2%-0.5
No walls3847.4%49.9%-2.6

Walls against open: +2.1 points (95% range -16.6 to +20.8), p 0.828 — 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

Cooljerk (Rank 21)75271.4%
babapotato (Rank 16)62433.3%
timber_maniac (Rank 21)65183.3%
Bars3773 (Rank 9)52340.0%
C–Moon (Rank 17)53260.0%
EliteEwok2 (Rank 12)53260.0%
bmurphy88 (Rank 21)52340.0%
echoscreen (Rank 21)550100.0%
genosha (Rank 12)550100.0%
lokang (Rank 8)52340.0%
LonesomeDevils (Rank 16)4040.0%
SACH (Rank 22)41325.0%
CeMoi3333 (Rank 26)3030.0%
Darkfaller555 (Rank 21)31233.3%
FISH (Rank 11)330100.0%
KuuNekoX (Rank 2)32166.7%
LuBuMBX (Rank 27)31233.3%
Myppissmol (Rank 24)32166.7%
RebelNinja (Rank 12)31233.3%
STOPMOTION (Rank 26)31233.3%
SpaceSong (Rank 22)31233.3%
ZAYTRIGGY (Rank 16)3030.0%
eyesofpangea (Rank 12)31233.3%
shadtowa (Rank 17)3030.0%
u_madNES (Rank 26)31233.3%

Most played opponents, most recent first

SpaceSong (Rank 22)2026/09/2731233.3%
CeMoi3333 (Rank 26)2026/08/313030.0%
LuBuMBX (Rank 27)2026/08/2531233.3%
SACH (Rank 22)2026/08/2441325.0%
STOPMOTION (Rank 26)2026/08/2431233.3%
timber_maniac (Rank 21)2026/08/2365183.3%
echoscreen (Rank 21)2026/08/23550100.0%
Cooljerk (Rank 21)2026/08/2275271.4%
u_madNES (Rank 26)2026/08/1831233.3%
Myppissmol (Rank 24)2026/08/0632166.7%
eyesofpangea (Rank 12)2026/07/2531233.3%
ZAYTRIGGY (Rank 16)2026/06/203030.0%
Darkfaller555 (Rank 21)2026/06/1931233.3%
KuuNekoX (Rank 2)2026/06/1932166.7%
babapotato (Rank 16)2026/06/1962433.3%
bmurphy88 (Rank 21)2026/06/1852340.0%
shadtowa (Rank 17)2026/06/153030.0%
genosha (Rank 12)2026/06/14550100.0%
C–Moon (Rank 17)2026/06/1353260.0%
FISH (Rank 11)2026/06/13330100.0%
LonesomeDevils (Rank 16)2026/06/114040.0%
EliteEwok2 (Rank 12)2026/06/1153260.0%
Bars3773 (Rank 9)2026/06/1052340.0%
RebelNinja (Rank 12)2026/06/1031233.3%
lokang (Rank 8)2026/06/1052340.0%

Round openings

Kage

Career
175–231 · 43.1%
This season
153 matches · 43.1%
Peak rank
24

First hit in 60.5% of 574 rounds. Won 48.1% of the rounds they struck first, 44.5% of the rounds they were struck first.

Significant Tells

  • Against Pai: waits first in 39.8% of rounds, against 16.7% against everyone else.
  • On Rectangle stages: waits first in 43.9% of rounds, against 19.0% on the other stages.
  • After opening the round before by waiting: waits first in 42.3% of rounds, against 15.3% after anything else.
  • After losing a round: backs off first in 46.6% of rounds, against 35.3% after winning one.
  • When ahead: waits first in 27.7% of rounds, against 15.9% when level or behind.

How is this tested?

crouch dash back into Nirenkyaku3KK488.1%
crouch into Nirenkyaku3KK416.9%
punchP into ResshouPP386.4%
Rasen4P into Rasen Urageri4PK345.8%
crouch dash back into evade down345.8%
crouch into Jizuridan2P305.1%
backdash into backward movement244.1%
punchP233.9%
crouch into Shippuzan3PP203.4%
backdash193.2%
crouch dash back into crouch172.9%
Hiji'uchi6P162.7%
crouch dash back142.4%
crouch dash forward into Fusenjin3P132.2%
backdash into evade down122.0%

86 further openings account for the other 208 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Pai13–8 · 62%1–1 · 50%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.

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 (14 here; about 0.7 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 14 tests hold up