VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Kage

horahukin-DRZ

Career matches7,639
Career win rate46.7%
Round win rate47.7%
Peak rank28
Distinct opponents197
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1432 #2,454 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

Kage287,6393,5674,07246.7%

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

2,544 of 2,879 rounds counted

7.3 inputs a second (436 a minute) this season. Faster than 53% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.34362,544

By opponent's character

Jacky7.2431272
Akira7.4446272
Pai7.2431263
Aoi7.6456195
Jeffry7.6457225
Wolf7.4445163
Shun6.8411171
Eileen7.0421127
Lau7.6457133
Sarah7.2429113
Jean7.545283
Goh7.2431110
El Blaze6.639686
Lion7.2429101
Vanessa7.142467
Lei Fei7.142771
Kage7.243046
Dural7.444428
Brad7.042014
Taka7.74594

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

Jacky80374346.2%+2.7
Akira71274438.0%-5.1
Pai66353153.0%+3.5
Aoi60402066.7%+24.2
Jeffry54243044.4%+2.6
Wolf49183136.7%-12.4
Shun45202544.4%-0.9
Eileen40202050.0%+2.7
Lau3773018.9%-21.2
Sarah33132039.4%-6.7
Jean32151746.9%+4.3
Goh31151648.4%+3.4
El Blaze28121642.9%-5.9
Lion28161257.1%+7.7
Vanessa1981142.1%+6.9
Lei Fei1881044.4%+0.8
Kage134930.8%-12.7
Dural7070.0%-52.9
Brad43175.0%+18.4
Taka1010.0%-45.1

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

Octagon84404447.6%+2.2
Low Fence81404149.4%+5.3
Rectangle78294937.2%-9.0
Breakable Full Fence74324243.2%-1.3
Full Fence72304241.7%-4.1
Half Fence71343747.9%+4.5
Breakable Half Fence70313944.3%+1.5
Single Wall53242945.3%-0.7
Open48173135.4%-7.5
Full Fence and Open36221461.1%+10.7

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls44943.7%44.6%-1.0
No walls18244.5%44.4%+0.1

Walls against open: -1.0 points (95% range -11.2 to +9.2), p 0.843 — 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

manekinecogames (Rank 25)2026/10/15117463.6%
下P撃ち過ぎですか!? (Rank 27)2026/10/11106460.0%
ゅろぽ (Rank 23)2026/10/111210283.3%
naska3th (Rank 27)2026/10/11124833.3%
はおいー先生 (Rank 24)2026/10/111110190.9%
ぽん (Rank 27)2026/10/05161156.2%
pinturicchio (Rank 29)2026/10/0484450.0%
豆次郎 (Rank 23)2026/10/04118372.7%
Martin1833 (Rank 25)2026/09/2886275.0%
みの (Rank 24)2026/09/24107370.0%
Garuyan (Rank 27)2026/09/19103730.0%
imhanzo (Rank 27)2026/09/192161528.6%
え~る (Rank 31)2026/09/16100100.0%
ペケ壱 (Rank 29)2026/09/05104640.0%
ちょいそる (Rank 27)2026/08/2484450.0%
CELIS (Rank 27)2026/08/03125741.7%
Rosagigantea (Rank 26)2026/08/03106460.0%
黒シャツ (Rank 28)2026/08/03120120.0%
monky-d-takv (Rank 27)2026/08/02121118.3%
あぽろん (Rank 27)2026/08/02103730.0%
CHASER (Rank 23)2026/07/3086275.0%
あなたのかみさま (Rank 23)2026/07/30147750.0%
弐参肆-緑捌發 (Rank 24)2026/07/30109190.0%
トマト牛乳♪ (Rank 27)2026/06/27104640.0%
はげまん (Rank 29)2026/06/20104640.0%

Round openings

Kage

Career
3,567–4,072 · 46.7%
This season
716 matches · 45.0%
Peak rank
28

First hit in 60.2% of 2,666 rounds. Won 49.2% of the rounds they struck first, 44.8% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 40.0% of rounds, against 18.6% in their other rounds.
  • Against El Blaze: evades first in 52.0% of rounds, against 30.4% against everyone else.
  • After opening the round before by evading: evades first in 45.2% of rounds, against 33.7% after anything else.
  • After losing a round: waits first in 24.5% of rounds, against 12.4% after winning one.
  • When behind: waits first in 22.8% of rounds, against 14.7% when ahead or level.
  • After landing the first hit of the round before: attacks straight away in 35.9% of rounds, against 32.0% after being hit first.
  • In round 1: opens with “crouch into 1K Jibashiri” in 18.8% of rounds, against 4.2% in their other rounds.
  • Against Akira: opens with “crouch into 3PP Shippuzan” in 15.7% of rounds, against 2.3% against everyone else.
  • After opening the round before with “evade up”: opens with “evade up” in 13.8% of rounds, against 7.5% after anything else.
  • After losing a round: opens with “2P+K Senpujin into crouch” in 15.7% of rounds, against 4.1% after winning one.
  • When behind: opens with “2P+K Senpujin into crouch” in 15.7% of rounds, against 5.8% when ahead or level.

How is this tested?

crouch into Nirenkyaku3KK2258.4%
crouch into Jibashiri1K2107.8%
Senpujin2P+K into crouch2077.7%
evade up1846.9%
crouch into Shippuzan3PP973.6%
SouhajinP+K742.8%
evade up into Urasuisha3K+G682.5%
Hagakure-ryu You Jumonji KamaeP+K+G642.4%
evade up into Jibashiri1K622.3%
backdash into guardG582.2%
evade up into Hagakure-ryu In Shippujin4P+K+G582.2%
Jakenshou214P+K572.1%
Senpugeri7K552.0%
evade up into Senpugeri7K552.0%
crouch into Sokudan1P471.8%

167 further openings account for the other 1,158 rounds.

Counted from 665 of the 716 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
Jacky25–29 · 46%7–4 · 64%too few to test
Akira10–25 · 29%7–11 · 39%too few to test
Pai17–20 · 46%8–9 · 47%too few to test
Aoi21–16 · 57%8–2 · 80%too few to test
Jeffry10–15 · 40%10–11 · 48%too few to test
Shun14–17 · 45%4–6 · 40%too few to test
Wolf7–22 · 24%5–6 · 45%too few to test
Eileen15–8 · 65%2–8 · 20%too few to test
Lau4–12 · 25%1–8 · 11%too few to test
Jean10–7 · 59%3–8 · 27%too few to test
Goh8–6 · 57%5–5 · 50%too few to test
Sarah6–16 · 27%4–2 · 67%too few to test
El Blaze10–10 · 50%1–4 · 20%too few to test
Lion11–7 · 61%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.

51 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 (18 here; about 0.9 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 18 tests hold up