VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

ちょんぶ

  • Lion
Career matches1,093
Career win rate58.5%
Round win rate50.6%
Peak rank39
Distinct opponents34
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1717 #712 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

Kage391,08263444858.6%
Lion26115645.5%

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

159 of 247 rounds counted

7.4 inputs a second (446 a minute) this season. Faster than 58% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.4446159

By opponent's character

Akira7.645811
Lion7.343726
Jean7.746126
Vanessa6.84097
Jacky7.947217
Wolf7.544914
Aoi7.846516
Pai7.343713
El Blaze6.43848
Goh8.14844
Kage7.34403
Lei Fei7.444410
Brad6.43824

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

Akira81712.5%-27.6
Lion83537.5%-18.5
Jean76185.7%+32.1
Vanessa74357.1%+8.1
Jacky64266.7%+16.1
Wolf65183.3%+35.3
Aoi53260.0%+12.2
Pai42250.0%-11.5
Eileen2020.0%-37.0
El Blaze2020.0%-33.8
Goh220100.0%+39.2
Jeffry2020.0%-59.0
Kage21150.0%+7.3
Lei Fei21150.0%-3.0
Brad1010.0%-53.9

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 Fence125741.7%-13.5
Full Fence106460.0%+15.2
Half Fence94544.4%+3.2
Low Fence73442.9%-9.2
Single Wall71614.3%-32.2
Open63350.0%-7.3
Breakable Full Fence330100.0%+43.0
Rectangle21150.0%-4.7
Octagon1010.0%-34.4

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
Walls3751.4%48.6%+2.7
No walls2035.0%49.9%-14.9

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

しょべるん (Rank 38)2026/06/281010.0%
シズラヒモビッチ (Rank 42)2026/06/283030.0%
ちのぶらっ! (Rank 40)2026/06/2821150.0%
愛蒔らぶりVT (Rank 41)2026/06/201010.0%
つがさん (Rank 41)2026/06/20220100.0%
アドリブ使い (Rank 36)2026/06/2065183.3%
Hi:D (Rank 36)2026/06/20220100.0%
Wallaby360 (Rank 35)2026/06/20220100.0%
じゃんぬ兄(公認) (Rank 36)2026/06/201010.0%
Noir (Rank 41)2026/06/202020.0%
Shin_Gi_rU (Rank 38)2026/06/2021150.0%
expensive-sand (Rank 40)2026/06/201010.0%
いえす (Rank 40)2026/06/20220100.0%
ツッチー (Rank 36)2026/06/2031233.3%
CRY-xxBABYxx (Rank 37)2026/06/2051420.0%
究極無敵 (Rank 38)2026/06/2021150.0%
ENGLID (Rank 35)2026/05/09110100.0%
かべごん (Rank 37)2026/05/0954180.0%
Aki (Rank 36)2026/05/092020.0%
ぼっさん (Rank 33)2026/05/09330100.0%
れうくろった (Rank 40)2026/05/092020.0%
おかし (Rank 41)2026/05/0921150.0%
ginno-talots_DQR (Rank 28)2026/04/191010.0%
TAIDADA (Rank 23)2026/04/191010.0%
syounai (Rank 27)2026/04/191010.0%

Round openings

Every character

backdash into evade down2710.8%
forward movement into punchP197.6%
Ura Tsumujigeri44K into Kodachinuki4K104.0%
Hagakure-ryu In Raijingeki46P+K93.6%
backdash into punchP93.6%
backdash into throw escape83.2%
backward movement into Nagiharai6P+K83.2%
backdash into Furikakato OtoshiK+G72.8%
backdash into Ura Tsumujigeri44K72.8%
backdash into Engetsugeri9K+G62.4%
Rasen4P52.0%
backdash into Hagakure-ryu In Raijingeki46P+K52.0%
backdash into Soumenwari1P+K52.0%
backdash into evade up52.0%
Fusenjin3P into evade down41.6%

71 further openings account for the other 116 rounds.

Kage

Career
634–448 · 58.6%
This season
60 matches · 53.3%
Peak rank
39

First hit in 58.1% of 229 rounds. Won 54.9% of the rounds they struck first, 47.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2711.5%
forward movement into punchP198.1%
Ura Tsumujigeri44K into Kodachinuki4K104.3%
Hagakure-ryu In Raijingeki46P+K93.9%
backdash into punchP83.4%
backdash into throw escape83.4%
backward movement into Nagiharai6P+K83.4%
backdash into Furikakato OtoshiK+G73.0%
backdash into Ura Tsumujigeri44K73.0%
backdash into Engetsugeri9K+G62.6%
Rasen4P52.1%
backdash into Hagakure-ryu In Raijingeki46P+K52.1%
backdash into Soumenwari1P+K52.1%
backdash into evade up52.1%
Fusenjin3P into evade down41.7%

60 further openings account for the other 101 rounds.

Lion

Career
5–6 · 45.5%
This season
4 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Katousui2P425.0%
backdash into Souji SenpuP+K212.5%
Sentai4K into Sentai Shumen4KP16.2%
Sentai4K into punchP16.2%
backdash into Dantai3K16.2%
backdash into Kouho Hachihonsui44P+K16.2%
backdash into Rakugekishou3PP16.2%
backdash into Tenshin Ryou'inkyaku6K+G16.2%
backdash into punchP16.2%
crouch into Katousui2P16.2%
evade up into Heimonkyaku6K16.2%
forward movement into RensuitaiPK16.2%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Kage: not tested (too few rounds)
  • Lion: not tested (too few rounds)