VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

Mochi/かしわもち

Career matches9,123
Career win rate51.0%
Round win rate49.8%
Peak rank41
Distinct opponents315
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1789 #413 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

Kage419,1234,6494,47451.0%

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

7,817 of 8,459 rounds counted

8.2 inputs a second (494 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage8.24947,817

By opponent's character

Lau8.4502986
Jacky8.1485745
Akira8.2494745
Lion8.2490565
Kage8.1485574
Brad8.2492514
Shun8.2493508
Goh8.4505377
Pai8.2494356
Jean8.1487339
Jeffry8.1488337
Lei Fei8.3500314
Aoi8.2493310
Wolf8.4504257
Taka8.1488229
Vanessa8.0482195
Sarah8.3496154
El Blaze8.4507137
Eileen8.5508105
Dural8.651470

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

Lau24911813147.4%+2.2
Jacky1989010845.5%-3.5
Akira195969949.2%-0.4
Lion155738247.1%-0.5
Kage150678344.7%-3.6
Brad144796554.9%+3.0
Shun144796554.9%+8.1
Goh102554753.9%+2.5
Pai101416040.6%-6.5
Jean91484352.8%-1.2
Jeffry90454550.0%-4.1
Lei Fei81334840.7%-6.1
Aoi79394049.4%+2.1
Wolf75462961.3%+6.8
Taka65353053.9%+0.8
Vanessa51252649.0%-3.9
Sarah44242054.5%+6.0
El Blaze35201557.1%+4.3
Eileen31141745.2%-8.4
Dural168850.0%-2.8

0 of 19 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 19 questions at once; about 1.0 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

Rectangle26013512551.9%+2.1
Half Fence23411611849.6%-0.6
Octagon22710512246.3%-2.1
Breakable Full Fence2131189555.4%+7.5
Open2068911743.2%-7.8
Single Wall2069411245.6%-4.6
Full Fence1981089054.5%+4.5
Low Fence1979510248.2%-1.0
Breakable Half Fence184869846.7%-0.9
Full Fence and Open97544355.7%+6.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,31650.8%49.2%+1.6
No walls60945.6%49.7%-4.1

Walls against open: +5.6 points (95% range +0.6 to +10.6), p 0.027 — a difference this size is unlikely to be chance.

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

ドナドナ7 (Rank 38)2026/10/1837201754.0%
やまだ.com (Rank 36)2026/10/161912763.2%
elpopo_3378 (Rank 38)2026/10/1632161650.0%
鈴木 けいすけ 12歳 (Rank 36)2026/10/1623121152.2%
ハマラウ (Rank 41)2026/10/1458154325.9%
jikacho-Gigas (Rank 42)2026/10/1449163332.6%
defuai (Rank 40)2026/10/1024111345.8%
マハリータまるこ (Rank 39)2026/10/1033141942.4%
ruicchi-1119 (Rank 40)2026/10/0943202346.5%
mudanadoryokuzki (Rank 38)2026/10/092517868.0%
jinmenusagi (Rank 43)2026/10/0927111640.7%
Θ (Rank 39)2026/10/051981142.1%
nidaimebannai (Rank 41)2026/10/031881044.4%
umiyama_kai (Rank 39)2026/10/023426876.5%
★闘将拉麵男★ (Rank 40)2026/09/2732181456.2%
Source-chaude-Pa (Rank 41)2026/09/272281436.4%
村長~災禍の中心~ (Rank 38)2026/09/221911857.9%
パパ (Rank 39)2026/09/122371630.4%
ぱりぱり (Rank 38)2026/09/1139152438.5%
cyomiko (Rank 42)2026/09/1125101540.0%
manatsu_7 (Rank 43)2026/09/113052516.7%
VF12360-PC (Rank 37)2026/09/032314960.9%
pazwolf (Rank 38)2026/08/302113861.9%
interceptor (Rank 40)2026/08/0545222348.9%
テクノモデル (Rank 36)2026/07/211991047.4%

Round openings

Kage

Career
4,649–4,474 · 51.0%
This season
2,096 matches · 49.4%
Peak rank
41

First hit in 50.7% of 7,023 rounds. Won 52.1% of the rounds they struck first, 47.8% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: evades first in 36.6% of rounds, against 26.7% in their other rounds.
  • Against Lau: moves in first in 34.1% of rounds, against 17.6% against everyone else.
  • After opening the round before by moving in: moves in first in 29.6% of rounds, against 15.8% after anything else.
  • After winning a round: attacks straight away in 27.4% of rounds, against 15.1% after losing one.
  • When ahead: attacks straight away in 25.3% of rounds, against 17.7% when level or behind.
  • In round 4 or later: opens with “evade up” in 11.9% of rounds, against 3.7% in their other rounds.
  • Against Kage: opens with “backdash into evade down” in 18.6% of rounds, against 7.8% against everyone else.
  • After opening the round before with “backdash into evade down”: opens with “backdash into evade down” in 13.4% of rounds, against 6.9% after anything else.
  • After losing a round: opens with “backdash into evade down” in 10.1% of rounds, against 4.8% after winning one.
  • When ahead: opens with “forward movement into PPP Sandangeki” in 10.2% of rounds, against 4.6% when level or behind.

How is this tested?

backdash into evade down6038.5%
forward movement into SandangekiPPP4396.2%
backdash into Gen'you4K+G4316.1%
evade up4125.8%
evade down into guardG3454.9%
punchP into ResshouPP3074.3%
Senpugeri7K2513.5%
ResshouPP into SandangekiPPP2483.5%
kickK2283.2%
backdash into Rasen4P2263.2%
forward dash into evade down2022.9%
evade up into kickK2012.8%
forward movement into punchP1812.6%
evade down into forward dash1752.5%
backdash into punchP1462.1%

256 further openings account for the other 2,673 rounds.

Counted from 1,745 of the 2,096 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
Lau78–79 · 50%23–32 · 42%+3.1
Jacky53–57 · 48%18–32 · 36%+14.9
Akira42–45 · 48%22–20 · 52%-1.4
Lion38–35 · 52%16–24 · 40%+14.0
Brad43–43 · 50%23–13 · 64%-10.8
Kage25–32 · 44%20–22 · 48%+1.1
Shun42–28 · 60%17–13 · 57%too few to test
Pai28–34 · 45%6–17 · 26%too few to test
Jeffry26–32 · 45%12–8 · 60%too few to test
Goh33–20 · 62%7–13 · 35%too few to test
Jean27–22 · 55%12–14 · 46%too few to test
Wolf22–14 · 61%18–13 · 58%too few to test
Aoi19–16 · 54%11–9 · 55%too few to test
Taka23–18 · 56%8–10 · 44%too few to test
Lei Fei16–17 · 48%11–12 · 48%too few to test
Vanessa12–10 · 55%7–7 · 50%too few to test
Sarah15–14 · 52%3–2 · 60%too few to test
Eileen12–13 · 48%0–3 · 0%too few to test
El Blaze10–8 · 56%0–1 · 0%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.

351 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: 10 of 18 tests hold up