VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

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  • Dural
  • Taka
  • Akira
Career matches2,434
Career win rate55.0%
Round win rate54.0%
Peak rank34
Distinct opponents86
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1698 #813 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

Kage341,24068955155.6%
Taka3255229725553.8%
Akira2734217716551.8%
Dural3330017612458.7%

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

276 of 635 rounds counted

8.0 inputs a second (480 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Dural7.9472186
Kage8.349790

By opponent's character

Wolf8.047849
Pai8.047826
Lau8.248916
Sarah7.645731
Goh7.74614
Jacky8.853112
Akira8.55086
Dural7.746237
Jeffry7.947522
Brad8.349713
Jean9.45628
Vanessa7.847115
Aoi8.14863
El Blaze7.84665
Kage7.94735
Shun8.349613
Taka9.65766
Lei Fei7.34405

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

Wolf2215768.2%+7.7
Pai1810855.6%-7.9
Lau1411378.6%+26.2
Sarah127558.3%-6.7
Goh117463.6%+8.7
Jacky114736.4%-14.7
Akira105550.0%-3.3
Dural98188.9%+21.4
Jeffry98188.9%+25.7
Brad73442.9%-23.5
Jean73442.9%-6.2
Vanessa74357.1%+0.5
Aoi330100.0%+37.8
Eileen3030.0%-64.3
El Blaze32166.7%+14.3
Kage32166.7%+4.6
Shun3030.0%-45.8
Lion2020.0%-44.9
Taka2020.0%-49.9
Lei Fei1010.0%-45.1

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

Octagon30171356.7%-1.6
Open189950.0%-13.5
Breakable Half Fence169756.2%-3.0
Full Fence1511473.3%+16.6
Low Fence1410471.4%+13.2
Rectangle138561.5%+2.2
Breakable Full Fence127558.3%+1.0
Single Wall125741.7%-16.7
Half Fence114736.4%-16.3
Full Fence and Open107370.0%+7.1

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls9757.7%57.6%+0.1
No walls4454.5%59.8%-5.3

Walls against open: +5.4 points (95% range -11.8 to +22.6), p 0.538 — 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

超ボタン連打マ~ン (Rank 36)2026/06/242020.0%
Koutei (Rank 29)2026/06/2487187.5%
ワクワク (Rank 32)2026/06/2464266.7%
HIGE (Rank 31)2026/06/1421150.0%
okamiaoi_127 (Rank 28)2026/06/1232166.7%
AlicerLandeel (Rank 31)2026/06/1232166.7%
ばねばば (Rank 30)2026/06/1054180.0%
おむすび山▲かずkaz_kcj (Rank 31)2026/06/1052340.0%
VLW_PS (Rank 32)2026/06/08220100.0%
joechou222 (Rank 33)2026/06/0632166.7%
Kanabun_BIG_SALE (Rank 32)2026/06/06220100.0%
aona (Rank 35)2026/05/1432166.7%
W-TETSU (Rank 30)2026/05/1432166.7%
ji-ru_11 (Rank 32)2026/05/1432166.7%
rocketopunch (Rank 31)2026/05/1153260.0%
マーウォ (Rank 35)2026/05/0631233.3%
テクノモデル (Rank 35)2026/05/06220100.0%
Zenpro-052 (Rank 33)2026/05/062020.0%
ヘニオ (Rank 30)2026/05/062020.0%
44884 (Rank 29)2026/05/052020.0%
Kwiitter_KR (Rank 32)2026/05/05330100.0%
lapislazuli (Rank 33)2026/05/0542250.0%
都筑まもる君 (Rank 33)2026/05/0531233.3%
mmmsm (Rank 27)2026/05/05330100.0%
raduakira (Rank 27)2026/05/0531233.3%

Round openings

Every character

forward movement into punchP7611.9%
forward dash into Knee Kick6K233.6%
backdash into back kick+guard4K+G213.3%
forward movement into One Two UpperPPP213.3%
backdash into Furikakato OtoshiK+G162.5%
Rasen4P into Rasen Urageri4PK152.4%
evade up into crouch dash forward152.4%
backdash into Stop Kick4K142.2%
Rasen4P132.0%
backdash into Hagakure-ryu In Raijingeki46P+K132.0%
backdash into Gen'you4K+G121.9%
Hi'en Tankyaku9K111.7%
Tsumujigeri2K+G111.7%
throw escape101.6%
backdash91.4%

177 further openings account for the other 358 rounds.

Dural

Career
176–124 · 58.7%
This season
110 matches · 60.9%
Peak rank
33

First hit in 44.6% of 442 rounds. Won 56.4% of the rounds they struck first, 54.7% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 55.5% of rounds, against 34.4% in their other rounds.

How is this tested?

forward movement into punchP5512.3%
forward dash into Knee Kick6K235.2%
backdash into back kick+guard4K+G214.7%
forward movement into One Two UpperPPP214.7%
evade up into crouch dash forward153.4%
backdash into Stop Kick4K143.1%
Hi'en Tankyaku9K112.5%
backdash into Soukyu46P92.0%
forward dash into Rising Elbow6P92.0%
forward movement into One TwoPP92.0%
Slant Back Knuckle1P into High Spin Kick1PK81.8%
Rising Elbow6P into kickK71.6%
Spine Whip4P into kickK71.6%
backdash71.6%
Nakageri3K61.3%

135 further openings account for the other 225 rounds.

Kage

Career
689–551 · 55.6%
This season
44 matches · 54.5%
Peak rank
34

First hit in 49.4% of 176 rounds. Won 59.8% of the rounds they struck first, 42.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP179.6%
backdash into Furikakato OtoshiK+G169.0%
Rasen4P into Rasen Urageri4PK158.5%
Rasen4P137.3%
backdash into Hagakure-ryu In Raijingeki46P+K137.3%
backdash into Gen'you4K+G126.8%
Tsumujigeri2K+G116.2%
Fusen Renkyaku6K+G74.0%
Rasen4P into kickK74.0%
backdash into Senpujin2P+K74.0%
Hiji'uchi6P52.8%
throw escape52.8%
backdash into Kodachinuki4K42.3%
backdash into guardG31.7%
forward movement into SandangekiPPP31.7%

30 further openings account for the other 39 rounds.

Taka

Career
297–255 · 53.8%
This season
2 matches · 50.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP444.4%
Kachi'age33P+K111.1%
backdash111.1%
evade down into Mageryu46P111.1%
forward movement into Tsuppari 3PPP111.1%
punchP111.1%

Akira

Career
177–165 · 51.8%
This season
1 matches · 0.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Senzankou66P+K into throwP+G120.0%
backdash120.0%
crouch dash forward into Youhou33P120.0%
crouch dash forward into evade down120.0%
forward dash into forward punch+kick6P+K120.0%

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

  • Dural: 1 of 14 tests hold up
  • Kage: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Akira: not tested (too few rounds)