VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

おりがみたーや

Career matches2,268
Career win rate52.0%
Round win rate51.5%
Peak rank34
Distinct opponents168
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1706 #781 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

Kage342,2681,1791,08952.0%

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

960 of 1,382 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 46% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.0419960

By opponent's character

Lau7.0422133
Jacky6.841097
Akira6.840679
Wolf7.142694
Sarah6.840569
Goh7.545371
Jean6.840623
Jeffry6.941453
Aoi7.142439
Lion6.941451
Pai7.343662
Kage6.840637
Lei Fei6.941636
El Blaze7.142740
Vanessa7.042132
Shun7.042214
Brad6.84066
Eileen6.941219
Taka7.04225

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

Lau40231757.5%+2.1
Jacky33132039.4%-12.2
Akira30181260.0%+10.1
Wolf3021970.0%+17.7
Sarah28151353.6%+1.8
Goh2213959.1%+3.0
Jean1991047.4%-7.0
Jeffry1810855.6%+4.9
Aoi1711664.7%+16.4
Lion1611568.8%+11.4
Pai168850.0%-6.9
Kage1551033.3%-15.2
Lei Fei156940.0%-9.1
El Blaze115645.5%-9.9
Vanessa114736.4%-12.9
Shun94544.4%-9.0
Brad61516.7%-26.8
Eileen53260.0%+5.1
Taka1010.0%-64.7

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Open45232251.1%-4.1
Low Fence40301075.0%+25.2
Rectangle40211952.5%-0.3
Breakable Full Fence35102528.6%-20.0
Octagon34161847.1%-6.3
Single Wall32201262.5%+10.6
Full Fence24131154.2%+0.8
Half Fence2416866.7%+13.0
Breakable Half Fence23121152.2%+0.9
Full Fence and Open20101050.0%-8.0

1 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls18048.9%51.7%-2.8
No walls11762.4%53.5%+8.9

Walls against open: -11.7 points (95% range -23.3 to -0.0), p 0.049 — 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

クレウル (Rank 37)2026/09/1662433.3%
hsat0310 (Rank 36)2026/09/1653260.0%
え~る (Rank 31)2026/09/1643175.0%
mi-na_1112 (Rank 34)2026/09/1631233.3%
dorobonyanko (Rank 31)2026/09/16330100.0%
ガリバー (Rank 32)2026/09/1532166.7%
AMUSEUM (Rank 31)2026/09/1552340.0%
ヘニオ (Rank 34)2026/09/1442250.0%
Phrazes_For_The_Young (Rank 33)2026/09/1042250.0%
kagemaru1 (Rank 32)2026/09/0943175.0%
フルレバ (Rank 36)2026/09/093030.0%
zephyr_dural (Rank 30)2026/09/0984450.0%
悪★髭【迷惑系VF】 (Rank 32)2026/08/2843175.0%
PIECE-Estate66 (Rank 32)2026/08/2453260.0%
fuuchanakira (Rank 34)2026/08/0542250.0%
Gz-KYO (Rank 33)2026/08/0553260.0%
shuri_nero (Rank 33)2026/07/1031233.3%
bonbon (Rank 34)2026/07/1062433.3%
きてぃ☆ (Rank 30)2026/07/0943175.0%
F14-TOMOCAT (Rank 31)2026/07/0343175.0%
k-wofs (Rank 38)2026/04/2331233.3%
AOEアオイ (Rank 30)2026/04/2342250.0%
Re:Biz (Rank 33)2026/04/0841325.0%
誰でもどーぞdaredemo (Rank 33)2026/04/0264266.7%
tamoleen_0627 (Rank 31)2026/04/0232166.7%

Round openings

Kage

Career
1,179–1,089 · 52.0%
This season
342 matches · 52.6%
Peak rank
34

First hit in 52.0% of 1,376 rounds. Won 54.3% of the rounds they struck first, 48.6% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 28.1% of rounds, against 13.2% in their other rounds.
  • Against Kage: attacks straight away in 66.7% of rounds, against 27.0% against everyone else.
  • After winning a round: attacks straight away in 37.5% of rounds, against 23.3% after losing one.
  • In round 4 or later: opens with “backdash into evade up” in 19.9% of rounds, against 12.9% in their other rounds.
  • After losing a round: opens with “backdash into P+G throw” in 8.5% of rounds, against 3.0% after winning one.
  • When ahead: opens with “backdash into 4K Kodachinuki” in 13.5% of rounds, against 6.2% when level or behind.

How is this tested?

backdash into evade up20414.7%
Ryubisen44K+G1349.7%
forward movement into punchP1349.7%
backdash into Kodachinuki4K1118.0%
backdash into throwP+G805.8%
backdash into Furikakato OtoshiK+G654.7%
Senpugeri7K554.0%
Senpujin2P+K into down punch+kick+guard2P+K+G483.5%
backdash into evade down392.8%
forward dash into evade up392.8%
backdash into punchP382.8%
Kodachinuki4K into Ryubigeri4KK352.5%
Ura Tsumujigeri44K332.4%
backdash into Rasen4P312.2%
backdash into Gen'you4K+G282.0%

103 further openings account for the other 310 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau14–14 · 50%5–0 · 100%too few to test
Jacky7–9 · 44%4–6 · 40%too few to test
Akira3–5 · 38%14–6 · 70%too few to test
Wolf8–7 · 53%11–1 · 92%too few to test
Sarah10–12 · 45%5–1 · 83%too few to test
Goh7–4 · 64%6–3 · 67%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 (15 here; about 0.8 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: 6 of 15 tests hold up