VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

hige_EMO

Career matches2,877
Career win rate45.4%
Round win rate50.6%
Peak rank27
Distinct opponents81
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1362 #2,863 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

Kage272,8771,3071,57045.4%

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

854 of 895 rounds counted

5.2 inputs a second (312 a minute) this season. Faster than 4% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage5.2312854

By opponent's character

Akira5.4322110
Wolf5.1308103
Jeffry5.130573
Eileen4.828976
Lion5.331871
Aoi5.432358
Sarah5.331651
Pai5.432552
Shun5.030354
Jacky5.432249
Lau5.432638
El Blaze5.030036
Lei Fei4.929433
Jean5.02988
Goh5.633814
Kage5.030213
Brad5.43237
Taka5.03003
Vanessa6.13645

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

Akira32201262.5%+2.2
Wolf25131252.0%+10.6
Jeffry2014670.0%+18.7
Eileen189950.0%-1.6
Lion1761135.3%-10.9
Aoi148657.1%+2.0
Sarah1431121.4%-25.5
Pai135838.5%-12.9
Shun1321115.4%-33.3
Jacky1210283.3%+42.2
Lau106460.0%+17.3
El Blaze92722.2%-26.4
Lei Fei84450.0%-7.8
Jean64266.7%+2.7
Goh440100.0%+42.1
Kage31233.3%-10.3
Brad2020.0%-47.2
Taka1010.0%-38.3
Vanessa110100.0%+58.4

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.

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 Full Fence36152141.7%-7.8
Octagon33221166.7%+18.8
Low Fence29131644.8%-1.3
Full Fence2214863.6%+6.2
Single Wall2012860.0%+3.6
Half Fence1810855.6%+2.4
Rectangle1761135.3%-11.1
Breakable Half Fence145935.7%-9.3
Open137653.9%+3.2
Full Fence and Open97277.8%+19.7

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls14051.4%50.3%+1.1
No walls6251.6%50.5%+1.1

Walls against open: +0.0 points (95% range -16.6 to +16.7), p 0.999 — 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

たわばTAWABA (Rank 27)2026/08/3142250.0%
ギンブチ影 (Rank 27)2026/08/3194544.4%
とかげ (Rank 23)2026/08/314040.0%
Nn_nekosuke (Rank 27)2026/08/313030.0%
REFAUZ (Rank 31)2026/08/3131233.3%
ガンジャッキー (Rank 26)2026/08/3032166.7%
コナモン@konamon4119 (Rank 25)2026/08/3042250.0%
allgonnaworkout (Rank 28)2026/08/303030.0%
mitorakujo (Rank 28)2026/08/2951420.0%
omuretukun (Rank 23)2026/08/291412285.7%
下汁 (Rank 24)2026/08/2732166.7%
nekota (Rank 23)2026/08/2453260.0%
あかげら (Rank 23)2026/08/24149564.3%
こて (Rank 27)2026/08/22107370.0%
camelvf (Rank 26)2026/08/224040.0%
AcidNine-JPN (Rank 27)2026/08/2231233.3%
ズサ齋藤 (Rank 27)2026/08/183030.0%
37 (Rank 29)2026/08/1731233.3%
イイダ (Rank 29)2026/08/1741325.0%
伍の人 (Rank 29)2026/07/2542250.0%
6132da (Rank 23)2026/07/2532166.7%
ぽん (Rank 25)2026/07/256060.0%
don'tthink,feel. (Rank 28)2026/07/2031233.3%
달그림자 (Rank 22)2026/07/11440100.0%
dalmax72 (Rank 21)2026/04/15440100.0%

Round openings

Kage

Career
1,307–1,570 · 45.4%
This season
222 matches · 50.5%
Peak rank
27

First hit in 47.2% of 891 rounds. Won 55.1% of the rounds they struck first, 46.8% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: attacks straight away in 72.7% of rounds, against 53.0% after anything else.
  • After opening the round before with “backdash into 46K+G Fujinkyaku”: opens with “P punch into 1P Sokudan” in 11.5% of rounds, against 3.6% after anything else.
  • After winning a round: opens with “P punch into 1P Sokudan” in 8.5% of rounds, against 2.7% after losing one.
  • When behind: opens with “46K Doukudaki” in 10.0% of rounds, against 4.2% when ahead or level.

How is this tested?

backdash into Fujinkyaku46K+G23025.7%
Ura Tsumujigeri44K12814.3%
punchP into ResshouPP798.8%
Doukudaki46K485.4%
punchP into Sokudan1P485.4%
Ryubisen44K+G424.7%
evade up into Soumenwari1P+K252.8%
backdash into Fusen Renkyaku6K+G222.5%
Rakujin Gaeri44P182.0%
evade up171.9%
backdash into Kodachinuki4K151.7%
Engetsugeri9K+G101.1%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G91.0%
Soumenwari1P+K91.0%
Fusen Renkyaku6K+G70.8%

78 further openings account for the other 189 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira14–7 · 67%5–3 · 62%too few to test
Wolf6–7 · 46%7–3 · 70%too few to test
Jeffry10–5 · 67%2–1 · 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: 4 of 15 tests hold up