VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

Ray'ne

Career matches2,561
Career win rate51.6%
Round win rate50.8%
Peak rank34
Distinct opponents199
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1599 #1,355 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

Kage342,5611,3221,23951.6%

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

1,959 of 2,321 rounds counted

8.3 inputs a second (496 a minute) this season. Faster than 76% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage8.34961,959

By opponent's character

Jacky8.4502193
Akira8.5510215
Kage8.1484174
Jeffry8.0482147
Wolf8.4504152
Lau8.3498146
Sarah8.2492102
Jean8.3498106
Goh8.3501102
Shun7.847090
Dural8.349796
Lion8.752281
El Blaze8.048383
Aoi8.450739
Lei Fei8.249157
Brad8.249263
Eileen8.349748
Vanessa8.248934
Pai8.350120
Taka8.048211

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

Jacky62283445.2%-7.8
Akira61342755.7%+3.4
Kage47262155.3%+11.4
Jeffry45301566.7%+15.9
Wolf45192642.2%-10.9
Lau43261760.5%+10.3
Sarah30191163.3%+11.2
Jean2921872.4%+16.3
Goh28171160.7%+5.8
Shun2571828.0%-17.8
Dural23111247.8%-2.5
Lion2391439.1%-9.7
El Blaze22111150.0%+4.3
Aoi2181338.1%-4.9
Lei Fei1731417.6%-34.4
Brad1651131.2%-18.8
Eileen135838.5%-9.1
Vanessa95455.6%+4.6
Pai72528.6%-28.2
Taka63350.0%+6.8

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 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

Single Wall80384247.5%-3.4
Full Fence63372658.7%+7.8
Breakable Half Fence61303149.2%-2.7
Rectangle59203933.9%-16.4
Breakable Full Fence57332457.9%+7.2
Open56362064.3%+15.0
Half Fence53262749.1%+0.7
Octagon53262749.1%-0.8
Low Fence49222744.9%-7.7
Full Fence and Open2013765.0%+10.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls34649.7%50.3%-0.6
No walls18551.9%50.9%+1.0

Walls against open: -1.6 points (95% range -10.7 to +7.5), p 0.730 — 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

dr5046_ryo (Rank 31)2026/09/1363350.0%
nidaimebannai (Rank 36)2026/09/13134930.8%
ふぇに (Rank 32)2026/09/1386275.0%
NORESPECT (Rank 31)2026/09/0685362.5%
ps-splitsecond (Rank 31)2026/09/06135838.5%
Shura1025 (Rank 32)2026/09/06178947.1%
takapiron1021 (Rank 36)2026/09/0684450.0%
pekopekopompom (Rank 32)2026/09/0554180.0%
moto__666 (Rank 35)2026/09/0563350.0%
무파ZeroBlue (Rank 34)2026/09/05138561.5%
ヘニオ (Rank 34)2026/08/2451420.0%
culis (Rank 30)2026/08/0265183.3%
HIROCHILL (Rank 29)2026/08/02118372.7%
itikawanaoki (Rank 33)2026/07/2773442.9%
hiro_pp0108 (Rank 33)2026/07/2662433.3%
きてぃ☆ (Rank 31)2026/07/2363350.0%
BigBoin (Rank 32)2026/07/2353260.0%
大谷 小平 (Rank 36)2026/07/2173442.9%
BANANA (Rank 30)2026/06/2974357.1%
zephyr_dural (Rank 31)2026/06/2686275.0%
fwnd1396 (Rank 34)2026/06/2084450.0%
ayunii216 (Rank 33)2026/05/3063350.0%
simusimu500 (Rank 30)2026/05/25660100.0%
hebeerryk_ (Rank 32)2026/05/2552340.0%
Alias-ks77 (Rank 30)2026/05/23112918.2%

Round openings

Kage

Career
1,322–1,239 · 51.6%
This season
572 matches · 50.5%
Peak rank
34

First hit in 48.4% of 2,299 rounds. Won 52.8% of the rounds they struck first, 48.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 63.1% of rounds, against 49.4% in their other rounds.
  • Against Akira: moves in first in 26.2% of rounds, against 11.9% against everyone else.
  • After winning a round: moves in first in 16.3% of rounds, against 7.4% after losing one.
  • When ahead: moves in first in 16.1% of rounds, against 8.9% when level or behind.
  • In round 1: opens with “forward movement into P punch” in 12.4% of rounds, against 5.6% in their other rounds.
  • Against Akira: opens with “forward movement into P punch” in 15.5% of rounds, against 6.3% against everyone else.
  • After opening the round before with “44K+G Ryubisen”: opens with “46P+K Hagakure-ryu In Raijingeki” in 18.0% of rounds, against 8.9% after anything else.
  • After losing a round: opens with “44K+G Ryubisen” in 20.6% of rounds, against 5.3% after winning one.
  • When behind: opens with “44K+G Ryubisen” in 18.1% of rounds, against 9.2% when ahead or level.

How is this tested?

Ryubisen44K+G24310.4%
Hagakure-ryu In Raijingeki46P+K2229.5%
Ura Tsumujigeri44K1868.0%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G1697.2%
forward movement into punchP1697.2%
backward movement into Nagiharai6P+K1245.3%
Senpujin2P+K1225.2%
backdash into Gen'you4K+G1154.9%
backdash into evade up1084.6%
backdash into Kodachinuki4K1074.6%
Ura Tsumujigeri44K into crouch dash back492.1%
Ura Tsumujigeri44K into backdash421.8%
evade up into crouch dash forward301.3%
Senpujin2P+K into crouch dash forward291.2%
backdash into Senpujin2P+K271.2%

145 further openings account for the other 588 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky23–22 · 51%4–10 · 29%too few to test
Akira17–19 · 47%17–6 · 74%too few to test
Kage15–12 · 56%11–9 · 55%too few to test
Jeffry15–12 · 56%12–2 · 86%too few to test
Wolf14–10 · 58%4–11 · 27%too few to test
Lau10–9 · 53%8–6 · 57%too few to test
Sarah8–7 · 53%10–3 · 77%too few to test
Jean16–7 · 70%3–1 · 75%too few to test
Goh9–4 · 69%6–6 · 50%too few to test
Shun4–15 · 21%3–2 · 60%too few to test
Dural6–7 · 46%4–3 · 57%too few to test
Lion8–8 · 50%1–6 · 14%too few to test
El Blaze9–9 · 50%2–2 · 50%too few to test
Aoi5–9 · 36%2–3 · 40%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: 9 of 15 tests hold up