VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Kage

akki

Career matches238
Career win rate44.5%
Round win rate46.7%
Peak rank22
Distinct opponents64
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1086 #3,608 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

Kage2223810613244.5%

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

588 of 589 rounds counted

7.0 inputs a second (421 a minute) this season. Faster than 47% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.0421588

By opponent's character

Akira6.941660
Shun7.142362
Goh6.941649
Pai7.041959
Lei Fei6.941645
Lion6.639732
Sarah7.142832
Aoi7.444229
Brad7.343729
Jacky7.243132
Jeffry7.041823
Lau7.243325
Taka6.740024
El Blaze6.438623
Eileen7.042115
Vanessa7.846815
Wolf7.545013
Dural7.84657
Jean6.94166
Kage6.63968

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

Akira1661037.5%-8.6
Shun168850.0%+10.4
Goh141137.1%-31.9
Pai146842.9%+1.6
Lei Fei126650.0%+4.0
Lion83537.5%-9.6
Sarah84450.0%+10.3
Aoi75271.4%+24.6
Brad76185.7%+34.6
Jacky76185.7%+30.2
Jeffry6060.0%-55.1
Lau62433.3%-15.4
Taka63350.0%+0.1
El Blaze52340.0%+6.2
Eileen440100.0%+47.0
Vanessa41325.0%-1.2
Wolf41325.0%-27.0
Dural2020.0%-32.0
Jean21150.0%-3.8
Kage220100.0%+43.4

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

Octagon22121054.5%+10.8
Low Fence1961331.6%-6.1
Single Wall1771041.2%-0.6
Breakable Full Fence168850.0%+5.6
Half Fence1661037.5%-7.7
Breakable Half Fence136746.1%-3.8
Rectangle125741.7%-6.1
Full Fence107370.0%+24.1
Open83537.5%-10.1
Full Fence and Open31233.3%+6.3

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls8949.4%46.2%+3.2
No walls4436.4%40.6%-4.2

Walls against open: +7.5 points (95% range -16.9 to +31.8), p 0.548 — 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

zono (Rank 10)151146.7%
ASSERT(m_pThink); (Rank 21)63350.0%
jaded_sixer3 (Rank 16)64266.7%
O.J.A (Rank 21)54180.0%
smogh (Rank 21)54180.0%
baramgebi (Rank 6)4040.0%
hosomayugenom (Rank 26)4040.0%
jg30665 (Rank 13)440100.0%
oyumi-h (Rank 25)4040.0%
sonic_heroics54 (Rank 11)42250.0%
委員ちょ (Rank 21)440100.0%
AiokometeZ (Rank 22)3030.0%
EJ20-_-BE5 (Rank 22)31233.3%
YADAWA (Rank 21)32166.7%
hiroron1222 (Rank 18)31233.3%
tycc123 (Rank 17)31233.3%
うーさん (Rank 16)32166.7%
アンペグ (Rank 17)32166.7%
TaroYamada (Rank 1)2020.0%
careful-flock76 (Rank 1)220100.0%
clear-success03 (Rank 17)2020.0%
dan-d-oya-g (Rank 21)2020.0%
diev801 (Rank 8)2020.0%
kamaten2859 (Rank 22)21150.0%
たかティン (Rank 22)2020.0%

Most played opponents, most recent first

EJ20-_-BE5 (Rank 22)2026/10/1531233.3%
hosomayugenom (Rank 26)2026/10/154040.0%
clear-success03 (Rank 17)2026/09/172020.0%
YADAWA (Rank 21)2026/09/1732166.7%
AiokometeZ (Rank 22)2026/09/163030.0%
委員ちょ (Rank 21)2026/09/14440100.0%
たかティン (Rank 22)2026/09/142020.0%
oyumi-h (Rank 25)2026/09/144040.0%
ASSERT(m_pThink); (Rank 21)2026/09/1463350.0%
smogh (Rank 21)2026/09/1454180.0%
dan-d-oya-g (Rank 21)2026/09/052020.0%
O.J.A (Rank 21)2026/09/0554180.0%
kamaten2859 (Rank 22)2026/09/0421150.0%
hiroron1222 (Rank 18)2026/09/0431233.3%
sonic_heroics54 (Rank 11)2026/09/0342250.0%
アンペグ (Rank 17)2026/09/0332166.7%
jg30665 (Rank 13)2026/09/03440100.0%
jaded_sixer3 (Rank 16)2026/09/0364266.7%
zono (Rank 10)2026/08/31151146.7%
うーさん (Rank 16)2026/08/3132166.7%
diev801 (Rank 8)2026/08/312020.0%
baramgebi (Rank 6)2026/08/314040.0%
tycc123 (Rank 17)2026/08/3131233.3%
careful-flock76 (Rank 1)2026/08/31220100.0%
TaroYamada (Rank 1)2026/08/312020.0%

Round openings

Kage

Career
106–132 · 44.5%
This season
150 matches · 44.7%
Peak rank
22

First hit in 51.7% of 547 rounds. Won 51.6% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Ura Tsumujigeri44K6511.8%
backdash into Kodachinuki4K376.7%
punchP into HagasanePK285.1%
backdash into Hagakure-ryu In Raijingeki46P+K244.4%
Rakujin Gaeri44P224.0%
Rasen4P into Rasen Urageri4PK193.5%
backdash into Rasen4P183.3%
Jizuridan2P173.1%
backdash into Ura Tsumujigeri44K173.1%
guardG162.9%
backdash into evade down152.7%
backdash into Gen'you4K+G122.2%
guardG into Rasen Urageri4PK122.2%
backdash into Rakujin Gaeri44P112.0%
backdash101.8%

113 further openings account for the other 227 rounds.

Counted from 140 of the 150 matches played. The rest were not pulled for openings.

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: 0 of 15 tests hold up