VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

lilpuncake123

Career matches1,356
Career win rate51.0%
Round win rate47.0%
Peak rank30
Distinct opponents101
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1563 #1,586 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

Kage301,35669266451.0%

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

1,849 of 2,218 rounds counted

7.3 inputs a second (438 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage7.34381,849

By opponent's character

Akira7.6453269
Sarah7.1428201
Jacky7.1427188
Pai7.6454164
Shun7.5451140
Vanessa7.544771
Lion7.3440156
Lau7.444289
Kage6.841189
Brad7.0418105
Wolf7.243180
Taka7.745940
Goh7.343677
Jean7.042058
Jeffry7.847038
Lei Fei7.444433
Eileen7.444328
El Blaze6.337923

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

Akira72314143.1%+4.3
Sarah62342854.8%+10.9
Jacky57223538.6%-0.8
Pai45222348.9%-11.8
Shun43212248.8%+2.0
Vanessa41281368.3%+15.6
Lion38231560.5%+15.1
Lau36122433.3%-5.0
Kage3182325.8%-14.8
Brad28101835.7%-15.3
Wolf2381534.8%-10.5
Taka1991047.4%+4.8
Goh1812666.7%+4.5
Jean189950.0%-0.7
Jeffry113827.3%-13.0
Lei Fei104640.0%-20.5
Eileen95455.6%+6.6
El Blaze8080.0%-23.2

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.

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 Fence74363848.6%+3.7
Half Fence71284339.4%-9.0
Open70422860.0%+9.9
Single Wall60273345.0%+6.8
Low Fence58184031.0%-6.7
Full Fence56243242.9%-8.8
Breakable Half Fence50282256.0%+14.1
Octagon46212545.6%-6.7
Rectangle46222447.8%-0.6
Full Fence and Open2051525.0%-24.7

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
Walls34346.4%47.6%-1.3
No walls18846.3%43.0%+3.3

Walls against open: -4.6 points (95% range -14.1 to +5.0), p 0.348 — 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

DatDemo (Rank 28)2026/09/1810100100.0%
H.P.Starcraft (Rank 27)2026/09/16167943.8%
無謀 (Rank 33)2026/09/16123925.0%
RobtheStone (Rank 24)2026/09/131514193.3%
ShooterMcJacky (Rank 30)2026/09/13100100.0%
johncha (Rank 21)2026/09/13109190.0%
Kitetsu (Rank 26)2026/09/1395455.6%
j_remover (Rank 31)2026/09/1386275.0%
tenpai (Rank 32)2026/07/212752218.5%
seedash (Rank 27)2026/07/2094544.4%
Shtudy (Rank 23)2026/07/2086275.0%
B34TD0WN (Rank 26)2026/07/1673442.9%
JINXHAND (Rank 33)2026/07/1071614.3%
JAWattack (Rank 29)2026/07/10104640.0%
I'monlysleeping (Rank 26)2026/07/0683537.5%
Twonny (Rank 25)2026/07/04117463.6%
Dice (Rank 25)2026/06/2196366.7%
Belzagy (Rank 28)2026/06/143592625.7%
GambleOfDarun (Rank 21)2026/06/12156940.0%
y2d (Rank 41)2026/06/11130130.0%
LethalLegendK (Rank 27)2026/06/0882625.0%
PSO2_PLAYER (Rank 23)2026/06/08115645.5%
Kaashif (Rank 25)2026/05/2671614.3%
Jiikae (Rank 28)2026/05/14105550.0%
VIRTUOUSKNIGHT (Rank 22)2026/05/142217577.3%

Round openings

Kage

Career
692–664 · 51.0%
This season
569 matches · 45.9%
Peak rank
30

First hit in 50.0% of 2,187 rounds. Won 51.7% of the rounds they struck first, 42.8% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 36.7% of rounds, against 21.0% in their other rounds.
  • Against Pai: evades first in 19.1% of rounds, against 5.9% against everyone else.
  • On Full Fence and Open stages: evades first in 22.2% of rounds, against 6.4% on the other stages.
  • After opening the round before by moving in: moves in first in 41.7% of rounds, against 12.8% after anything else.
  • After the opponent opened the round before by waiting: waits first in 13.5% of rounds, against 6.7% after anything else.
  • After losing a round: moves in first in 27.1% of rounds, against 14.3% after winning one.
  • When behind: moves in first in 26.5% of rounds, against 18.7% when ahead or level.
  • In round 1: opens with “crouch dash forward into P punch” in 12.2% of rounds, against 3.7% in their other rounds.
  • Against Vanessa: opens with “4P Rasen” in 17.8% of rounds, against 4.3% against everyone else.
  • On Breakable Full Fence stages: opens with “crouch dash forward into P punch” in 9.7% of rounds, against 5.3% on the other stages.
  • After opening the round before with “crouch dash forward into G guard”: opens with “crouch dash forward into G guard” in 24.7% of rounds, against 8.7% after anything else.
  • After losing a round: opens with “crouch dash forward into G guard” in 14.4% of rounds, against 7.0% after winning one.
  • When ahead: opens with “4P Rasen” in 8.3% of rounds, against 4.8% when level or behind.

How is this tested?

crouch dash forward into guardG26311.9%
Jakenshou214P+K1496.8%
crouch dash forward into punchP1305.9%
Rasen4P1165.2%
crouch dash back into guardG994.5%
crouch dash back into evade down974.4%
Rasen4P into Rasen Urageri4PK813.7%
crouch dash back into Furikakato OtoshiK+G813.7%
guardG652.9%
kickK into punchP562.5%
Sokudan1P into Sokudangasane1PK512.3%
Soumenwari1P+K512.3%
evade down into guardG472.1%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G462.1%
crouch dash back into kickK371.7%

197 further openings account for the other 839 rounds.

Counted from 564 of the 569 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira21–28 · 43%9–9 · 50%too few to test
Sarah21–13 · 62%11–13 · 46%too few to test
Jacky11–15 · 42%10–16 · 38%too few to test
Pai15–16 · 48%5–5 · 50%too few to test
Shun14–15 · 48%7–7 · 50%too few to test
Vanessa21–9 · 70%7–4 · 64%too few to test
Lion6–7 · 46%13–8 · 62%too few to test
Lau8–12 · 40%4–10 · 29%too few to test
Kage4–8 · 33%4–13 · 24%too few to test
Brad7–13 · 35%3–5 · 38%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.

5 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

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 (16 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: 13 of 16 tests hold up