VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

せろり☆

Career matches18,126
Career win rate58.6%
Round win rate56.0%
Peak rank44
Distinct opponents221
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

2014 #26 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

Kage4418,12610,6267,50058.6%

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

4,321 of 7,944 rounds counted

10.7 inputs a second (642 a minute) this season. Faster than 98% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage10.76424,321

By opponent's character

Akira11.1666601
Jacky10.8645313
Lion10.4623372
Lau10.8646339
Kage10.6634255
Brad10.7643287
Wolf11.1668184
Taka10.6639304
El Blaze10.5630121
Aoi10.8648233
Goh10.5630177
Shun10.3616142
Vanessa10.5628197
Lei Fei10.6637200
Sarah10.5631222
Pai10.8647145
Jeffry11.166472
Eileen10.059962
Jean10.864972
Dural10.361623

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

Akira26013312751.1%-12.8
Jacky2051178857.1%+3.9
Lion154847054.5%-9.3
Lau131834863.4%+2.3
Kage116892776.7%+11.4
Brad110723865.5%+6.4
Wolf92593364.1%-0.2
Taka91543759.3%-1.7
El Blaze87602769.0%+4.0
Aoi81473458.0%-6.3
Goh80512963.8%-1.7
Shun80562470.0%+3.9
Vanessa78562271.8%+4.7
Lei Fei76591777.6%+14.2
Sarah76502665.8%+1.0
Pai74462862.2%-1.2
Jeffry44291565.9%-1.2
Eileen43331076.7%+8.4
Jean36261072.2%+2.3
Dural93633.3%-32.9

0 of 17 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 17 questions at once; about 0.9 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

Half Fence2031218259.6%-2.4
Low Fence2031416269.5%+5.8
Rectangle2011158657.2%-7.5
Breakable Half Fence2001178358.5%-4.3
Full Fence1961336367.9%+5.0
Single Wall1851137261.1%+0.6
Breakable Full Fence1801136762.8%+1.0
Open1791097060.9%-4.3
Octagon1601065466.2%+5.3
Full Fence and Open112793370.5%+7.9

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls1,14061.8%62.5%-0.6
No walls56764.0%63.2%+0.8

Walls against open: -1.4 points (95% range -6.7 to +3.8), p 0.589 — 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

jinmenusagi (Rank 42)2026/10/1836241266.7%
藪からBOY (Rank 43)2026/10/1768422661.8%
デビブル (Rank 41)2026/10/1730171356.7%
sizzle (Rank 43)2026/10/1525121348.0%
manatsu_7 (Rank 43)2026/10/1537251267.6%
hatarakedo_tagayasedo... (Rank 43)2026/10/151917289.5%
ちび太☆らふぁ~る (Rank 42)2026/10/1341142734.1%
周大人 (Rank 41)2026/10/1339211853.9%
デネ (Rank 42)2026/10/134237588.1%
じゃんぬ (Rank 46)2026/10/12118437536.4%
すぐる (Rank 42)2026/10/1226151157.7%
めがじぇね (Rank 42)2026/10/1249292059.2%
エンたん (Rank 43)2026/10/1048163233.3%
ハマラウ (Rank 42)2026/10/092115671.4%
亜希 (Rank 44)2026/09/2920101050.0%
かめやま (Rank 42)2026/09/1828161257.1%
こば次狼/covajiro (Rank 44)2026/09/181911857.9%
ぴゅあくん (Rank 43)2026/09/1826111542.3%
ひらがなであおき (Rank 42)2026/09/184031977.5%
おさげ (Rank 43)2026/09/1533181554.5%
アヒルさんチーム (Rank 44)2026/09/0927141351.9%
SHU (Rank 43)2026/08/241991047.4%
おかし (Rank 41)2026/07/0626161061.5%
やそかみ (Rank 44)2026/07/051912763.2%
いくお (Rank 41)2026/05/2335231265.7%

Round openings

Kage

Career
10,626–7,500 · 58.6%
This season
1,923 matches · 62.8%
Peak rank
44

First hit in 49.8% of 7,347 rounds. Won 58.7% of the rounds they struck first, 53.7% of the rounds they were struck first.

Significant Tells

  • In round 2: moves in first in 48.5% of rounds, against 38.3% in their other rounds.
  • Against Lau: attacks straight away in 34.8% of rounds, against 20.0% against everyone else.
  • On Rectangle stages: moves in first in 50.1% of rounds, against 39.3% on the other stages.
  • After opening the round before by moving in: moves in first in 53.2% of rounds, against 35.8% after anything else.
  • When ahead: waits first in 4.7% of rounds, against 3.3% when level or behind.
  • In round 1: opens with “46P+K Hagakure-ryu In Raijingeki” in 12.4% of rounds, against 6.8% in their other rounds.
  • Against Akira: opens with “crouch dash forward into throw escape” in 23.6% of rounds, against 11.6% against everyone else.
  • On Breakable Full Fence stages: opens with “backdash into evade up” in 14.4% of rounds, against 9.8% on the other stages.
  • After opening the round before with “crouch dash forward into throw escape”: opens with “crouch dash forward into throw escape” in 31.5% of rounds, against 11.7% after anything else.
  • After losing a round: opens with “crouch dash forward into evade down” in 10.6% of rounds, against 8.1% after winning one.
  • When ahead: opens with “crouch dash forward into throw escape” in 17.4% of rounds, against 13.1% when level or behind.

How is this tested?

crouch dash forward into throw escape97513.2%
backdash into evade up75410.2%
crouch dash forward into evade down6238.4%
Hagakure-ryu In Raijingeki46P+K6058.2%
backdash into Furikakato OtoshiK+G5767.8%
Jizuridan2P3224.3%
crouch dash forward into Hiji'uchi6P2883.9%
crouch dash forward into guardG2753.7%
backdash into Hagakure-ryu In Raijingeki46P+K1652.2%
crouch dash forward into throwP+G1452.0%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G1141.5%
backward movement into Nagiharai6P+K1111.5%
backdash into Gen'you4K+G861.2%
Rasen4P831.1%
crouch dash forward into Fusenjin3P751.0%

266 further openings account for the other 2,198 rounds.

Counted from 1,788 of the 1,923 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
Akira79–66 · 54%31–38 · 45%+9.7
Jacky70–55 · 56%30–17 · 64%-3.7
Lion47–38 · 55%21–14 · 60%-4.4
Lau49–25 · 66%21–16 · 57%+5.2
Kage45–15 · 75%22–5 · 81%too few to test
Brad38–25 · 60%21–12 · 64%-0.4
Wolf34–21 · 62%17–8 · 68%too few to test
El Blaze31–16 · 66%15–4 · 79%too few to test
Goh29–19 · 60%16–8 · 67%too few to test
Shun24–11 · 69%25–8 · 76%-8.4
Taka29–22 · 57%15–6 · 71%too few to test
Aoi27–17 · 61%17–10 · 63%too few to test
Sarah32–20 · 62%14–4 · 78%too few to test
Pai25–12 · 68%17–13 · 57%too few to test
Vanessa32–7 · 82%16–8 · 67%too few to test
Lei Fei27–8 · 77%14–5 · 74%too few to test
Jeffry18–8 · 69%8–4 · 67%too few to test
Eileen21–8 · 72%7–1 · 88%too few to test
Jean12–5 · 71%8–3 · 73%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

135 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 (18 here; about 0.9 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: 11 of 18 tests hold up