VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

pc37_lucky10

Career matches6,952
Career win rate51.2%
Round win rate49.6%
Peak rank38
Distinct opponents219
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1745 #602 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

Kage385,3142,6892,62550.6%
Goh—1,63887176753.2%

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

2,269 of 2,932 rounds counted

6.0 inputs a second (360 a minute) this season. Faster than 18% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage6.03602,269

By opponent's character

Akira6.0357302
Jacky6.0359183
Sarah5.9355121
Brad6.0363151
Pai6.1366152
Wolf6.1366137
Jean5.9356113
Lion6.1366172
El Blaze6.1367135
Lau6.0360142
Goh6.0360115
Shun6.035797
Aoi6.0360118
Kage5.734488
Vanessa6.036175
Jeffry5.834941
Lei Fei6.136844
Taka5.734042
Dural5.935424
Eileen6.136617

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

Akira97524553.6%+4.0
Jacky69393056.5%+8.4
Sarah54262848.1%-0.5
Brad46242252.2%+1.5
Pai45192642.2%-6.3
Wolf45242153.3%+4.6
Jean43162737.2%-13.8
Lion43182541.9%-7.5
El Blaze40202050.0%+1.2
Lau37211656.8%+10.3
Goh33141942.4%-7.0
Shun29161355.2%+12.5
Aoi28171160.7%+9.0
Kage2581732.0%-13.8
Vanessa2314960.9%+11.8
Jeffry2281436.4%-13.1
Lei Fei2281436.4%-11.2
Taka115645.5%-10.2
Dural62433.3%-16.7
Eileen63350.0%+10.1

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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 Fence90464451.1%+4.7
Breakable Half Fence77383949.4%+0.3
Breakable Full Fence76354146.0%-2.3
Octagon72304241.7%-8.6
Low Fence70412958.6%+13.6
Full Fence68284041.2%-7.9
Single Wall66372956.1%+6.9
Open64303446.9%-4.0
Rectangle64323250.0%-1.3
Full Fence and Open39182146.1%-3.5

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
Walls44746.8%48.7%-2.0
No walls20054.0%48.8%+5.2

Walls against open: -7.2 points (95% range -16.1 to +1.8), p 0.116 — 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

小名浜DC (Rank 38)2026/10/1385362.5%
xu.simon29 (Rank 35)2026/09/30189950.0%
チャールズ・バックレ (Rank 34)2026/09/3076185.7%
お~ちゃん (Rank 34)2026/09/13139469.2%
montanmo (Rank 39)2026/09/1372528.6%
jijitax4 (Rank 35)2026/09/1175271.4%
a.k.aとりてん (Rank 38)2026/09/1075271.4%
∈挙動不審∋ (Rank 35)2026/09/061881044.4%
ヘニオ (Rank 34)2026/09/022517868.0%
たたみん♪ (Rank 36)2026/09/0283537.5%
鳩男 (Rank 31)2026/08/3075271.4%
拳四郎 (Rank 37)2026/08/2974357.1%
ぷこ (Rank 37)2026/08/291331023.1%
ジークリオン (Rank 37)2026/08/2974357.1%
クレウル (Rank 36)2026/08/29135838.5%
ツッチー (Rank 36)2026/08/25112918.2%
五寸釘くん (Rank 34)2026/08/0484450.0%
続きは敗れている… (Rank 35)2026/07/2393633.3%
JoonJoon (Rank 37)2026/07/2373442.9%
くろね@のびしろF (Rank 34)2026/06/16125741.7%
たまあき (Rank 32)2026/06/1675271.4%
MikuMartineau (Rank 31)2026/06/091551033.3%
大尉 (Rank 30)2026/06/07107370.0%
改悪 (Rank 28)2026/06/0785362.5%
AMUSEUM (Rank 31)2026/06/0772528.6%

Round openings

Kage

Career
2,689–2,625 · 50.6%
This season
724 matches · 48.9%
Peak rank
38

First hit in 55.2% of 2,884 rounds. Won 53.9% of the rounds they struck first, 44.1% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 21.9% of rounds, against 7.2% in their other rounds.
  • Against Lion: evades first in 20.2% of rounds, against 2.2% against everyone else.
  • After opening the round before by evading: evades first in 27.9% of rounds, against 3.3% after anything else.
  • After losing a round: backs off first in 78.2% of rounds, against 64.7% after winning one.
  • When behind: backs off first in 78.0% of rounds, against 68.4% when ahead or level.
  • In round 1: opens with “backdash into 46P+K Hagakure-ryu In Raijingeki” in 20.6% of rounds, against 11.3% in their other rounds.
  • Against Jacky: opens with “backdash into 4K+G Gen'you” in 25.8% of rounds, against 13.9% against everyone else.
  • On Rectangle stages: opens with “backdash into 4K Kodachinuki” in 27.4% of rounds, against 12.5% on the other stages.
  • After opening the round before with “backdash into 4K Kodachinuki”: opens with “backdash into 4K Kodachinuki” in 26.6% of rounds, against 15.2% after anything else.
  • After winning a round: opens with “backdash into 4P+K+G Hagakure-ryu In Shippujin” in 15.6% of rounds, against 2.5% after losing one.
  • When ahead: opens with “backdash into 4P+K+G Hagakure-ryu In Shippujin” in 13.5% of rounds, against 4.7% when level or behind.

How is this tested?

backdash into Gen'you4K+G43915.1%
backdash into Kodachinuki4K40313.8%
backdash into Hagakure-ryu In Raijingeki46P+K39513.6%
Ryu'eikyaku66K2287.8%
backdash into Hagakure-ryu In Shippujin4P+K+G2057.0%
backdash into evade down1164.0%
Sokuten44P+K+G into Hagakure-ryu In Shippujin4P+K+G782.7%
backdash into guardG652.2%
Rasen4P into Rasen Urageri4PK582.0%
guardG into Hagakure-ryu In Raijingeki46P+K491.7%
backdash into Rasen4P431.5%
backdash into Nakageri3K391.3%
backdash into Furikakato OtoshiK+G361.2%
guardG into backdash361.2%
backdash into Ryubisen44K+G321.1%

134 further openings account for the other 688 rounds.

Counted from 718 of the 724 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
Akira23–28 · 45%24–9 · 73%-26.5
Jacky24–20 · 55%12–7 · 63%too few to test
Sarah12–21 · 36%8–6 · 57%too few to test
Brad10–15 · 40%10–4 · 71%too few to test
Pai14–18 · 44%2–5 · 29%too few to test
Wolf18–17 · 51%4–2 · 67%too few to test
Jean10–9 · 53%4–9 · 31%too few to test
Lion9–14 · 39%5–9 · 36%too few to test
El Blaze12–16 · 43%6–2 · 75%too few to test
Lau12–12 · 50%9–4 · 69%too few to test
Goh6–8 · 43%5–10 · 33%too few to test
Shun13–10 · 57%2–2 · 50%too few to test
Aoi11–6 · 65%6–3 · 67%too few to test
Vanessa9–6 · 60%5–3 · 62%too few to test
Jeffry7–9 · 44%0–4 · 0%too few to test
Kage4–9 · 31%2–6 · 25%too few to test
Lei Fei6–11 · 35%2–3 · 40%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.

6 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: 11 of 16 tests hold up