VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Kage

Apselon

Career matches448
Career win rate51.8%
Round win rate50.6%
Peak rank25
Distinct opponents73
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1270 #3,238 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

Kage2544823221651.8%

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

932 of 932 rounds counted

4.8 inputs a second (291 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage4.8291932

By opponent's character

Jacky5.2314107
Pai5.030296
Akira4.627894
El Blaze4.828685
Goh5.332090
Jeffry4.828579
Sarah4.526783
Lau4.929648
Kage4.426343
Lion5.231146
Vanessa4.224944
Shun5.231531
Brad4.527136
Lei Fei4.527223
Aoi5.331713
Wolf5.33176
Eileen4.22493
Jean3.62155

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

Jacky2791833.3%-24.5
Pai2415962.5%+7.1
Akira2381534.8%-11.7
El Blaze22121054.5%+9.3
Goh22121054.5%+7.3
Jeffry2081240.0%-3.4
Sarah2011955.0%+11.6
Lau135838.5%+2.0
Kage1210283.3%+26.0
Lion125741.7%-7.7
Vanessa104640.0%-10.3
Shun92722.2%-10.2
Brad85362.5%-4.9
Lei Fei75271.4%+7.2
Aoi32166.7%+7.4
Wolf220100.0%+45.5
Eileen110100.0%+17.8
Jean110100.0%+7.0

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

Open36201655.6%+5.7
Half Fence33201360.6%+8.7
Low Fence29141548.3%+9.0
Breakable Full Fence26141253.9%-0.7
Single Wall26121446.1%-8.3
Octagon23101343.5%-6.2
Full Fence2161528.6%-13.8
Breakable Half Fence135838.5%-8.0
Full Fence and Open84450.0%+2.9
Rectangle84450.0%-10.0

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12447.6%50.3%-2.7
No walls9150.5%48.2%+2.3

Walls against open: -5.0 points (95% range -17.6 to +7.6), p 0.434 — 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

JetBryant78 (Rank 21)1961331.6%
skywalkeR78081 (Rank 26)1881044.4%
Rouga (Rank 28)94544.4%
brogasaurusrex (Rank 29)93633.3%
ELDARONO (Rank 25)82625.0%
ManBehindTheWires (Rank 22)82625.0%
DamoonSyder (Rank 15)76185.7%
Smashquatch (Rank 31)71614.3%
Chyronian (Rank 16)65183.3%
KAN0N (Rank 11)660100.0%
Lasdow (Rank 23)61516.7%
MrJimPL (Rank 17)660100.0%
WeirdGoose (Rank 24)63350.0%
LionClawX (Rank 27)51420.0%
Lorcan (Rank 34)5050.0%
BloodyRoseVF (Rank 36)4040.0%
NITTY3864 (Rank 6)440100.0%
Rodryu (Rank 36)4040.0%
joyKiller (Rank 29)41325.0%
Citywolf (Rank 32)3030.0%
CoolerTails (Rank 29)3030.0%
DexTepa (Rank 23)31233.3%
SNAKERINO8875 (Rank 12)31233.3%
o1811 (Rank 16)330100.0%
speedymat (Rank 30)3030.0%

Most played opponents, most recent first

Smashquatch (Rank 31)2026/10/1671614.3%
LionClawX (Rank 27)2026/10/1651420.0%
Rouga (Rank 28)2026/10/1694544.4%
Citywolf (Rank 32)2026/10/163030.0%
brogasaurusrex (Rank 29)2026/10/1393633.3%
speedymat (Rank 30)2026/10/123030.0%
NITTY3864 (Rank 6)2026/10/12440100.0%
Lorcan (Rank 34)2026/10/115050.0%
BloodyRoseVF (Rank 36)2026/10/104040.0%
WeirdGoose (Rank 24)2026/10/1063350.0%
skywalkeR78081 (Rank 26)2026/10/041881044.4%
CoolerTails (Rank 29)2026/09/293030.0%
o1811 (Rank 16)2026/09/27330100.0%
Rodryu (Rank 36)2026/09/274040.0%
JetBryant78 (Rank 21)2026/09/161961331.6%
ELDARONO (Rank 25)2026/09/1582625.0%
Lasdow (Rank 23)2026/09/1561516.7%
ManBehindTheWires (Rank 22)2026/09/1582625.0%
MrJimPL (Rank 17)2026/09/13660100.0%
DexTepa (Rank 23)2026/09/1331233.3%
joyKiller (Rank 29)2026/09/1341325.0%
DamoonSyder (Rank 15)2026/09/1376185.7%
Chyronian (Rank 16)2026/09/1365183.3%
SNAKERINO8875 (Rank 12)2026/09/1331233.3%
KAN0N (Rank 11)2026/09/12660100.0%

Round openings

Kage

Career
232–216 · 51.8%
This season
236 matches · 49.6%
Peak rank
25

First hit in 45.9% of 638 rounds. Won 53.6% of the rounds they struck first, 50.4% of the rounds they were struck first.

Significant Tells

  • In round 2: attacks straight away in 61.8% of rounds, against 44.7% in their other rounds.
  • After opening the round before by backing off: backs off first in 42.6% of rounds, against 15.6% after anything else.
  • After the opponent opened the round before by attacking: evades first in 24.2% of rounds, against 14.2% after anything else.
  • After losing a round: backs off first in 24.7% of rounds, against 18.4% after winning one.
  • When ahead: attacks straight away in 62.2% of rounds, against 42.4% when level or behind.
  • After losing a round: opens with “backdash into backward movement” in 9.1% of rounds, against 3.7% after winning one.
  • When ahead: opens with “3K Nakageri into 3KP Rasen Fujin” in 10.9% of rounds, against 1.7% when level or behind.

How is this tested?

evade up6510.1%
backdash into backward movement457.0%
guardG365.6%
backdash into guardG335.1%
Nakageri3K into Rasen Fujin3KP314.8%
Tsumujigeri2K+G243.7%
Rasen Fujin3KP into Rasen Kouryujin3KPP233.6%
backdash into Gen'you4K+G213.3%
punchP into HagasanePK213.3%
Senpugeri7K203.1%
evade up into guardG193.0%
backdash into Tsumujigeri2K+G172.6%
Jibashiri1K142.2%
Hagakure-ryu You Jumonji KamaeP+K+G132.0%
Soumenwari1P+K132.0%

81 further openings account for the other 249 rounds.

Counted from 165 of the 236 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
Jacky4–7 · 36%4–7 · 36%too few to test
El Blaze6–4 · 60%4–5 · 44%too few to test
Goh3–5 · 38%8–3 · 73%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.

71 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 (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: 7 of 15 tests hold up