VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

シャルル•デュノア

  • Eileen
Career matches986
Career win rate68.4%
Round win rate58.6%
Peak rank42
Distinct opponents79
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1949 #76 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

Kage4272448923567.5%
Eileen412621857770.6%

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

769 of 852 rounds counted

8.2 inputs a second (494 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Eileen8.2495686
Kage8.148483

By opponent's character

Jacky8.551299
Akira8.752284
Lau8.450682
Lion8.048394
Kage8.349647
Aoi8.048041
Brad7.846665
Pai8.350132
Sarah7.947433
El Blaze8.349929
Jeffry8.350016
Vanessa8.048131
Eileen7.947314
Lei Fei8.249125
Wolf7.847023
Dural8.148521
Goh8.249119
Shun8.24927
Jean8.55107

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

Jacky28181064.3%+4.0
Akira2420483.3%+13.5
Lau2214863.6%+1.4
Lion22111150.0%-19.6
Kage1513286.7%+18.6
Aoi147750.0%-23.5
Brad148657.1%-11.4
Pai108280.0%+18.8
Sarah87187.5%+18.6
El Blaze72528.6%-34.1
Jeffry74357.1%-7.6
Vanessa770100.0%+39.3
Eileen63350.0%-14.1
Lei Fei63350.0%-9.6
Wolf63350.0%-17.1
Dural53260.0%-9.8
Goh54180.0%+6.5
Shun43175.0%+13.7
Jean220100.0%+33.2

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

Breakable Half Fence28171160.7%-7.7
Full Fence28181064.3%-7.7
Octagon2416866.7%+6.3
Single Wall2415962.5%-7.4
Low Fence2214863.6%-0.2
Rectangle2216672.7%+8.5
Breakable Full Fence2014670.0%+2.0
Open1713476.5%+13.8
Half Fence127558.3%-8.8
Full Fence and Open119281.8%+20.4

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
Walls13465.7%66.7%-1.0
No walls6366.7%65.8%+0.9

Walls against open: -1.9 points (95% range -16.3 to +12.6), p 0.800 — 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

sizzle (Rank 42)2026/09/2274357.1%
モブ太郎 (Rank 41)2026/09/18330100.0%
ENGLID (Rank 39)2026/09/1832166.7%
とぅでい (Rank 43)2026/09/1873442.9%
ちび太☆らふぁ~る (Rank 41)2026/09/1152340.0%
jinmenusagi (Rank 42)2026/09/1184450.0%
金平糖 (Rank 40)2026/09/1132166.7%
ハッチンパモス (Rank 41)2026/09/1185362.5%
ひじひじくん (Rank 42)2026/09/0831233.3%
寿司眼鉄 (Rank 37)2026/09/0843175.0%
大谷 小平 (Rank 35)2026/09/04440100.0%
佐藤です (Rank 35)2026/09/0443175.0%
Sore (Rank 36)2026/09/0464266.7%
よーこー (Rank 35)2026/08/2432166.7%
躑躅 (Rank 37)2026/08/2473442.9%
ゼータ(MSZ-006) (Rank 40)2026/08/24440100.0%
★闘将拉麵男★ (Rank 36)2026/08/2432166.7%
banjar (Rank 38)2026/08/24440100.0%
助手D (Rank 33)2026/08/21440100.0%
あをゐ (Rank 33)2026/08/1753260.0%
いくお (Rank 42)2026/08/1751420.0%
いくない・∀・ (Rank 39)2026/07/21440100.0%
ダンシングまるこ (Rank 38)2026/05/1542250.0%
expensive-sand (Rank 39)2026/05/1241325.0%
Aki (Rank 39)2026/05/1232166.7%

Round openings

Every character

crouch dash forward into Enkou Toutou3P+K13616.0%
Douchu6P667.8%
forward dash into evade up485.7%
backdash into Kesshi Hanbi46K+G445.2%
backdash into Sokutantai3K323.8%
Hagakure-ryu In Raijingeki46P+K273.2%
forward dash into Hikou Bokushoku9P242.8%
crouch dash forward into Sokutantai3K232.7%
Enkou Kenka46P into forward movement202.4%
crouch dash forward into throw escape172.0%
Senpujin2P+K161.9%
Kousokuhon7K+G into up-back kick7K141.6%
backdash into Goku Shicchi (Interrupt Moves)6P+K+G141.6%
Hikou Senshi66K into forward movement131.5%
backdash into Nakageri3K121.4%

137 further openings account for the other 344 rounds.

Counted from 210 of the 212 matches played. The rest were not pulled for openings.

Eileen

Career
185–77 · 70.6%
This season
169 matches · 69.2%
Peak rank
41

First hit in 45.4% of 679 rounds. Won 64.0% of the rounds they struck first, 56.9% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 29.8% of rounds, against 16.4% against everyone else.
  • In round 1: opens with “crouch dash forward into 3P+K Enkou Toutou” in 28.7% of rounds, against 17.2% in their other rounds.
  • Against Akira: opens with “backdash into 46K+G Kesshi Hanbi” in 20.2% of rounds, against 4.5% against everyone else.

How is this tested?

crouch dash forward into Enkou Toutou3P+K13620.0%
Douchu6P669.7%
backdash into Kesshi Hanbi46K+G446.5%
forward dash into evade up365.3%
backdash into Sokutantai3K324.7%
forward dash into Hikou Bokushoku9P243.5%
crouch dash forward into Sokutantai3K233.4%
Enkou Kenka46P into forward movement202.9%
crouch dash forward into throw escape172.5%
Kousokuhon7K+G into up-back kick7K142.1%
backdash into Goku Shicchi (Interrupt Moves)6P+K+G142.1%
Hikou Senshi66K into forward movement131.9%
backdash into evade down91.3%
forward dash into punchP71.0%
forward movement into punchP71.0%

98 further openings account for the other 218 rounds.

Counted from 167 of the 169 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky14–6 · 70%2–3 · 40%too few to test
Akira9–0 · 100%9–1 · 90%too few to test
Lion8–8 · 50%3–1 · 75%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.

2 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?

Kage

Career
489–235 · 67.5%
This season
43 matches · 53.5%
Peak rank
42

First hit in 47.0% of 164 rounds. Won 50.6% of the rounds they struck first, 55.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hagakure-ryu In Raijingeki46P+K2715.9%
Senpujin2P+K169.4%
backdash into Nakageri3K127.1%
forward dash into evade up127.1%
Hiji'uchi6P95.3%
Jizuridan2P52.9%
backdash into Kodachinuki4K52.9%
forward dash into Fusenjin3P52.9%
forward dash into throwP+G52.9%
Engetsugeri9K+G42.4%
Fusenjin3P42.4%
Ura Tsumujigeri44K42.4%
backdash into kickK42.4%
backdash into Doukudaki46K31.8%
backdash into Kasumi Yaiba66P+K31.8%

37 further openings account for the other 52 rounds.

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

  • Eileen: 3 of 15 tests hold up
  • Kage: not tested (too few rounds)