VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

snowlovin

Career matches4,901
Career win rate49.9%
Round win rate48.7%
Peak rank36
Distinct opponents175
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1720 #698 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

Kage364,9012,4452,45649.9%

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

1,230 of 1,847 rounds counted

8.3 inputs a second (499 a minute) this season. Faster than 77% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage8.34991,230

By opponent's character

Sarah8.2489154
Jacky8.5508161
Akira8.852789
Jean8.350071
Goh8.249099
Jeffry8.450296
Wolf8.148782
Pai8.349999
Lion8.752034
Brad8.450551
Aoi8.349855
El Blaze8.349839
Lau8.148929
Lei Fei8.148455
Shun8.752222
Kage8.048034
Vanessa8.148542
Taka9.95965
Dural8.551113

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

Sarah62372559.7%+13.0
Jacky50272354.0%+6.3
Akira40182245.0%-5.1
Jean37201754.0%+7.5
Goh33112233.3%-11.7
Jeffry33161748.5%+1.8
Wolf31161551.6%+4.0
Pai3092130.0%-13.1
Lion23101343.5%-2.6
Brad22111150.0%-0.4
Aoi179852.9%+6.2
El Blaze1510566.7%+18.6
Lau1551033.3%-14.9
Lei Fei156940.0%-1.2
Shun128466.7%+16.4
Kage112918.2%-24.5
Vanessa112918.2%-39.1
Taka64266.7%+12.5
Dural3030.0%-49.1

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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 Fence62303248.4%+0.1
Breakable Half Fence60332755.0%+4.8
Open54223240.7%-3.8
Single Wall54272750.0%+0.7
Full Fence47212644.7%-1.0
Octagon41182343.9%-3.2
Half Fence34112332.4%-17.9
Low Fence34161847.1%+1.6
Rectangle34171750.0%+3.8
Full Fence and Open2091145.0%+0.7

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
Walls27846.8%48.0%-1.3
No walls14245.8%46.5%-0.7

Walls against open: -0.6 points (95% range -11.2 to +10.0), p 0.916 — 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

ルビーロマン葵 (Rank 34)2026/10/17189950.0%
乱世の奸雄 (Rank 38)2026/10/1764266.7%
お~ちゃん (Rank 34)2026/10/06135838.5%
∈挙動不審∋ (Rank 33)2026/09/2952340.0%
たあぼさん (Rank 35)2026/09/27103730.0%
タイヨウ (Rank 33)2026/09/27440100.0%
エルモchYT★プなれ★ (Rank 29)2026/09/2751420.0%
fwnd1396 (Rank 34)2026/09/2754180.0%
五寸釘くん (Rank 34)2026/09/2752340.0%
yamaneko (Rank 32)2026/09/1675271.4%
BANANA (Rank 30)2026/09/1498188.9%
さみぃ_ANTARES (Rank 34)2026/09/14440100.0%
寿司眼鉄 (Rank 35)2026/07/09112918.2%
鳩男 (Rank 32)2026/07/0443175.0%
影虎 (Rank 33)2026/07/0462433.3%
Light (Rank 31)2026/06/2841325.0%
くろね@のびしろF (Rank 34)2026/06/1562433.3%
sby (Rank 31)2026/06/14440100.0%
アドリブ使い (Rank 33)2026/06/1263350.0%
MikuMartineau (Rank 32)2026/06/06127558.3%
クレウル (Rank 32)2026/06/0694544.4%
xu.simon29 (Rank 34)2026/06/0672528.6%
ばねばば (Rank 30)2026/05/17106460.0%
SAMCHAY® (Rank 30)2026/05/1753260.0%
tomawo (Rank 32)2026/04/1942250.0%

Round openings

Kage

Career
2,445–2,456 · 49.9%
This season
466 matches · 47.4%
Peak rank
36

First hit in 43.0% of 1,681 rounds. Won 50.4% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 12.6% of rounds, against 2.4% in their other rounds.
  • Against Lion: evades first in 16.2% of rounds, against 3.6% against everyone else.
  • In round 4 or later: opens with “forward dash into P+G throw” in 16.5% of rounds, against 4.1% in their other rounds.
  • After opening the round before with “2K+G Tsumujigeri”: opens with “46K Doukudaki” in 25.7% of rounds, against 12.2% after anything else.

How is this tested?

Doukudaki46K18711.0%
Fusen Renkyaku6K+G1257.3%
forward dash into throwP+G1237.2%
Nagiharai6P+K895.2%
Tsumujigeri2K+G834.9%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP734.3%
backdash into Gen'you4K+G593.5%
backdash into Hagakure-ryu In Raijingeki46P+K543.2%
crouch into Tsumujigeri2K+G533.1%
backdash into Furikakato OtoshiK+G523.1%
Fusenjin3P into Shippuzan3PP492.9%
backward movement into Nagiharai6P+K472.8%
Engetsugeri9K+G412.4%
backward movement into forward kick6K412.4%
backdash into Hagakure-ryu In Fujingeki46P+KP382.2%

167 further openings account for the other 587 rounds.

Counted from 428 of the 466 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
Sarah22–12 · 65%6–8 · 43%too few to test
Jacky11–13 · 46%11–7 · 61%too few to test
Akira7–10 · 41%5–8 · 38%too few to test
Jean12–13 · 48%4–0 · 100%too few to test
Goh5–16 · 24%4–6 · 40%too few to test
Jeffry10–11 · 48%3–6 · 33%too few to test
Wolf9–9 · 50%5–2 · 71%too few to test
Pai6–13 · 32%1–6 · 14%too few to test
Brad7–7 · 50%3–4 · 43%too few to test
Lion3–7 · 30%5–4 · 56%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.

38 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: 4 of 15 tests hold up