VirtuAnalytics

Novel Insights Through Data & Analysis

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

Kage

おにくむら おにく

  • Jacky
  • Shun
  • Lion
  • Sarah
Career matches329
Career win rate78.1%
Round win rate55.0%
Peak rank24
Distinct opponents28
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1331 Not ranked yet: the list needs 50 matches. See 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

Kage24112951784.8%
Lion23100831783.0%
Jacky2268442464.7%
Shun2143301369.8%
Sarah1165183.3%

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

135 of 182 rounds counted

7.8 inputs a second (470 a minute) this season. Faster than 68% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.645465
Shun8.047821
Kage8.148426
Lion8.248923

By opponent's character

Akira8.350017
Aoi7.846720
Pai8.55084
Jeffry7.444315
Lau7.846616
Wolf7.545015
Goh8.651613
Lion8.048113
El Blaze8.24926
Kage6.84068
Jacky7.74625
Sarah7.44453

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

Akira85362.5%+3.7
Aoi64266.7%+4.9
Pai54180.0%+23.1
Jeffry42250.0%-11.3
Lau42250.0%+0.4
Wolf42250.0%-4.7
Goh31233.3%-11.8
Lion31233.3%-50.8
El Blaze21150.0%-10.2
Kage21150.0%-1.2
Taka220100.0%+34.7
Brad110100.0%+59.5
Jacky1010.0%-63.2
Sarah110100.0%+39.0

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

Single Wall85362.5%-8.3
Breakable Full Fence75271.4%+17.5
Half Fence73442.9%-18.6
Breakable Half Fence61516.7%-33.9
Low Fence53260.0%+9.4
Octagon550100.0%+40.2
Rectangle41325.0%-29.9
Full Fence and Open220100.0%+37.3
Full Fence110100.0%+28.7
Open110100.0%+28.4

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
Walls3053.3%56.2%-2.9
No walls1464.3%63.2%+1.1

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

dalmax72 (Rank 21)2026/06/13330100.0%
ゅろぽ (Rank 25)2026/06/131010.0%
おかやんマン (Rank 23)2026/06/12110100.0%
御魂木ゑる (Rank 21)2026/06/09110100.0%
moppeso (Rank 22)2026/06/0831233.3%
交通弱者用押しボタン (Rank 24)2026/06/082020.0%
yasai (Rank 21)2026/06/06110100.0%
haohwhite (Rank 24)2026/06/05110100.0%
osAnKIRA (Rank 23)2026/05/30220100.0%
kuni_sato (Rank 24)2026/05/301010.0%
starszhouuu (Rank 24)2026/05/292020.0%
やきそばん (Rank 21)2026/05/29110100.0%
DC (Rank 24)2026/05/292020.0%
TERA (Rank 24)2026/05/292020.0%
リチウムイオン (Rank 21)2026/05/28110100.0%
nr636 (Rank 21)2026/05/28110100.0%
和那 (Rank 21)2026/05/2432166.7%
CHASER (Rank 22)2026/05/21110100.0%
moreru (Rank 21)2026/05/2031233.3%
FOX_CQC (Rank 16)2026/05/16440100.0%
2P受害者訪談:100%邪教徒!! (Rank 21)2026/05/1632166.7%
syounai (Rank 25)2026/05/141010.0%
ZR615C (Rank 24)2026/05/091010.0%
うみそら@YT (Rank 8)2026/04/26110100.0%
shinkita (Rank 19)2026/04/20110100.0%

Round openings

Every character

forward movement into punchP126.6%
Low Spin Kick73.9%
Ryu'eikyaku66K63.3%
backdash into back kick+guard4K+G63.3%
backdash into Sentai4K52.8%
forward dash into throwP+G52.8%
forward movement into Jab Double StraightPPP52.8%
backdash into Gen'you4K+G42.2%
backdash into Spin Heel Sword4K+G42.2%
crouch into Haisenchu1P42.2%
Slant Back Knuckle1P into Rage Kick1PK31.6%
crouch dash forward into Smash Straight3P31.6%
forward movement into Renkan SenshouPPP31.6%
forward movement into ResshouPP31.6%
forward movement into SandangekiPPP31.6%

91 further openings account for the other 109 rounds.

Jacky

Career
44–24 · 64.7%
This season
16 matches · 56.2%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Spin Kick1K+G69.2%
forward movement into Jab Double StraightPPP57.7%
backdash into Spin Heel Sword4K+G46.2%
forward dash into throwP+G46.2%
forward movement into punchP46.2%
Slant Back Knuckle1P into Rage Kick1PK34.6%
crouch dash forward into Smash Straight3P34.6%
Low Spin Kick1K+G into Lightning Kick 12K+G23.1%
Low Spin Kick1K+G into evade down23.1%
Spinning Back Knuckle4P into Double Back Knuckle4PP23.1%
backward movement into High Angle Upper Kick6K23.1%
crouch dash back into Low Spin Kick1K+G23.1%
Dash Hammer Kick66K11.5%
Head Hook Kick3K+G11.5%
Jab StraightPP into Jab Double StraightPPP11.5%

23 further openings account for the other 23 rounds.

Shun

Career
30–13 · 69.8%
This season
11 matches · 54.5%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P410.0%
Honshin Rensenkyaku4K+G25.0%
Rensai Gakushu46PP into Rengeki Gakushu46PPP25.0%
crouch dash back into Haisenchu1P25.0%
crouch dash back into evade down25.0%
forward movement into RengekiPP25.0%
punchP into RengekiPP25.0%
Chougeki Haiten44P into crouch12.5%
Getsuga Gakushu46P into forward movement12.5%
Gyou'inshuP+K+G into punchP12.5%
Haisenchu1P into Haisenchu Kaikakyaku1PK12.5%
Kasen Chugeki6P into Kasen Zenbokushou6PP12.5%
Ryubikyaku8K+G12.5%
Shinho Suikoushu43P+K12.5%
Tanhi ChougekiK+G into RengekiPP12.5%

16 further openings account for the other 16 rounds.

Kage

Career
95–17 · 84.8%
This season
9 matches · 44.4%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ryu'eikyaku66K615.4%
forward movement into punchP615.4%
backdash into Gen'you4K+G410.3%
forward movement into ResshouPP37.7%
forward movement into SandangekiPPP37.7%
forward movement into Rekku RenkyakuPPKK25.1%
Fusenjin3P into Shippuzan3PP12.6%
Hagakure-ryu In Shippujin4P+K+G into Hagakure-ryu In FujinP12.6%
ResshouPP into SandangekiPPP12.6%
Ryu'eikyaku66K into crouch12.6%
backdash into Kodachinuki4K12.6%
crouch dash back into Gen'you4K+G12.6%
crouch into Surigeri2K12.6%
evade up into Senpugeri7K12.6%
forward dash into throwP+G12.6%

6 further openings account for the other 6 rounds.

Lion

Career
83–17 · 83.0%
This season
8 matches · 87.5%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into back kick+guard4K+G620.0%
backdash into Sentai4K516.7%
forward movement into Renkan SenshouPPP310.0%
Koushu RensuiPP into Renkan SenshouPPP26.7%
backdash into Kishitsu Kasensou43P26.7%
crouch into Kousoutai2K+G26.7%
Fujintai1K+G into Fujin Sougan1K+GP13.3%
Honsui3P+K into forward dash13.3%
In'you4P into punchP13.3%
Juchou Senshou8P+K13.3%
Tourou Hassou41236P13.3%
backward movement into Rensansui Banchu46P+KPP13.3%
crouch into Dantai3K13.3%
guardG into Juchou Senshou8P+K13.3%
guardG into Ni In'you4PP13.3%

1 further openings account for the other 1 rounds.

Sarah

Career
5–1 · 83.3%
This season
2 matches · 50.0%
Peak rank
11

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Jab StraightPP225.0%
Back Knuckle Turn44P112.5%
Low Spin Kick3K+G112.5%
Serpent Toe Kick2P+K into kickK112.5%
crouch dash back into Dragon Smash Cannon1K112.5%
evade down into Rising Elbow6P112.5%
forward movement into punchP112.5%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Sarah: not tested (too few rounds)