VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

HongSam1

  • Brad
  • Jeffry
Career matches540
Career win rate65.4%
Round win rate55.5%
Peak rank28
Distinct opponents57
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1488 #2,109 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

Jacky2631719412361.2%
Brad281551114471.6%
Jeffry2568482070.6%

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

580 of 580 rounds counted

7.3 inputs a second (439 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.2433328
Brad7.6456184
Jeffry7.042268

By opponent's character

Akira7.6454138
Lau7.545368
Jeffry7.142478
Sarah7.243146
Jacky7.645337
Wolf7.746231
Aoi6.639732
Goh7.243229
Kage7.343925
Jean7.243019
Pai7.042319
Brad7.343616
El Blaze7.042313
Shun6.941412
Taka7.14268
Vanessa7.24309

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

Akira35231265.7%+10.0
Lau1911857.9%-4.5
Jeffry1810855.6%-9.0
Sarah127558.3%-12.4
Jacky94544.4%-12.2
Wolf95455.6%-6.6
Aoi87187.5%+30.7
Goh75271.4%-5.5
Kage74357.1%+4.2
Jean53260.0%-2.6
Pai51420.0%-16.8
Brad440100.0%+43.4
El Blaze43175.0%-5.7
Shun42250.0%-22.5
Taka21150.0%-2.5
Vanessa220100.0%+30.7

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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 Half Fence2314960.9%-5.1
Octagon1771041.2%-23.6
Single Wall1710758.8%+11.2
Low Fence1611568.8%+7.3
Breakable Full Fence138561.5%-1.2
Half Fence128466.7%-1.8
Rectangle128466.7%+10.7
Full Fence117463.6%-2.8
Open119281.8%+29.1
Full Fence and Open94544.4%-27.0

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
Walls8859.1%63.6%-4.6
No walls4468.2%55.2%+13.0

Walls against open: -17.5 points (95% range -37.8 to +2.8), p 0.091 — 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

ぽん (Rank 28)2026/09/2931233.3%
nourusu (Rank 29)2026/09/28440100.0%
HoAssYoAss (Rank 24)2026/09/1443175.0%
김치 (Rank 23)2026/09/1465183.3%
naska3th (Rank 28)2026/09/1431233.3%
twinsshine (Rank 28)2026/09/1431233.3%
donburiblaze (Rank 26)2026/09/122020.0%
STAGEW(ON)@스테이지원 (Rank 41)2026/09/1131233.3%
Wonda15426 (Rank 27)2026/09/1132166.7%
Garuyan (Rank 27)2026/09/0242250.0%
ミクzzzw (Rank 24)2026/08/2862433.3%
potimaru1059 (Rank 23)2026/08/2832166.7%
nikuzuki (Rank 22)2026/08/2532166.7%
みみぞう (Rank 23)2026/08/25330100.0%
a39611619 (Rank 22)2026/08/2487187.5%
けいすけ新宿 (Rank 24)2026/08/2453260.0%
金子です (Rank 28)2026/08/2451420.0%
lemon-sour (Rank 23)2026/08/2432166.7%
天道酬勤 (Rank 22)2026/08/242020.0%
HayanieMozu (Rank 21)2026/08/2243175.0%
DDaDDai (Rank 28)2026/08/2251420.0%
Might小麥豆漿 (Rank 22)2026/07/2932166.7%
無槪念野獸/무개념야수 (Rank 25)2026/07/29138561.5%
魔鬼筋肉人 (Rank 22)2026/07/26220100.0%
Mon3tr (Rank 24)2026/07/2632166.7%

Round openings

Every character

backdash into Sway Back4P+K+G6611.5%
backdash into evade up518.8%
backdash366.2%
backdash into guardG274.7%
Dtee Sawk Dtrohng4P+K264.5%
backdash into Beat & Back KnuckleP+KP213.6%
Ducking6P+K+G into Crush Knee KickK+G193.3%
backdash into Beat KnuckleP+K193.3%
backdash into evade down183.1%
Middle Smash6P152.6%
Jab StraightPP into Jab Double StraightPPP142.4%
backdash into Long Stride Back Knuckle4P+K142.4%
Slant Back Knuckle1P into Rage Kick1PK132.3%
backdash into Middle Smash6P111.9%
Bil Jee6P+K81.4%

117 further openings account for the other 218 rounds.

Counted from 149 of the 150 matches played. The rest were not pulled for openings.

Jacky

Career
194–123 · 61.2%
This season
83 matches · 57.8%
Peak rank
26

First hit in 42.8% of 320 rounds. Won 65.0% of the rounds they struck first, 42.1% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 80.5% of rounds, against 57.0% in their other rounds.

How is this tested?

backdash into evade up3510.8%
backdash309.3%
backdash into Beat & Back KnuckleP+KP216.5%
backdash into Beat KnuckleP+K195.9%
Middle Smash6P154.6%
Jab StraightPP into Jab Double StraightPPP144.3%
backdash into Long Stride Back Knuckle4P+K144.3%
Slant Back Knuckle1P into Rage Kick1PK134.0%
backdash into Middle Smash6P113.4%
backdash into guardG113.4%
Bil Jee6P+K82.5%
backdash into evade down82.5%
Low Spin Kick1K+G72.2%
backdash into Spin Heel Sword4K+G72.2%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward61.9%

62 further openings account for the other 105 rounds.

Counted from 82 of the 83 matches played. The rest were not pulled for openings.

Brad

Career
111–44 · 71.6%
This season
49 matches · 67.3%
Peak rank
28

First hit in 40.4% of 183 rounds. Won 58.1% of the rounds they struck first, 62.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sway Back4P+K+G6635.9%
Dtee Sawk Dtrohng4P+K2614.1%
Ducking6P+K+G into Crush Knee KickK+G1910.3%
backdash into guardG147.6%
backdash into evade up84.3%
backdash into evade down63.3%
Sharp Shoot1P42.2%
Sharp Shoot1P into guardG42.2%
backdash42.2%
backdash into Sharp Shoot1P31.6%
Ducking6P+K+G into Ducking StraightP21.1%
Elbow Hook6P into forward dash21.1%
Sharp Shoot1P into evade down21.1%
Spine Whip4P into Lumpini Combination4PK21.1%
backdash into Turn Savate44K21.1%

18 further openings account for the other 20 rounds.

Jeffry

Career
48–20 · 70.6%
This season
18 matches · 61.1%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up811.8%
Ducking Low2K+G68.8%
Middle Hell Stab6P+K57.3%
backdash into Rising Hammer43PP45.9%
backdash into evade down45.9%
punchP into Double KnucklePP45.9%
Low Knuckle2P22.9%
backdash22.9%
backdash into Double Hammer Down43P22.9%
backdash into Double KnucklePP22.9%
backdash into guardG22.9%
crouch into Full Swing Upper33P22.9%
forward movement into guardG22.9%
punchP into Knuckle KickPK22.9%
Dash Elbow66P11.5%

20 further openings account for the other 20 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 (13 here; about 0.7 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: 1 of 13 tests hold up
  • Brad: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)