VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

カカリア

  • Shun
  • Akira
  • Sarah
  • Jeffry
  • Eileen
Career matches4,003
Career win rate52.7%
Round win rate52.7%
Peak rank38
Distinct opponents215
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1783 #431 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

Jacky383,7301,9081,82251.1%
Shun3091682374.7%
Sarah2985602570.6%
Akira2845331273.3%
Eileen293730781.1%
Jeffry261512380.0%

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

911 of 1,647 rounds counted

7.8 inputs a second (467 a minute) this season. Faster than 67% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.0479583
Shun7.4443153
Akira8.350173
Sarah6.740366
Jeffry7.142723
Eileen7.042213

By opponent's character

Jacky8.2490127
Akira7.645889
Kage7.444592
Sarah7.846885
Jeffry7.645547
Pai7.746072
Jean7.746260
Lau8.048259
Lei Fei7.947640
Lion7.846937
Aoi7.243328
Goh7.746437
Shun8.249136
Brad7.746037
Wolf7.846934
Vanessa9.25504
Dural8.65178
El Blaze7.64554
Taka7.64585
Eileen7.545310

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

Jacky45192642.2%-12.5
Akira44251956.8%-0.1
Kage34181652.9%+1.6
Sarah30181260.0%+7.8
Jeffry29161355.2%-2.3
Pai2719870.4%+18.0
Jean26141253.9%-3.2
Lau23121152.2%+1.4
Lei Fei23101343.5%-12.6
Lion2113861.9%+10.3
Aoi1910952.6%-3.7
Goh179852.9%-3.4
Shun1710758.8%+9.9
Brad158753.3%-1.4
Wolf115645.5%-16.6
Vanessa95455.6%+1.9
Dural41325.0%-28.1
El Blaze43175.0%+19.2
Taka42250.0%+4.0
Eileen330100.0%+39.4

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 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

Full Fence61263542.6%-13.4
Breakable Half Fence46252154.4%+0.3
Single Wall44222250.0%-6.5
Rectangle43251858.1%+7.0
Half Fence40231757.5%+7.3
Breakable Full Fence38201852.6%+0.2
Open36231363.9%+6.8
Low Fence29151451.7%-4.2
Octagon26161061.5%+5.0
Full Fence and Open1915479.0%+23.3

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls25453.1%53.2%-0.1
No walls10955.0%56.4%-1.4

Walls against open: +1.3 points (95% range -10.0 to +12.6), p 0.824 — 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

タカユキお兄ちゃん/takayuki_vf (Rank 35)2026/10/0643175.0%
sarurou-youtube (Rank 39)2026/09/2741325.0%
えなお (Rank 35)2026/09/1375271.4%
raduakira (Rank 37)2026/09/1152340.0%
Shinnpon (Rank 37)2026/09/0343175.0%
お~ちゃん (Rank 35)2026/08/2141325.0%
なっちゃんねる (Rank 24)2026/07/1443175.0%
躑躅 (Rank 33)2026/06/1541325.0%
フェイス (Rank 37)2026/06/143030.0%
ひかる (Rank 39)2026/06/0341325.0%
masazo1111 (Rank 33)2026/05/2641325.0%
anzenpai (Rank 33)2026/05/2643175.0%
フルレバ (Rank 35)2026/05/2541325.0%
ダンプよっし~改 (Rank 39)2026/05/2063350.0%
kantoku0219 (Rank 35)2026/05/1454180.0%
こまち (Rank 35)2026/05/1074357.1%
くりたろう (Rank 37)2026/05/0741325.0%
mof (Rank 38)2026/05/0741325.0%
アナパイ1973 (Rank 37)2026/04/3064266.7%
Ka2 (Rank 36)2026/04/2041325.0%
MOTO (Rank 35)2026/04/2041325.0%
KENTZ.SW2 (Rank 33)2026/04/2042250.0%
VF12360-PC(PS将~魔王) (Rank 34)2026/04/1942250.0%
omasu_miyazaki (Rank 37)2026/04/1951420.0%
METALX (Rank 34)2026/03/3142250.0%

Round openings

Every character

crouch into Squat Straight1218.0%
crouch dash forward into throw escape724.8%
backdash into Middle Kick3K674.4%
throw escape674.4%
forward movement into punchP614.0%
crouch dash forward into throwP+G604.0%
Dash Hammer Kick66K563.7%
guardG into throw escape493.2%
backdash into evade down442.9%
backward movement into throw escape392.6%
backdash into evade up372.4%
Rensai Gakushu46PP into Rengeki Gakushu46PPP241.6%
backdash into Spin Heel Sword4K+G201.3%
Middle Smash6P171.1%
forward movement into Jab Double StraightPPP171.1%

250 further openings account for the other 763 rounds.

Counted from 370 of the 379 matches played. The rest were not pulled for openings.

Jacky

Career
1,908–1,822 · 51.1%
This season
321 matches · 48.3%
Peak rank
38

First hit in 47.6% of 1,279 rounds. Won 51.7% of the rounds they struck first, 47.3% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: waits first in 24.0% of rounds, against 12.2% in their other rounds.
  • Against Lau: moves in first in 44.0% of rounds, against 25.4% against everyone else.
  • On Rectangle stages: moves in first in 35.8% of rounds, against 25.2% on the other stages.
  • After losing a round: attacks straight away in 26.1% of rounds, against 16.6% after winning one.
  • When ahead: waits first in 18.9% of rounds, against 12.2% when level or behind.
  • In round 4 or later: opens with “crouch into 2P Squat Straight” in 17.1% of rounds, against 6.4% in their other rounds.
  • Against Lion: opens with “backdash into 3K Middle Kick” in 15.7% of rounds, against 4.6% against everyone else.
  • After opening the round before with “backdash into 3K Middle Kick”: opens with “crouch dash forward into throw escape” in 17.0% of rounds, against 4.8% after anything else.
  • After winning a round: opens with “crouch into 2P Squat Straight” in 14.3% of rounds, against 8.0% after losing one.
  • When ahead: opens with “crouch into 2P Squat Straight” in 11.5% of rounds, against 6.8% when level or behind.

How is this tested?

crouch into Squat Straight2P1199.3%
backdash into Middle Kick3K675.2%
crouch dash forward into throw escape675.2%
crouch dash forward into throwP+G584.5%
Dash Hammer Kick66K564.4%
forward movement into punchP544.2%
throw escape524.1%
backward movement into throw escape372.9%
guardG into throw escape332.6%
backdash into evade up322.5%
backdash into evade down302.3%
backdash into Spin Heel Sword4K+G201.6%
Middle Smash6P171.3%
forward movement into Jab Double StraightPPP171.3%
High Angle Upper Kick6K161.2%

200 further openings account for the other 607 rounds.

Counted from 312 of the 321 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira9–12 · 43%5–1 · 83%too few to test
Jacky3–8 · 27%6–10 · 38%too few to test
Kage8–13 · 38%6–1 · 86%too few to test
Jeffry5–7 · 42%6–6 · 50%too few to test
Jean6–6 · 50%5–6 · 45%too few to test
Sarah8–5 · 62%2–2 · 50%too few to test
Lau8–8 · 50%0–2 · 0%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.

9 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?

Shun

Career
68–23 · 74.7%
This season
38 matches · 73.7%
Peak rank
30

First hit in 55.6% of 153 rounds. Won 60.0% of the rounds they struck first, 64.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rensai Gakushu46PP into Rengeki Gakushu46PPP2415.7%
backdash into Koushinhi4P+K+G149.2%
crouch into Fukuchougeki2P138.5%
guardG into throw escape106.5%
Getsuga Gakushu46P85.2%
throw escape85.2%
Haisenchu1P74.6%
backdash into evade down74.6%
Haisenchu1P into crouch53.3%
backdash into throwP+G53.3%
crouch into Gyousentai2K53.3%
backdash into evade up42.6%
Getsuga Gakushu46P into backward movement21.3%
Gyou'in Haishu3P into punchP21.3%
Koushinhi4P+K+G21.3%

34 further openings account for the other 37 rounds.

Sarah

Career
60–25 · 70.6%
This season
17 matches · 64.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down710.6%
forward movement into punchP710.6%
guardG into throw escape69.1%
Hide Side Kick (Deflect)P+K57.6%
crouch into Leg Slicer2K+G57.6%
forward movement into Flash Piston PunchPPP46.1%
throw escape46.1%
backdash into Jackknife Kick3K34.5%
crouch dash forward into throw escape34.5%
backdash into guardG23.0%
crouch into Squat Straight2P23.0%
Long Snap Side Chop3P+K11.5%
Long Snap Side Chop3P+K into Serpent Toe Kick2P+K11.5%
backdash11.5%
backdash into Dragon Smash Cannon1K11.5%

14 further openings account for the other 14 rounds.

Eileen

Career
30–7 · 81.1%
This season
3 matches · 100.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

throw escape323.1%
forward movement into Rensou HekizanPPP215.4%
Douchu6P17.7%
Rigou TenshintaiK+G17.7%
backdash into Hikou Hagetsu33P17.7%
backdash into Ribyou Hoso43P+K17.7%
backdash into guardG17.7%
crouch dash back into guardG17.7%
forward movement into Enkou RensouPP17.7%
punchP into forward dash17.7%

Not counted here: Akira, Jeffry. Their matches were not pulled for openings.

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

  • Jacky: 10 of 15 tests hold up
  • Shun: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Eileen: not tested (too few rounds)