VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

セロ

  • Jeffry
  • Lion
  • Kage
Career matches5,813
Career win rate51.3%
Round win rate46.9%
Peak rank37
Distinct opponents166
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1668 #958 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

Jacky374,9572,5032,45450.5%
Brad—30616214452.9%
Jeffry322331389559.2%
Lion29166967057.8%
Kage28151826954.3%

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

1,216 of 1,556 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

Jacky7.5448752
Jeffry7.1425464

By opponent's character

Akira7.7460184
Jacky7.2434112
Wolf7.6455110
Brad7.1428101
Jeffry6.941563
Sarah7.343851
Goh7.4443101
Kage7.243376
Lau7.444352
El Blaze6.538925
Lion7.344053
Jean7.243232
Eileen6.941649
Aoi7.142747
Pai7.545252
Lei Fei7.344119
Shun7.344037
Vanessa7.444538
Dural7.142514

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

Akira47262155.3%+14.4
Jacky32112134.4%-2.8
Wolf29161355.2%+7.1
Brad26111542.3%+0.7
Jeffry24121250.0%+6.7
Sarah24101441.7%-2.9
Goh23131056.5%+11.0
Kage22111150.0%+8.3
Lau2151623.8%-14.9
El Blaze2061430.0%-10.3
Lion2081240.0%-8.6
Jean168850.0%+4.3
Eileen1441028.6%-14.1
Aoi136746.1%-6.5
Pai135838.5%-1.2
Lei Fei113827.3%-18.3
Shun115645.5%+5.4
Vanessa81712.5%-28.4
Dural32166.7%+21.5
Taka1010.0%-45.4

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 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 Full Fence48232547.9%+6.8
Low Fence46192741.3%-1.9
Open43172639.5%-1.7
Rectangle43202346.5%+3.6
Half Fence41192246.3%-0.8
Full Fence40142635.0%-5.8
Breakable Half Fence39142535.9%-7.4
Single Wall23111247.8%+4.9
Full Fence and Open2011955.0%+7.0
Octagon20101050.0%+11.2

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
Walls23143.3%42.7%+0.6
No walls11242.0%42.3%-0.3

Walls against open: +0.9 points (95% range -11.1 to +12.9), p 0.883 — 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

タイヨウ (Rank 33)2026/09/2971614.3%
肉彦さん☆彡 (Rank 31)2026/09/1042250.0%
きてぃ☆ (Rank 30)2026/08/2843175.0%
KO後動いて楽しい? (Rank 34)2026/08/1942250.0%
フェイス (Rank 36)2026/08/0574357.1%
VF12360-PC (Rank 38)2026/08/0562433.3%
やまだ.com (Rank 37)2026/08/0531233.3%
カミナリおやじ (Rank 26)2026/08/02440100.0%
yuzu (Rank 27)2026/08/0242250.0%
syounai (Rank 30)2026/07/2842250.0%
Sore (Rank 36)2026/07/2853260.0%
ふじふじくん (Rank 39)2026/07/1372528.6%
lapislazuli (Rank 36)2026/07/0261516.7%
ぷこ (Rank 36)2026/07/0242250.0%
よーこー (Rank 36)2026/07/026060.0%
くぼっさ★ (Rank 37)2026/06/2582625.0%
マックボンボン (Rank 36)2026/06/2161516.7%
しょべるん (Rank 38)2026/06/2161516.7%
banjar (Rank 38)2026/06/1942250.0%
cyomiko (Rank 39)2026/06/11114736.4%
ありがとナス (Rank 27)2026/06/1132166.7%
ヒ・ジハー (Rank 28)2026/06/114040.0%
金平糖 (Rank 38)2026/06/0483537.5%
STAGEW(ON)@스테이지원 (Rank 42)2026/05/3041325.0%
becks_r3 (Rank 34)2026/04/1943175.0%

Round openings

Every character

forward movement into punchP23715.7%
backdash into evade down1016.7%
crouch dash forward into guardG865.7%
backdash into punchP674.4%
Dash Hammer Kick66K654.3%
crouch dash forward into throw escape442.9%
backdash into Spin Heel Sword4K+G342.2%
backdash into Double Hammer Down43P332.2%
forward movement into Jab StraightPP302.0%
crouch dash forward into Squat Straight2P291.9%
Slant Back Knuckle1P281.9%
backdash into Punch High KickPK281.9%
backdash into throwP+G281.9%
backdash into Squat Straight2P261.7%
backdash into evade up251.6%

206 further openings account for the other 650 rounds.

Counted from 368 of the 378 matches played. The rest were not pulled for openings.

Jacky

Career
2,503–2,454 · 50.5%
This season
244 matches · 36.9%
Peak rank
37

First hit in 42.6% of 1,005 rounds. Won 47.4% of the rounds they struck first, 41.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 31.1% of rounds, against 14.1% in their other rounds.
  • Against Brad: moves in first in 70.5% of rounds, against 40.2% against everyone else.
  • In round 1: opens with “66K Dash Hammer Kick” in 12.3% of rounds, against 4.6% in their other rounds.
  • Against Lion: opens with “66K Dash Hammer Kick” in 20.4% of rounds, against 5.7% against everyone else.

How is this tested?

forward movement into punchP16316.1%
backdash into evade down676.6%
Dash Hammer Kick66K656.4%
crouch dash forward into guardG555.5%
backdash into punchP525.2%
crouch dash forward into throw escape363.6%
backdash into Spin Heel Sword4K+G343.4%
forward movement into Jab StraightPP303.0%
crouch dash forward into Squat Straight2P292.9%
Slant Back Knuckle1P282.8%
backdash into Punch High KickPK282.8%
backdash into Squat Straight2P262.6%
backdash into throwP+G212.1%
crouch dash forward into Middle Smash6P212.1%
backdash into evade up181.8%

110 further openings account for the other 336 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira8–9 · 47%2–5 · 29%too few to test
Jacky2–8 · 20%3–7 · 30%too few to test
Sarah5–6 · 45%2–8 · 20%too few to test
Lau5–13 · 28%0–1 · 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.

How is this tested?

Jeffry

Career
138–95 · 59.2%
This season
113 matches · 58.4%
Peak rank
32

First hit in 53.0% of 417 rounds. Won 57.9% of the rounds they struck first, 52.5% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 47.1% of rounds, against 33.1% against everyone else.

How is this tested?

forward movement into punchP6315.1%
backdash into Double Hammer Down43P337.9%
crouch dash forward into guardG296.9%
backdash into evade down266.2%
Middle Hell Stab6P+K225.3%
Low Knuckle2P184.3%
backdash into Head Attack46P+K184.3%
backdash into punchP153.6%
crouch dash forward into Low Knuckle2P112.6%
backdash into Full Swing Upper33P81.9%
backdash into evade up71.7%
backdash into throwP+G71.7%
guardG into evade down71.7%
kickK into punchP71.7%
Hammer Slide1P61.4%

75 further openings account for the other 141 rounds.

Counted from 103 of the 113 matches played. The rest were not pulled for openings.

Lion

Career
96–70 · 57.8%
This season
14 matches · 35.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K1222.2%
backdash into evade down59.3%
backdash into Souji SenpuP+K47.4%
forward movement into punchP47.4%
backdash into Dantai3K35.6%
Kousoutai2K+G23.7%
crouch dash forward into guardG23.7%
crouch dash forward into throw escape23.7%
evade up into punchP23.7%
Kousoutai2K+G into evade down11.9%
backdash into Kishitsu Kasensou43P11.9%
backdash into Touku Rigou Bantaitetsu46K+G11.9%
crouch dash forward into Katousui2P11.9%
crouch dash forward into punchP11.9%
crouch into Senkyutai1K11.9%

12 further openings account for the other 12 rounds.

Kage

Career
82–69 · 54.3%
This season
7 matches · 28.6%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP723.3%
backdash into Furikakato OtoshiK+G413.3%
backdash into evade down310.0%
Hagakure-ryu In Raijingeki46P+K26.7%
Nakageri3K26.7%
Fusenjin3P13.3%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP13.3%
Hiji'uchi6P13.3%
Rasen4P13.3%
ResshouPP into SandangekiPPP13.3%
backdash into Jizuridan2P13.3%
backdash into Nirenkyaku3KK13.3%
evade down into Jizuridan2P13.3%
evade down into forward dash13.3%
evade up into crouch dash forward13.3%

2 further openings account for the other 2 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 (30 here; about 1.5 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: 4 of 15 tests hold up
  • Jeffry: 1 of 15 tests hold up
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)