VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

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  • Brad
  • Vanessa
  • Shun
  • Lei Fei
Career matches4,241
Career win rate51.6%
Round win rate49.8%
Peak rank29
Distinct opponents241
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1447 #2,364 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

Jacky293,5501,7601,79049.6%
Brad2422112110054.8%
Vanessa242171407764.5%
Shun251741136164.9%
Lei Fei2479562370.9%

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

1,605 of 1,978 rounds counted

6.0 inputs a second (363 a minute) this season. Faster than 20% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.13631,482
Brad6.237450
Vanessa5.533238
Shun6.337615
Lei Fei6.337620

By opponent's character

Akira6.1368218
Wolf6.0360182
Aoi5.6338122
Goh6.2373106
Lion6.1364120
Jacky6.1365124
Pai6.2369118
Shun6.036097
Sarah6.237077
Kage6.337971
Jeffry6.338167
Jean6.136772
El Blaze5.935345
Vanessa5.935340
Lau6.136636
Brad5.734034
Lei Fei6.036123
Eileen5.533029
Taka6.337820
Dural6.13664

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

Akira75383750.7%+5.2
Wolf57243342.1%-3.0
Aoi39211853.9%+1.9
Goh36221461.1%+8.5
Lion35171848.6%+0.7
Jacky3362718.2%-32.8
Pai31201164.5%+9.8
Shun29131644.8%+2.0
Sarah24121250.0%+1.2
Kage2318578.3%+18.7
Jeffry2012860.0%+13.0
Jean1991047.4%-5.1
El Blaze146842.9%-11.7
Vanessa136746.1%-0.8
Lau102820.0%-29.1
Brad95455.6%+9.3
Lei Fei96366.7%+18.2
Eileen81712.5%-31.8
Taka52340.0%-16.1
Dural110100.0%+65.1

1 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.

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

Half Fence65283743.1%-4.4
Breakable Half Fence56272948.2%-1.4
Full Fence56223439.3%-11.7
Octagon52262650.0%+5.8
Breakable Full Fence47301763.8%+11.9
Single Wall46271958.7%+9.6
Low Fence45222348.9%-0.6
Open45242153.3%+1.9
Rectangle39182146.1%-4.2
Full Fence and Open2081240.0%-8.3

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
Walls31547.9%48.8%-0.9
No walls13653.7%50.3%+3.3

Walls against open: -4.2 points (95% range -14.0 to +5.5), p 0.398 — 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

nekota (Rank 24)2026/10/1685362.5%
イチゲン (Rank 30)2026/10/131871138.9%
え~る (Rank 27)2026/10/1362433.3%
ゅろぽ (Rank 25)2026/10/1242250.0%
orz (Rank 29)2026/10/0564266.7%
ねこ吉 (Rank 25)2026/09/2963350.0%
Tesh10 (Rank 27)2026/09/1451420.0%
Tissue (Rank 29)2026/09/1441325.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/1442250.0%
三輪ですが@SRGM (Rank 23)2026/09/1272528.6%
ズサ齋藤 (Rank 26)2026/09/1152340.0%
こて (Rank 27)2026/09/09105550.0%
たわばTAWABA (Rank 26)2026/09/0763350.0%
NEKOz (Rank 25)2026/09/0393633.3%
ぽん (Rank 30)2026/08/3142250.0%
juste (Rank 30)2026/08/2241325.0%
かくるる (Rank 27)2026/08/2143175.0%
2month (Rank 26)2026/08/19440100.0%
Nn_nekosuke (Rank 28)2026/08/0452340.0%
CHASER (Rank 24)2026/08/0264266.7%
金田一の少年 (Rank 26)2026/07/2773442.9%
syounai (Rank 29)2026/07/2683537.5%
みの (Rank 23)2026/07/1376185.7%
kobaman (Rank 24)2026/06/2842250.0%
chimichama (Rank 21)2026/05/22770100.0%

Round openings

Every character

backdash into evade down1327.3%
forward movement into punchP1005.6%
Slide Shuffle (Deflect)4P+K+G into crouch874.8%
punchP into Jab Straight794.4%
Slant Back Knuckle1P into Rage Kick1PK683.8%
evade up into Dash Hammer Kick66K663.7%
Sway Back4P+K+G into Mighty Knee UpperK583.2%
backdash into High Angle Upper Kick6K512.8%
crouch dash back into backdash432.4%
punchP into Jab~High KickPK392.2%
punchP into Middle Smash Back Knuckle6PP382.1%
punchP into kickK362.0%
evade down into Dash Hammer Kick66K331.8%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward321.8%
High Angle Upper Kick6K311.7%

197 further openings account for the other 907 rounds.

Counted from 446 of the 490 matches played. The rest were not pulled for openings.

Jacky

Career
1,760–1,790 · 49.6%
This season
417 matches · 47.0%
Peak rank
29

First hit in 32.9% of 1,505 rounds. Won 52.3% of the rounds they struck first, 45.9% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: moves in first in 13.7% of rounds, against 5.2% in their other rounds.
  • Against Lion: evades first in 58.4% of rounds, against 14.0% against everyone else.
  • After opening the round before by backing off: backs off first in 53.0% of rounds, against 17.6% after anything else.
  • After being hit first in the round before: evades first in 18.4% of rounds, against 15.0% after landing the first hit.
  • In round 4 or later: opens with “forward movement into P punch” in 12.7% of rounds, against 4.4% in their other rounds.
  • Against Aoi: opens with “1P Slant Back Knuckle into 1PK Rage Kick” in 36.3% of rounds, against 1.9% against everyone else.
  • After opening the round before with “1P Slant Back Knuckle into 1PK Rage Kick”: opens with “1P Slant Back Knuckle into 1PK Rage Kick” in 20.0% of rounds, against 2.7% after anything else.
  • When the score is level: opens with “P punch into PP Jab Straight” in 8.4% of rounds, against 3.6% when ahead or behind.

How is this tested?

backdash into evade down1278.4%
forward movement into punchP1006.6%
Slide Shuffle (Deflect)4P+K+G into crouch875.8%
punchP into Jab StraightPP704.6%
Slant Back Knuckle1P into Rage Kick1PK684.5%
evade up into Dash Hammer Kick66K664.4%
backdash into High Angle Upper Kick6K513.4%
punchP into Middle Smash Back Knuckle6PP382.5%
punchP into kickK352.3%
crouch dash back into backdash342.2%
evade down into Dash Hammer Kick66K332.2%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward322.1%
High Angle Upper Kick6K312.0%
backdash into Spin Heel Sword4K+G312.0%
Slide Shuffle (Deflect)4P+K+G into Beat & Back KnuckleP+KP302.0%

126 further openings account for the other 679 rounds.

Counted from 373 of the 417 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
Akira18–15 · 55%8–10 · 44%too few to test
Wolf9–18 · 33%5–9 · 36%too few to test
Aoi4–11 · 27%8–4 · 67%too few to test
Jacky2–15 · 12%4–5 · 44%too few to test
Lion8–12 · 40%3–2 · 60%too few to test
Shun10–9 · 53%2–4 · 33%too few to test
Goh10–5 · 67%5–1 · 83%too few to test
Sarah3–8 · 27%6–1 · 86%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.

44 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?

Brad

Career
121–100 · 54.8%
This season
43 matches · 62.8%
Peak rank
24

First hit in 34.7% of 170 rounds. Won 62.7% of the rounds they struck first, 51.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Sway Back4P+K+G into Mighty Knee UpperK5832.6%
punchP into Jab~High KickPK3921.9%
punchP into Jab StraightPP95.1%
crouch dash back into backdash52.8%
evade down into backdash52.8%
punchP52.8%
Sway Back4P+K+G into punchP42.2%
Jab StraightPP into Combination LowPPK31.7%
Jab StraightPP into Combination UpperPPP31.7%
Jolt Upper3P into Jolt Upper~Spin Kick3PK31.7%
backdash into crouch31.7%
evade down into forward dash31.7%
Jolt Upper3P into Jolt Double Shot3PP+K21.1%
Sway Back4P+K+G into BreakdownP+K21.1%
Sway Back4P+K+G into Jab StraightPP21.1%

26 further openings account for the other 32 rounds.

Vanessa

Career
140–77 · 64.5%
This season
11 matches · 45.5%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Defensive Style: backdash into back kick+guard4K+G716.7%
Defensive Style: Back Charge Kick614.3%
Defensive Style: Parrying High Kick (Deflect) into Parrying Combination46KP49.5%
Defensive Style: crouch into Low Spin Slicer2K+G37.1%
Defensive Style: backdash into Low Spin Slicer2K+G24.8%
Defensive Style: backdash into Stinger Low Blow1P+K24.8%
Defensive Style: backdash into guardG24.8%
Defensive Style: backward movement into Cut-in Knee Kick6K24.8%
Defensive Style: Stinger Low Blow12.4%
Defensive Style: backdash into Back Charge Kick44K+G12.4%
Defensive Style: backdash into backward movement12.4%
Defensive Style: backdash into evade down12.4%
Defensive Style: crouch dash back into Stinger Low Blow1P+K12.4%
Defensive Style: crouch dash back into backdash12.4%
Defensive Style: evade down into Stinger Low Blow1P+K12.4%

7 further openings account for the other 7 rounds.

Lei Fei

Career
56–23 · 70.9%
This season
9 matches · 88.9%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Kaisei Tento1P+K926.5%
crouch dash back into Kaisei Tento1P+K514.7%
crouch dash back into backdash38.8%
backdash into Chinheki4P+K25.9%
backdash into crouch25.9%
backdash into evade down25.9%
Kochouheki (Deflect)236P+K into Kinkei DokuritsuP+K12.9%
backdash12.9%
backdash into Dokuritsu Shiki8P+K+G12.9%
backdash into Shouhikyaku4K+G12.9%
backdash into guardG12.9%
backdash into offensive move12.9%
backward movement into Kakushu Suigeki6P12.9%
crouch dash back into evade down12.9%
evade down into Kaisei Tento1P+K12.9%

2 further openings account for the other 2 rounds.

Shun

Career
113–61 · 64.9%
This season
10 matches · 50.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Haisenchu1P into Haisenchu Kaikakyaku1PK720.6%
punchP into Chougeki RigoutaiPK411.8%
Haisenchu1P25.9%
backdash into backward movement25.9%
backward movement into Kasen Zenbokushou6PP25.9%
evade up into punchP25.9%
punchP25.9%
Getsuga Gakushu46P into Rensai Gakushu46PP12.9%
Gyoushin Suitai4K12.9%
Haisenchu1P into backdash12.9%
RengekiPP into Saishu RenkangekiPPP12.9%
backdash into Koushinhi4P+K+G12.9%
backdash into crouch12.9%
backdash into evade down12.9%
backdash into guardG12.9%

5 further openings account for the other 5 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 (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: 8 of 15 tests hold up
  • Brad: not tested (too few rounds)
  • Vanessa: not tested (too few rounds)
  • Lei Fei: not tested (too few rounds)
  • Shun: not tested (too few rounds)