VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

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  • Kage
  • Sarah
Career matches559
Career win rate37.9%
Round win rate43.3%
Peak rank23
Distinct opponents128
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1050 #3,638 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

Jacky2351519931638.6%
Kage1644133129.6%
Sarah16000—

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

1,005 of 1,070 rounds counted

7.5 inputs a second (453 a minute) this season. Faster than 61% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.7462908
Kage5.935692
Sarah7.64585

By opponent's character

Akira7.8466162
Pai7.545094
Wolf8.148492
Aoi7.746488
Jeffry7.745970
Shun7.544865
Jacky7.947568
Sarah7.444566
Lau7.042065
Kage7.545154
Goh7.344151
Lion8.249316
Eileen6.941623
El Blaze7.947225
Vanessa5.835119
Lei Fei6.438219
Jean6.841017
Brad7.34418
Taka6.63983

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

Akira45321371.1%+38.0
Pai2762122.2%-14.0
Wolf2591636.0%-3.8
Aoi2371630.4%-1.6
Jeffry1861233.3%-5.2
Shun1851327.8%-8.4
Jacky179852.9%+14.7
Sarah178947.1%+3.0
Lau1621412.5%-29.3
Kage1441028.6%-5.5
Goh1321115.4%-14.8
Lion83537.5%-4.5
Eileen62433.3%-4.1
El Blaze61516.7%-19.1
Vanessa63350.0%+5.8
Lei Fei5050.0%-40.7
Jean41325.0%-6.7
Brad32166.7%+28.7
Taka1010.0%-44.2

1 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

Full Fence47192840.4%+2.8
Low Fence34142041.2%+5.4
Rectangle32161650.0%+13.3
Octagon3082226.7%-8.4
Open2781929.6%-10.0
Half Fence2011955.0%+19.1
Breakable Full Fence1941521.1%-18.7
Single Wall1831516.7%-11.4
Full Fence and Open167943.8%-1.1
Breakable Half Fence157846.7%+2.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16339.9%38.0%+1.9
No walls7931.6%35.1%-3.5

Walls against open: +5.4 points (95% range -8.4 to +19.2), p 0.444 — 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

kota_mofumofu (Rank 24)81712.5%
くっきー爆弾 (Rank 21)76185.7%
otooh72 (Rank 18)6060.0%
はれんちぶるどっく (Rank 21)64266.7%
wilow17 (Rank 24)51420.0%
ごめす (Rank 24)52340.0%
ほーげつ (Rank 23)5050.0%
Unknown_lain (Rank 22)42250.0%
neco (Rank 22)41325.0%
ひで (Rank 21)42250.0%
ぼるた★TikTok配信中 (Rank 24)4040.0%
桃之助 (Rank 22)440100.0%
ALLUNDERHEAVEN (Rank 23)31233.3%
ALcY (Rank 21)330100.0%
DANNY (Rank 12)330100.0%
O.J.A (Rank 21)31233.3%
OSHIMA (Rank 12)32166.7%
bar_runheim (Rank 21)32166.7%
rasyudi (Rank 13)31233.3%
yoshiyuki_matsu (Rank 19)31233.3%
あいうえお (Rank 17)31233.3%
けいすけ新宿 (Rank 23)32166.7%
こて (Rank 26)3030.0%
さとし (Rank 18)330100.0%
リュウ (Rank 2)3030.0%

Most played opponents, most recent first

wilow17 (Rank 24)2026/10/1351420.0%
neco (Rank 22)2026/10/1241325.0%
ほーげつ (Rank 23)2026/10/115050.0%
otooh72 (Rank 18)2026/10/116060.0%
あいうえお (Rank 17)2026/10/1131233.3%
rasyudi (Rank 13)2026/10/1131233.3%
kota_mofumofu (Rank 24)2026/10/1081712.5%
ごめす (Rank 24)2026/08/2452340.0%
桃之助 (Rank 22)2026/08/24440100.0%
はれんちぶるどっく (Rank 21)2026/08/2364266.7%
こて (Rank 26)2026/08/233030.0%
ALcY (Rank 21)2026/08/17330100.0%
ひで (Rank 21)2026/08/1742250.0%
ぼるた★TikTok配信中 (Rank 24)2026/08/044040.0%
くっきー爆弾 (Rank 21)2026/07/1176185.7%
ALLUNDERHEAVEN (Rank 23)2026/06/2431233.3%
OSHIMA (Rank 12)2026/06/2132166.7%
O.J.A (Rank 21)2026/06/2131233.3%
さとし (Rank 18)2026/06/18330100.0%
bar_runheim (Rank 21)2026/06/1532166.7%
けいすけ新宿 (Rank 23)2026/06/1332166.7%
Unknown_lain (Rank 22)2026/06/0842250.0%
yoshiyuki_matsu (Rank 19)2026/06/0831233.3%
DANNY (Rank 12)2026/05/15330100.0%
リュウ (Rank 2)2026/05/153030.0%

Round openings

Every character

forward movement into Jab Straight13014.8%
Middle Spin Kick46K+G546.1%
forward movement into Jab Double StraightPPP525.9%
Dash Hammer Kick66K505.7%
forward movement into punchP455.1%
Low Spin Kick1K+G364.1%
evade up into guardG232.6%
punchP into Jab StraightPP232.6%
Slant Back Knuckle1P into Rage Kick1PK182.0%
Step-in Middle Kick66K+G161.8%
guardG into evade up151.7%
crouch into Rage Kick1PK131.5%
Middle Kick3K121.4%
crouch into Low Spin Kick1K+G121.4%
guardG into backdash121.4%

175 further openings account for the other 368 rounds.

Counted from 220 of the 247 matches played. The rest were not pulled for openings.

Jacky

Career
199–316 · 38.6%
This season
246 matches · 39.0%
Peak rank
23

First hit in 48.2% of 871 rounds. Won 51.0% of the rounds they struck first, 39.9% of the rounds they were struck first.

Significant Tells

  • Against Aoi: attacks straight away in 60.0% of rounds, against 35.2% against everyone else.
  • After opening the round before by moving in: moves in first in 38.7% of rounds, against 21.7% after anything else.
  • Against Aoi: opens with “46K+G Middle Spin Kick” in 21.3% of rounds, against 4.8% against everyone else.

How is this tested?

forward movement into Jab StraightPP12814.7%
Middle Spin Kick46K+G546.2%
forward movement into Jab Double StraightPPP526.0%
Dash Hammer Kick66K505.7%
forward movement into punchP445.0%
Low Spin Kick1K+G364.1%
evade up into guardG232.6%
punchP into Jab StraightPP232.6%
Slant Back Knuckle1P into Rage Kick1PK182.1%
Step-in Middle Kick66K+G161.8%
guardG into evade up151.7%
crouch into Rage Kick1PK131.5%
Middle Kick3K121.4%
crouch into Low Spin Kick1K+G121.4%
guardG into backdash121.4%

173 further openings account for the other 366 rounds.

Counted from 219 of the 246 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
Akira13–2 · 87%14–8 · 64%too few to test
Wolf9–8 · 53%0–6 · 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.

27 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?

Sarah

Career
0–0 · —
This season
1 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Jab StraightPP240.0%
Feather Scarecrow8K into kickK120.0%
Valkyrie Low1K+G into guardG120.0%
forward movement into punchP120.0%

Not counted here: Kage. 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: 3 of 15 tests hold up
  • Sarah: not tested (too few rounds)