VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

花形満

  • Lau
  • Jean
  • Lion
  • El Blaze
  • Jeffry
  • Brad
Career matches1,992
Career win rate63.5%
Round win rate52.7%
Peak rank38
Distinct opponents107
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1655 #1,022 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

Jacky3847530517064.2%
Lau3334220114158.8%
Pai—29418211261.9%
Jean332601679364.2%
Lion322541639164.2%
El Blaze331901226864.2%
Brad331551084769.7%
Goh—1110190.9%
Jeffry26118372.7%

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

193 of 962 rounds counted

6.4 inputs a second (387 a minute) this season. Faster than 29% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau6.4385185
Jacky7.14278

By opponent's character

Jacky6.337926
Vanessa6.236911
Wolf6.740025
Jeffry6.237515
Lau6.03629
Lei Fei6.438441
Lion6.438613
Akira6.33813
El Blaze6.740219
Aoi6.438215
Goh6.33765
Jean6.53883
Pai7.44465
Dural6.74013

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

Jacky26151157.7%+2.6
Vanessa2314960.9%+5.0
Wolf2191242.9%-15.1
Jeffry2012860.0%+1.9
Kage1610662.5%+11.2
Lau168850.0%-3.0
Lei Fei168850.0%+0.0
Lion1661037.5%-8.1
Akira1410471.4%+21.3
El Blaze149564.3%+11.0
Aoi103730.0%-30.3
Goh93633.3%-17.1
Shun93633.3%-18.3
Eileen87187.5%+28.7
Jean83537.5%-14.5
Sarah85362.5%+8.0
Pai53260.0%+8.1
Dural32166.7%+6.6
Brad21150.0%+14.4

No row has what it takes to be tested: 30 decided matches and 10 different opponents on each side.

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 Fence31151648.4%-11.0
Rectangle31141745.2%-8.3
Full Fence25141156.0%+3.8
Single Wall2521484.0%+29.8
Octagon24101441.7%-8.5
Open24141058.3%+6.3
Half Fence21101147.6%-7.7
Low Fence21111052.4%+4.5
Breakable Full Fence1981142.1%-14.8
Full Fence and Open83537.5%-18.1

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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls15147.0%53.8%-6.8
No walls7065.7%53.0%+12.7

Walls against open: -19.6 points (95% range -34.2 to -4.9), p 0.009 — a difference this size is unlikely to be chance.

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

RAINBOWUNK (Rank 33)2026/06/0731233.3%
えなお (Rank 32)2026/05/263030.0%
ふぇに (Rank 31)2026/05/2364266.7%
マーレさん (Rank 31)2026/05/1964266.7%
オムレツハンター© (Rank 32)2026/05/1752340.0%
アメリカヤマシギ (Rank 36)2026/05/1742250.0%
culis (Rank 30)2026/05/1753260.0%
§Ryu~k§ (Rank 31)2026/05/1632166.7%
budhio (Rank 35)2026/05/1631233.3%
LEO (Rank 34)2026/05/1142250.0%
ジャーキー山田 (Rank 36)2026/05/1152340.0%
いとー (Rank 31)2026/05/11770100.0%
KumadaP (Rank 36)2026/05/0932166.7%
NewRaulyokoyoko (Rank 31)2026/05/0965183.3%
けいすけ新宿 (Rank 32)2026/05/0986275.0%
MOTO (Rank 33)2026/05/0642250.0%
Jason-m0822 (Rank 32)2026/05/0532166.7%
bisupo_ (Rank 30)2026/04/1232166.7%
nidaimebannai (Rank 35)2026/04/1152340.0%
うをん (Rank 26)2026/04/1031233.3%
SGEcho4649 (Rank 28)2026/04/1087187.5%
tryummyakira (Rank 26)2026/04/1032166.7%
くりたろう (Rank 34)2026/04/1032166.7%
north285 (Rank 32)2026/03/2895455.6%
大尉 (Rank 30)2026/03/2843175.0%

Round openings

Every character

Gyaku Seikenzuki66P303.1%
Shitamaeken2P242.5%
Juchou Senshou8P+K232.4%
Yoko'enpi6P232.4%
evade up into Gyaku Seikenzuki66P202.1%
Senchutai3K192.0%
Chugeki6P181.9%
crouch into Shitamaeken2P171.8%
Fukko Kensou1P151.6%
Katousui2P141.5%
Souchuken2P141.5%
backdash into Kosoushou46P141.5%
Souko Sensou66P+K131.4%
backdash into evade down131.4%
Banchu6P121.2%

282 further openings account for the other 693 rounds.

Lau

Career
201–141 · 58.8%
This season
85 matches · 44.7%
Peak rank
33

First hit in 50.6% of 340 rounds. Won 51.7% of the rounds they struck first, 45.8% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Senchutai3K195.6%
Chugeki6P185.3%
Fukko Kensou1P154.4%
Souchuken2P144.1%
backdash into Kosoushou46P144.1%
Souko Sensou66P+K133.8%
Chugeki6P into Hou'ou Soushou6PP113.2%
Chugeki6P into punchP113.2%
Kosoushou46P into forward movement113.2%
Tenshin EngekishouP+K82.4%
evade down82.4%
Rouko Tankai6P+K51.5%
Rouko Tankai6P+K into punchP51.5%
Saishikkyaku4K into Ko'en TenshinkyakuKK51.5%
Shakashou3P51.5%

101 further openings account for the other 179 rounds.

Jean

Career
167–93 · 64.2%
This season
74 matches · 55.4%
Peak rank
33

First hit in 54.2% of 295 rounds. Won 50.6% of the rounds they struck first, 54.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P3010.1%
Shitamaeken2P248.1%
Yoko'enpi6P237.8%
evade up into Gyaku Seikenzuki66P206.8%
crouch into Shitamaeken2P175.7%
evade down into Gyaku Seikenzuki66P93.0%
KounirenPP into KagizukiPPP82.7%
Shitamaeken2P into evade up82.7%
Shitanagi Shutou1P82.7%
backdash into Doumawashi Kaitengeri46K+G82.7%
Yoko'enpi6P into Yoko'enpi~Uchishutou6PP62.0%
Oihiji4P+K51.7%
Shitamaeken2P into backdash51.7%
Shitazuki3P51.7%
Shitazuki3P into Oishitazuki3PP51.7%

63 further openings account for the other 115 rounds.

Lion

Career
163–91 · 64.2%
This season
49 matches · 65.3%
Peak rank
32

First hit in 53.3% of 180 rounds. Won 66.7% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K2312.5%
Katousui2P147.6%
Banchu6P126.5%
Banchu6P into Banchu Renkanshu6PP105.4%
Dantai3K84.3%
Koushu RensuiPP into Renkan SenshouPPP63.3%
backdash into Sentai4K63.3%
crouch into Katousui2P63.3%
Katousui2P into evade up52.7%
Senputai8K into Katoutai8KK42.2%
backdash into Kishitsu Kasensou43P42.2%
In'you4P into Ni In'you4PP31.6%
backdash into Sen'inshou3P31.6%
backdash into evade down31.6%
evade down into evade up31.6%

55 further openings account for the other 74 rounds.

El Blaze

Career
122–68 · 64.2%
This season
23 matches · 56.5%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shadow Spear6K into forward movement1112.1%
Straight6P+K66.6%
Straight6P+K into punchP55.5%
backdash into Volcano Upper4P+K55.5%
Demon Dance9P+K into Demon's Tail9P+KK44.4%
Shadow Strike6P44.4%
Straight6P+K into Quick Combo6P+KP44.4%
crouch dash back into Hammer Smash46P+K44.4%
Shadow Spear6K33.3%
Shadow Strike6P into kickK33.3%
Volcano Upper4P+K33.3%
Rolling Low Knuckle1P22.2%
backdash into evade up22.2%
crouch into Low Spin Kick2K+G22.2%
crouch into Sit Jab2P22.2%

29 further openings account for the other 31 rounds.

Jeffry

Career
8–3 · 72.7%
This season
6 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Rising Hammer43PP313.0%
Double KnucklePP into Double Knuckle~UpperPPP28.7%
Low Knuckle2P28.7%
backdash into Double Hammer Down43P28.7%
backdash into throwP+G28.7%
evade up into Dash Elbow66P28.7%
Elbow Butt6P into Elbow Hammer6PP14.3%
Heavy Back Knuckle4P into Stomach Destroyer4PK14.3%
Knee Attack6K14.3%
Side Kick3K14.3%
crouch dash back into Smash Upper3P14.3%
crouch into Ducking Low2K+G14.3%
crouch into Low Knuckle2P14.3%
evade down into guardG14.3%
forward dash into Knee Attack6K14.3%

1 further openings account for the other 1 rounds.

Brad

Career
108–47 · 69.7%
This season
5 matches · 40.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick66K421.1%
Ducking6P+K+G into Crush Knee KickK+G315.8%
Sit Jab2P210.5%
Destruction Body3P+K into punchP15.3%
Elbow Hook6P15.3%
Sharp Shoot1P15.3%
Stop Kick4K into forward movement15.3%
backdash into Sharp Shoot1P15.3%
backdash into evade up15.3%
crouch into Sit Jab2P15.3%
evade down into Middle Spin Kick66K15.3%
punchP15.3%
punchP into offensive move15.3%

Jacky

Career
305–170 · 64.2%
This season
2 matches · 50.0%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch dash forward into Smash Straight3P225.0%
crouch into Low Spin Kick1K+G225.0%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK112.5%
evade up into Smash Straight3P112.5%
evade up into forward dash112.5%
forward movement into Jab Double StraightPPP112.5%

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 (8 here; about 0.4 would come up by chance alone before the correction).

Tests behind each character's list

  • Lau: 0 of 8 tests hold up
  • Jean: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jacky: not tested (too few rounds)