VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

jukuchosan

  • Vanessa
  • Brad
  • Wolf
Career matches2,446
Career win rate54.1%
Round win rate49.2%
Peak rank32
Distinct opponents120
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1522 #1,863 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

Jacky321,15261553753.4%
Brad3170138731455.2%
Vanessa3043824719156.4%
Wolf26155758048.4%

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

750 of 926 rounds counted

6.2 inputs a second (371 a minute) this season. Faster than 23% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.4384227
Vanessa6.1366205
Brad6.1366197
Wolf6.1363121

By opponent's character

Wolf6.0358125
Akira6.538883
Aoi5.935571
Pai6.639752
Goh6.035948
Lau6.237443
Lion6.438661
Jacky6.337723
El Blaze6.237229
Shun6.539030
Jean5.633723
Lei Fei6.639421
Vanessa6.035842
Kage5.935224
Sarah6.338028
Jeffry6.337720
Brad5.734315
Eileen6.43853
Taka6.33769

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

Wolf29191065.5%+16.9
Akira27151255.6%+9.5
Aoi1911857.9%+8.2
Pai1661037.5%-9.7
Goh1510566.7%+10.5
Lau156940.0%-8.1
Lion1551033.3%-14.3
Jacky149564.3%+13.7
El Blaze106460.0%+10.5
Shun103730.0%-25.1
Jean91811.1%-32.7
Lei Fei97277.8%+32.3
Vanessa93633.3%-17.1
Kage71614.3%-28.5
Sarah72528.6%-18.6
Jeffry62433.3%-12.3
Brad54180.0%+44.0
Eileen2020.0%-50.8
Taka2020.0%-50.5

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 Full Fence34201458.8%+8.0
Half Fence28131546.4%+0.2
Breakable Half Fence27111640.7%-8.1
Rectangle26141253.9%+10.0
Open25111444.0%-0.7
Low Fence2314960.9%+8.0
Single Wall2081240.0%-12.7
Octagon1761135.3%-12.7
Full Fence and Open95455.6%+0.5
Full Fence75271.4%+20.7

0 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.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls13949.6%48.1%+1.5
No walls6848.5%49.7%-1.2

Walls against open: +2.8 points (95% range -12.2 to +17.7), p 0.719 — 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

ケイメイざとぅ (Rank 37)2026/10/0931233.3%
NEKOz (Rank 28)2026/09/2731233.3%
ロストマン (Rank 33)2026/09/0331233.3%
SHUSHUSHU (Rank 30)2026/09/03330100.0%
windowkhs (Rank 29)2026/08/3143175.0%
天一 (Rank 34)2026/08/2441325.0%
さざび (Rank 29)2026/08/1943175.0%
けいすけ新宿 (Rank 33)2026/08/1951420.0%
∈挙動不審∋ (Rank 32)2026/08/0531233.3%
入れ込むかもしれない (Rank 29)2026/08/03440100.0%
syounai (Rank 30)2026/08/0241325.0%
nasumiso (Rank 28)2026/07/294040.0%
ohtenki (Rank 30)2026/07/2531233.3%
yuzu (Rank 28)2026/07/1632166.7%
胃弱 (Rank 28)2026/07/1631233.3%
ま~く (Rank 32)2026/07/1541325.0%
りてりん (Rank 27)2026/07/1031233.3%
太鼓の別人ボーナス無 (Rank 32)2026/07/1032166.7%
pizaman (Rank 33)2026/07/1031233.3%
鳩男 (Rank 30)2026/07/0863350.0%
Light (Rank 30)2026/07/034040.0%
家庭内最弱の剛君 (Rank 27)2026/07/0242250.0%
moppeso (Rank 27)2026/06/27440100.0%
MikuMartineau (Rank 30)2026/05/173030.0%
黒シャツ (Rank 27)2026/04/083030.0%

Round openings

Every character

backdash into evade up515.7%
Middle Smash6P394.3%
Offensive Style: Long Barrel Blow212.3%
Middle Spin Kick192.1%
crouch dash forward into Groin Kick6K+G182.0%
Dtee Sawk Dtrohng4P+K171.9%
Elbow Hook6P171.9%
Offensive Style: backdash into Bunker Buster9P171.9%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward161.8%
forward movement into punchP161.8%
Dash Hammer Kick66K151.7%
Offensive Style: forward movement into Combo UpperPPP151.7%
Offensive Style: forward movement into punchP151.7%
backdash into Middle Smash6P131.4%
crouch into Squat Straight2P121.3%

268 further openings account for the other 596 rounds.

Counted from 219 of the 226 matches played. The rest were not pulled for openings.

Jacky

Career
615–537 · 53.4%
This season
92 matches · 43.5%
Peak rank
32

First hit in 49.5% of 329 rounds. Won 49.1% of the rounds they struck first, 42.2% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 64.7% of rounds, against 14.5% in their other rounds.
  • In round 1: opens with “backdash into evade up” in 23.5% of rounds, against 4.4% in their other rounds.

How is this tested?

Middle Smash6P3911.7%
backdash into evade up319.3%
crouch dash forward into Groin Kick6K+G185.4%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward164.8%
Dash Hammer Kick66K154.5%
backdash into Middle Smash6P133.9%
crouch into Squat Straight2P123.6%
Squat Straight2P into forward movement113.3%
crouch dash forward into Smash Straight3P103.0%
forward movement into punchP92.7%
Squat Straight2P82.4%
evade down into Dash Hammer Kick66K72.1%
guardG into Middle Smash6P72.1%
guardG into Squat Straight2P72.1%
backdash into Middle Smash Back Knuckle6PP61.8%

81 further openings account for the other 125 rounds.

Counted from 85 of the 92 matches played. The rest were not pulled for openings.

Vanessa

Career
247–191 · 56.4%
This season
58 matches · 60.3%
Peak rank
30

First hit in 22.5% of 244 rounds. Won 61.8% of the rounds they struck first, 52.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Offensive Style: Long Barrel Blow218.6%
Offensive Style: backdash into Bunker Buster9P176.9%
Offensive Style: forward movement into Combo UpperPPP156.1%
Offensive Style: forward movement into punchP156.1%
Offensive Style: Leg Guard Crush into forward movement114.5%
Offensive Style: backdash into evade up93.7%
Offensive Style: crouch into Leg Guard Crush2P83.3%
Offensive Style: Body Blow72.9%
Offensive Style: Leg Guard Crush72.9%
Offensive Style: backdash into Stop Middle4K72.9%
Offensive Style: evade down into Long Barrel Blow66P72.9%
Offensive Style: guard into Long Barrel Blow66P72.9%
Offensive Style: guard into evade down72.9%
Offensive Style: guard into Leg Guard Crush2P52.0%
Offensive Style: backdash into Leg Bomber1K+G41.6%

73 further openings account for the other 98 rounds.

Brad

Career
387–314 · 55.2%
This season
47 matches · 51.1%
Peak rank
31

First hit in 56.4% of 197 rounds. Won 52.2% of the rounds they struck first, 51.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Spin Kick66K189.1%
Dtee Sawk Dtrohng4P+K178.6%
Elbow Hook6P178.6%
backdash into evade up157.6%
crouch into Sit Jab2P115.6%
Sharp Shoot1P105.1%
Sit Jab2P105.1%
backdash into Elbow Hook6P73.5%
backdash into Shovel Hook Double2P+KP63.0%
forward movement into punchP63.0%
backdash into Shovel Hook2P+K52.5%
backdash into Stop Kick4K42.0%
guardG into Elbow Hook6P42.0%
guardG into Sit Jab2P42.0%
backdash into Spine Whip4P31.5%

48 further openings account for the other 60 rounds.

Wolf

Career
75–80 · 48.4%
This season
29 matches · 37.9%
Peak rank
26

First hit in 53.7% of 121 rounds. Won 53.9% of the rounds they struck first, 33.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Low Hammer2P108.3%
forward movement into Hammer KickPK86.6%
guardG into Low Hammer2P75.8%
Body Blow6P54.1%
backdash into evade up54.1%
crouch dash forward into throwP+G54.1%
guardG into evade down54.1%
backdash into Elbow Butt4P43.3%
backdash into Heavy Middle Kick3K+G32.5%
backdash into Short Shoulder46P+K32.5%
backdash into throwP+G32.5%
crouch dash forward into Heavy Toe Kick4K+G32.5%
evade down into Elbow Butt4P32.5%
guardG into Savate4K32.5%
Arrow Knuckle3P21.6%

44 further openings account for the other 52 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 (12 here; about 0.6 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: 2 of 12 tests hold up
  • Vanessa: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Wolf: not tested (too few rounds)