VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Emperor

  • Jean
  • Akira
  • Taka
Career matches2,883
Career win rate47.1%
Round win rate53.2%
Peak rank33
Distinct opponents134
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1569 #1,545 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

Jacky332,4251,1641,26148.0%
Akira262378415335.4%
Taka24154837153.9%
Jean2651252649.0%
Shun—1621412.5%

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

1,202 of 1,462 rounds counted

7.7 inputs a second (460 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.84661,122
Jean6.136961
Akira6.538919

By opponent's character

Akira8.0478157
Brad7.1424150
Jeffry7.6458152
Pai7.243190
Wolf7.846695
Shun7.645875
Jean8.651888
Eileen8.048264
Sarah7.042342
Goh8.249135
Kage7.846847
Lau7.746126
El Blaze7.344125
Lion8.148529
Jacky8.550940
Aoi6.941720
Lei Fei6.740025
Vanessa7.444517
Taka7.544915
Dural7.243110

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

Akira46281860.9%+7.3
Brad40172342.5%-9.9
Jeffry37191851.4%-8.2
Pai36191752.8%-2.7
Wolf27151255.6%-0.9
Shun23121152.2%-5.7
Jean21101147.6%-5.5
Eileen179852.9%+3.2
Sarah157846.7%-6.1
Goh139469.2%+14.9
Kage1310376.9%+22.7
Lau1211191.7%+24.3
El Blaze115645.5%-12.6
Lion119281.8%+24.7
Jacky106460.0%-0.7
Aoi94544.4%-9.7
Lei Fei72528.6%-26.3
Vanessa54180.0%+16.3
Taka43175.0%+10.5
Dural21150.0%-8.9

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Rectangle46252154.4%-2.0
Open45232251.1%-1.8
Single Wall43241955.8%-1.2
Breakable Full Fence41281368.3%+12.8
Low Fence41231856.1%-2.1
Breakable Half Fence38211755.3%+1.5
Octagon37221559.5%+0.6
Full Fence30161453.3%+0.1
Half Fence1971236.8%-18.3
Full Fence and Open139469.2%+11.5

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21156.4%55.8%+0.6
No walls12954.3%55.8%-1.5

Walls against open: +2.1 points (95% range -8.8 to +13.0), p 0.705 — 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

滝太郎(Takitarou) (Rank 30)2026/10/1143175.0%
OTSUSAN_MANVI (Rank 33)2026/10/1051420.0%
SpaceKnight (Rank 26)2026/10/1051420.0%
kantoku0219 (Rank 35)2026/10/0954180.0%
sby (Rank 30)2026/10/0941325.0%
junicue (Rank 33)2026/10/0975271.4%
ルビーロマン葵 (Rank 32)2026/09/2674357.1%
BANANA (Rank 30)2026/09/2642250.0%
jiwoonpk (Rank 32)2026/09/26158753.3%
タイヨウ (Rank 33)2026/09/2631233.3%
무파ZeroBlue (Rank 28)2026/09/26117463.6%
FreddieKing (Rank 28)2026/09/2654180.0%
osAnKIRA (Rank 23)2026/09/2654180.0%
Rosagigantea (Rank 30)2026/09/25550100.0%
Hypertension (Rank 33)2026/08/3141325.0%
hahaha (Rank 27)2026/08/2753260.0%
진짜초보本当初心者 (Rank 28)2026/08/2732166.7%
seobin_papa (Rank 27)2026/08/264040.0%
ShieldHolder (Rank 27)2026/08/2463350.0%
I'mabeginner (Rank 25)2026/07/2053260.0%
YEE0106 (Rank 30)2026/06/2762433.3%
달그림자 (Rank 21)2026/06/13440100.0%
HB (Rank 30)2026/06/0296366.7%
OgreAunt (Rank 31)2026/05/292271531.8%
ほーげつ (Rank 25)2026/05/1053260.0%

Round openings

Every character

Dash Hammer Kick66K40033.1%
crouch into Low Spin Kick1K+G1199.8%
Middle Smash6P534.4%
Groin Kick6K+G403.3%
backward movement into Groin Kick6K+G383.1%
Step-in Middle Kick66K+G373.1%
Dash Hammer Kick66K into High Angle Upper Kick6K201.7%
crouch dash back into guardG201.7%
crouch dash back into Dragon Combination 11P+K181.5%
Middle Spin Kick46K+G161.3%
crouch dash forward into Smash Straight Jab3PP151.2%
backdash into evade down141.2%
Spinning Back Knuckle4P into Double Back Knuckle4PP131.1%
backdash into guardG121.0%
crouch dash back into Spin Heel Sword4K+G121.0%

164 further openings account for the other 381 rounds.

Counted from 295 of the 359 matches played. The rest were not pulled for openings.

Jacky

Career
1,164–1,261 · 48.0%
This season
336 matches · 56.2%
Peak rank
33

First hit in 52.4% of 1,153 rounds. Won 57.6% of the rounds they struck first, 49.7% of the rounds they were struck first.

Significant Tells

  • Against Brad: moves in first in 15.4% of rounds, against 5.3% against everyone else.
  • On Single Wall stages: backs off first in 32.3% of rounds, against 15.9% on the other stages.
  • After opening the round before by backing off: backs off first in 42.4% of rounds, against 14.9% after anything else.
  • After the opponent opened the round before by waiting: waits first in 19.2% of rounds, against 9.9% after anything else.
  • After losing a round: waits first in 15.8% of rounds, against 7.8% after winning one.
  • In round 1: opens with “66K Dash Hammer Kick” in 46.5% of rounds, against 30.8% in their other rounds.
  • Against Pai: opens with “crouch into 1K+G Low Spin Kick” in 21.6% of rounds, against 8.9% against everyone else.
  • On Open stages: opens with “6P Middle Smash” in 13.5% of rounds, against 3.3% on the other stages.
  • After opening the round before with “66K Dash Hammer Kick”: opens with “66K Dash Hammer Kick” in 44.5% of rounds, against 23.6% after anything else.
  • After losing a round: opens with “crouch into 1K+G Low Spin Kick” in 14.1% of rounds, against 6.3% after winning one.
  • When ahead: opens with “6P Middle Smash” in 6.0% of rounds, against 3.5% when level or behind.

How is this tested?

Dash Hammer Kick66K40034.6%
crouch into Low Spin Kick1K+G11910.3%
Middle Smash6P534.6%
Groin Kick6K+G403.5%
backward movement into Groin Kick6K+G383.3%
Step-in Middle Kick66K+G373.2%
Dash Hammer Kick66K into High Angle Upper Kick6K201.7%
crouch dash back into guardG201.7%
crouch dash back into Dragon Combination 11P+K181.6%
Middle Spin Kick46K+G161.4%
crouch dash forward into Smash Straight Jab3PP151.3%
Spinning Back Knuckle4P into Double Back Knuckle4PP131.1%
backdash into evade down131.1%
backdash into guardG121.0%
crouch dash back into Spin Heel Sword4K+G121.0%

140 further openings account for the other 330 rounds.

Counted from 282 of the 336 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
Brad10–13 · 43%5–8 · 38%too few to test
Pai15–11 · 58%2–1 · 67%too few to test
Jeffry3–4 · 43%14–10 · 58%too few to test
Akira12–7 · 63%5–4 · 56%too few to test
Wolf5–5 · 50%7–3 · 70%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.

54 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?

Jean

Career
25–26 · 49.0%
This season
16 matches · 56.2%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Oihiji4P+K1125.0%
Gyaku Seikenzuki66P into Yoko'enpi6P715.9%
Gyaku Seikenzuki66P36.8%
Hizageri4K into Kousenshu4KP36.8%
Shutoukiri4P into Shutoukiri~Ushirogeri4PK36.8%
Chudan Mawashigeri3K into Chudan~Joudan Mawashigeri3KK12.3%
Harai'uke (Deflect)4P+K+G into Kake'uchi46P12.3%
Koubougeri6K+G12.3%
Nozuchi1P+K12.3%
Nukitesashi6P+K12.3%
Renge Karitsumi2K+G12.3%
Ryoutezuki66P+K12.3%
Sune'ori1K+G12.3%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK12.3%
backdash into Chinshin Seichuken4PP12.3%

7 further openings account for the other 7 rounds.

Counted from 11 of the 16 matches played. The rest were not pulled for openings.

Taka

Career
83–71 · 53.9%
This season
1 matches · 0.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kachi'age33P+K360.0%
Zangeki33P120.0%
evade down into Takatsumehashi3P+K120.0%

Akira

Career
84–153 · 35.4%
This season
6 matches · 33.3%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P266.7%
guardG into kickK133.3%

Counted from 1 of the 6 matches played. The rest 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: 11 of 15 tests hold up
  • Jean: not tested (too few rounds)
  • Taka: not tested (too few rounds)
  • Akira: not tested (too few rounds)