VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jeffry

Chisaty

  • Jacky
  • Akira
  • Kage
Career matches739
Career win rate57.0%
Round win rate56.9%
Peak rank29
Distinct opponents47
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1458 #2,274 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

Jeffry2959933926056.6%
Jacky2489523758.4%
Akira2332211165.6%
Kage221991047.4%

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

229 of 376 rounds counted

8.2 inputs a second (490 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.1484122
Jacky8.048058
Akira8.953336
Kage7.947613

By opponent's character

Akira8.249454
Aoi8.550830
Wolf8.450321
Goh7.846714
Jacky8.048025
Pai7.947516
Shun8.349723
Sarah8.047812
Lau8.047813
Lei Fei7.84709
Jean8.35015
Lion8.14854
Vanessa8.24913

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

Akira2617965.4%+4.0
Aoi1410471.4%+13.8
Wolf107370.0%+14.3
Goh85362.5%-3.4
Jacky64266.7%+4.4
Pai63350.0%-12.3
Shun64266.7%+6.4
Sarah51420.0%-39.1
Jeffry32166.7%-5.7
Lau32166.7%+2.8
Lei Fei2020.0%-51.3
El Blaze110100.0%+35.2
Jean110100.0%+40.4
Lion1010.0%-54.1
Vanessa1010.0%-60.7

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 Fence1812666.7%+4.2
Breakable Half Fence125741.7%-27.6
Open128466.7%+4.3
Octagon95455.6%-10.0
Full Fence84450.0%-8.1
Half Fence86275.0%+18.3
Rectangle74357.1%-5.6
Full Fence and Open64266.7%+13.8
Single Wall64266.7%+10.1
Low Fence330100.0%+35.4

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

With or without walls

StagesMatchesWin %Expectedvs expected
Walls6258.1%62.4%-4.4
No walls2171.4%61.7%+9.7

Walls against open: not tested — fewer than 30 decided matches or 10 different opponents on one side.

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

qzmix (Rank 22)2026/09/2341325.0%
フォアグラ (Rank 25)2026/06/3021150.0%
yabo (Rank 23)2026/06/30220100.0%
cs2skoda (Rank 22)2026/06/30220100.0%
三輪ですが@SRGM (Rank 25)2026/06/2221150.0%
タマゴン(GTR) (Rank 28)2026/06/0832166.7%
マーレさん (Rank 31)2026/06/072020.0%
all'arrabbiata563 (Rank 29)2026/06/07220100.0%
haohwhite (Rank 24)2026/06/0532166.7%
和那 (Rank 22)2026/06/0521150.0%
dalmax72 (Rank 23)2026/06/0332166.7%
壱色淸淨 (Rank 24)2026/05/3021150.0%
ZR615C (Rank 24)2026/05/2632166.7%
金田一の少年 (Rank 24)2026/05/23220100.0%
狛猫【Excalibur】 (Rank 27)2026/05/232020.0%
菊の門 再び… (Rank 28)2026/05/20220100.0%
さざび (Rank 27)2026/05/1831233.3%
セロニアス (Rank 24)2026/05/1132166.7%
jiwoonpk (Rank 29)2026/05/10220100.0%
柔软的尾巴 (Rank 26)2026/05/10220100.0%
CELIS (Rank 28)2026/05/1053260.0%
jackgnhang (Rank 28)2026/04/1921150.0%
fazz00r (Rank 27)2026/04/0654180.0%
SHUSHUSHU (Rank 26)2026/04/0632166.7%
kimxxxtt (Rank 12)2026/03/2854180.0%

Round openings

Every character

no input369.6%
crouch into Ducking Low2K+G328.5%
Overblow Shoulder66P+K236.1%
Low Knuckle2P195.0%
backdash into evade up174.5%
forward movement into punchP164.3%
Souka Housui3P+K92.4%
crouch into Low Knuckle2P92.4%
Middle Hell Stab6P+K82.1%
backdash into Overblow Shoulder66P+K82.1%
backdash into throw escape82.1%
throw escape71.9%
Rimon Chouchu66P61.6%
backdash into evade down61.6%
forward movement into Double KnucklePP61.6%

110 further openings account for the other 166 rounds.

Jeffry

Career
339–260 · 56.6%
This season
65 matches · 61.5%
Peak rank
29

First hit in 54.6% of 269 rounds. Won 57.1% of the rounds they struck first, 56.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Ducking Low2K+G3211.9%
no input2910.8%
Overblow Shoulder66P+K238.6%
Low Knuckle2P197.1%
forward movement into punchP134.8%
backdash into evade up103.7%
crouch into Low Knuckle2P93.4%
Middle Hell Stab6P+K83.0%
backdash into Overblow Shoulder66P+K83.0%
backdash into throw escape72.6%
forward movement into Double KnucklePP62.2%
Elbow Butt6P51.9%
backdash into evade down51.9%
throw escape51.9%
Low Knuckle2P into Body CrushP+K41.5%

56 further openings account for the other 86 rounds.

Jacky

Career
52–37 · 58.4%
This season
15 matches · 66.7%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

no input58.6%
Low Spin Kick1K+G46.9%
Squat Straight2P46.9%
Middle Smash6P35.2%
backdash into High Angle Upper Kick6K35.2%
backdash into Dash Hammer Kick66K23.5%
backdash into Middle Smash6P23.5%
backdash into Spin Heel Sword4K+G23.5%
backdash into evade up23.5%
crouch into Squat Straight2P23.5%
Beat & Back KnuckleP+KP11.7%
Dash Hammer Kick66K into forward movement11.7%
Groin Kick6K+G11.7%
Low Spin Kick1K+G into evade down11.7%
Middle Smash6P into punchP11.7%

24 further openings account for the other 24 rounds.

Akira

Career
21–11 · 65.6%
This season
10 matches · 60.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souka Housui3P+K925.0%
Rimon Chouchu66P616.7%
backdash into evade up411.1%
forward dash into Jouho Touken6P25.6%
forward movement into punchP25.6%
no input25.6%
Housui2P12.8%
Housui2P into backdash12.8%
Jouho Touken6P12.8%
back punch+kick4P+K12.8%
backdash into Geimon Tessen46P+K+G12.8%
backdash into Jouho Senshou46P12.8%
backdash into Tetsuzankou466P+K12.8%
down punch+kick2P+K12.8%
forward dash into Rimon Chouchu66P12.8%

2 further openings account for the other 2 rounds.

Kage

Career
9–10 · 47.4%
This season
3 matches · 33.3%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ryubisen44K+G215.4%
backdash into Shippuzan3PP215.4%
Hagakure-ryu In Raijingeki46P+K17.7%
Hiji'uchi6P17.7%
Jibashiri1K into backward movement17.7%
backdash into Hagakure-ryu In Raijingeki46P+K17.7%
backdash into Nirenkyaku3KK17.7%
backdash into evade up17.7%
crouch into Nirenkyaku3KK17.7%
crouch into Surigeri2K17.7%
punchP17.7%

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 (0 here; about 0.0 would come up by chance alone before the correction).

Tests behind each character's list

  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Kage: not tested (too few rounds)