VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

レイ

  • Lau
  • Lion
  • Goh
  • Jeffry
  • Pai
  • Kage
Career matches905
Career win rate81.2%
Round win rate62.4%
Peak rank34
Distinct opponents59
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1762 #504 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

Jacky342742175779.2%
Lau322031525174.9%
Lion311421172582.4%
Kage311281151389.8%
Pai308072890.0%
Goh3057471082.5%
Jeffry272115671.4%

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

228 of 362 rounds counted

9.6 inputs a second (574 a minute) this season. Faster than 92% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau9.758464
Lion10.764044
Jacky9.356145
Goh8.852630
Jeffry8.047927
Pai11.468212
Kage9.55726

By opponent's character

Akira10.060234
Jacky9.054022
Brad8.752131
Wolf10.059916
Jeffry9.355826
Goh9.456312
Kage9.053914
Lau9.859016
Jean11.066111
Shun10.56308
Lion10.864812
Pai8.65185
Eileen8.95349
El Blaze9.55705
Lei Fei10.56304
Vanessa10.26123

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

Akira119281.8%+9.5
Jacky108280.0%+4.1
Brad92722.2%-46.7
Wolf880100.0%+32.5
Jeffry76185.7%+20.1
Goh64266.7%-2.2
Kage54180.0%+3.3
Lau54180.0%+8.8
Jean440100.0%+30.2
Sarah43175.0%-1.2
Shun440100.0%+27.4
Aoi32166.7%-9.7
Lion330100.0%+20.4
Pai3030.0%-79.4
Eileen220100.0%+33.6
El Blaze2020.0%-72.6
Lei Fei2020.0%-68.6
Vanessa110100.0%+33.1

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

Octagon1210283.3%+19.8
Breakable Full Fence117463.6%-10.8
Low Fence117463.6%-4.5
Rectangle118372.7%+0.5
Single Wall119281.8%+7.5
Open990100.0%+27.9
Full Fence73442.9%-27.0
Half Fence74357.1%-19.2
Breakable Half Fence54180.0%+8.7
Full Fence and Open110100.0%+19.5

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
Walls5367.9%70.8%-2.8
No walls3180.6%72.4%+8.2

Walls against open: -11.1 points (95% range -31.0 to +8.9), p 0.277 — 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

SATORI_ASK (Rank 27)2026/09/1132166.7%
すもぐり2000 (Rank 33)2026/09/1121150.0%
太鼓の別人@夏Bonus無し (Rank 32)2026/09/05220100.0%
TAPIOKA (Rank 31)2026/08/31220100.0%
temp002 (Rank 31)2026/07/073030.0%
乱世の奸雄 (Rank 36)2026/07/072020.0%
omasu_miyazaki (Rank 28)2026/06/0531233.3%
Q-jack-r (Rank 28)2026/06/0543175.0%
黒シャツ (Rank 30)2026/05/22110100.0%
イチゲン (Rank 28)2026/05/19220100.0%
marurucyan (Rank 28)2026/05/19330100.0%
Sore (Rank 34)2026/05/1921150.0%
ekd (Rank 31)2026/05/1921150.0%
toruko_ss500 (Rank 31)2026/05/1921150.0%
masazo1111 (Rank 32)2026/05/18330100.0%
nobita2025 (Rank 35)2026/05/17110100.0%
シードーム ラウチェ (Rank 35)2026/05/17220100.0%
midori6127 (Rank 27)2026/05/17110100.0%
hotchoco2_JJ (Rank 32)2026/05/112020.0%
Agnes_bell (Rank 28)2026/05/11220100.0%
sentakuya_k (Rank 29)2026/05/1121150.0%
fazz00r (Rank 27)2026/05/11220100.0%
soul-to-denchi (Rank 31)2026/05/1132166.7%
pocky1971 (Rank 33)2026/05/1121150.0%
hayate (Rank 27)2026/05/11220100.0%

Round openings

Every character

backdash into evade up8724.0%
backdash into evade down154.1%
backdash into throwP+G154.1%
Juchou Senshou8P+K into Souji SenpuP+K133.6%
Juchou Senshou8P+K102.8%
forward dash into throwP+G102.8%
Chisoutai2K+G92.5%
backdash into Honten Rakutoutai46K+G82.2%
backdash into Kosoushou46P71.9%
backdash into back kick+guard4K+G71.9%
backdash into Chisoutai2K+G61.7%
backdash into Spin Heel Sword4K+G61.7%
crouch dash forward into evade down61.7%
crouch dash forward into throwP+G61.7%
crouch into Chisoutai2K+G61.7%

97 further openings account for the other 151 rounds.

Lau

Career
152–51 · 74.9%
This season
35 matches · 68.6%
Peak rank
32

First hit in 47.5% of 139 rounds. Won 75.8% of the rounds they struck first, 50.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up3424.5%
Chisoutai2K+G96.5%
backdash into Honten Rakutoutai46K+G85.8%
backdash into Kosoushou46P75.0%
backdash into Chisoutai2K+G64.3%
crouch into Chisoutai2K+G64.3%
forward dash into Rouko Tekiga6P+KP+K64.3%
backdash into Sako Soushou4P+K53.6%
backdash into throwP+G53.6%
backdash into evade down42.9%
forward dash into throwP+G42.9%
crouch dash forward into evade down32.2%
Sako Soushou4P+K into punchP21.4%
Souko Sensou66P+K into Rouko Tekiga6P+KP+K21.4%
backdash into Enjin Senpukyaku4K+G21.4%

35 further openings account for the other 36 rounds.

Lion

Career
117–25 · 82.4%
This season
26 matches · 76.9%
Peak rank
31

First hit in 53.4% of 103 rounds. Won 61.8% of the rounds they struck first, 68.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2322.3%
Juchou Senshou8P+K into Souji SenpuP+K1312.6%
Juchou Senshou8P+K109.7%
backdash into evade down98.7%
backdash into back kick+guard4K+G76.8%
backdash into Senshippo66P43.9%
backdash into Sentai4K43.9%
backdash into throwP+G43.9%
backdash into Kousoutai2K+G32.9%
forward dash into guardG32.9%
forward dash into throwP+G32.9%
Tenshin Ryou'inkyaku6K+G into forward dash21.9%
Banchu6P into Banchu Renkanshu6PP11.0%
Senkyutai1K into Zensoutai2KK11.0%
Shicchi Soutai3K+G into evade down11.0%

15 further openings account for the other 15 rounds.

Jacky

Career
217–57 · 79.2%
This season
10 matches · 70.0%
Peak rank
34

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up920.0%
backdash into Spin Heel Sword4K+G613.3%
forward dash into High Angle Upper Kick6K511.1%
Slant Back Knuckle1P into kickK24.4%
backdash into Dash Hammer Kick66K24.4%
backdash into Step-in Middle Kick66K+G24.4%
backdash into throwP+G24.4%
forward dash into guardG24.4%
forward dash into throwP+G24.4%
Low Spin Kick1K+G12.2%
Low Spin Kick1K+G into crouch dash forward12.2%
Low Spin Kick1K+G into guardG12.2%
backdash into High Angle Upper Kick6K12.2%
backdash into Low Spin Kick1K+G12.2%
backdash into Middle Smash6P12.2%

7 further openings account for the other 7 rounds.

Goh

Career
47–10 · 82.5%
This season
7 matches · 71.4%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up826.7%
Ni'oudaoshi3K+G413.3%
backdash310.0%
forward dash into evade up310.0%
backdash into Soukyu46P13.3%
backdash into Sune'uchi2P13.3%
backdash into guardG13.3%
backward movement into Soukyu46P13.3%
crouch dash forward into Kurogane Kudaki66P13.3%
crouch dash forward into evade down13.3%
crouch dash forward into throwP+G13.3%
evade down into guardG13.3%
forward dash into Soukyu46P13.3%
forward dash into Tsukikage6K13.3%
forward dash into throwP+G13.3%

1 further openings account for the other 1 rounds.

Jeffry

Career
15–6 · 71.4%
This season
6 matches · 50.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up725.9%
backdash into throwP+G414.8%
Toe Kick2K27.4%
backdash into Toe Kick2K27.4%
crouch dash forward into throwP+G27.4%
Drop Anchor1K+G13.7%
backdash into Elbow Butt6P13.7%
backdash into Hammer Slide1P13.7%
backdash into Heavy Back Knuckle4P13.7%
backdash into Hell Claw236P13.7%
backdash into Knee Attack6K13.7%
backdash into Low Knuckle2P13.7%
backdash into evade down13.7%
backdash into guardG13.7%
forward dash into evade down13.7%

Pai

Career
72–8 · 90.0%
This season
3 matches · 100.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up541.7%
Hi'en Tankyaku9K into Hi'en Rekkyaku9KK18.3%
Honshin Soukyaku1K+G into crouch18.3%
backdash into Ensei Haikyaku4K18.3%
backdash into forward dash18.3%
backdash into punchP18.3%
crouch dash forward into throwP+G18.3%
punchP into Takuten Soudou64PP18.3%

Kage

Career
115–13 · 89.8%
This season
2 matches · 100.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P116.7%
backdash into Gen'you4K+G116.7%
backdash into Hiji'uchi6P116.7%
backdash into Ryubisen44K+G116.7%
backdash into evade down116.7%
backdash into evade up116.7%

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

  • Lau: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Kage: not tested (too few rounds)