VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ZachAttack

  • Jeffry
  • Kage
  • Wolf
  • Pai
  • Shun
  • Akira
Career matches1,778
Career win rate34.2%
Round win rate47.0%
Peak rank23
Distinct opponents89
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1308 #3,087 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

Jacky2171222149131.0%
Jeffry2333212820438.5%
Akira212606719325.8%
Sarah—142489433.8%
Wolf2195425344.2%
Shun2284354941.7%
Kage2275423356.0%
Lau—4293321.4%
Pai2036171947.2%

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

1,312 of 1,312 rounds counted

4.8 inputs a second (289 a minute) this season. Faster than 1% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry4.9296429
Jacky5.0302210
Kage4.5268215
Wolf4.4263218
Pai5.0302130
Shun5.432668
Akira5.030342

By opponent's character

Pai4.9295202
Shun5.2309148
Brad4.8286123
Goh4.7282118
Jacky4.728086
Sarah5.130385
Jeffry4.727978
El Blaze4.426266
Lei Fei5.130577
Aoi5.030362
Vanessa4.627649
Taka4.727944
Eileen4.929339
Akira4.124429
Kage4.728024
Jean4.225123
Lion4.929523
Wolf4.829126
Lau5.030010

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

Pai53252847.2%+3.5
Shun37112629.7%-18.2
Brad31211067.7%+18.6
Goh30161453.3%+6.2
Jacky23101343.5%-1.7
Sarah2361726.1%-8.1
Jeffry2012860.0%+8.2
El Blaze1821611.1%-14.7
Lei Fei1810855.6%+2.4
Aoi1771041.2%-7.4
Vanessa1210283.3%+32.0
Taka114736.4%-6.0
Eileen91811.1%-22.4
Akira73442.9%-23.7
Kage71614.3%-5.7
Jean660100.0%+37.1
Lion6060.0%-34.6
Wolf660100.0%+51.7
Lau2020.0%-49.6

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.

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 Fence44232152.3%+7.8
Breakable Half Fence40132732.5%-3.3
Full Fence37142337.8%-4.8
Rectangle34201458.8%+11.6
Octagon33161748.5%-2.6
Low Fence31201164.5%+14.6
Full Fence and Open3082226.7%-10.1
Half Fence2982127.6%-18.6
Single Wall22121054.5%+4.1
Open21111052.4%+2.6

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21743.3%44.2%-0.9
No walls7458.1%50.7%+7.4

Walls against open: -8.3 points (95% range -20.7 to +4.1), p 0.190 — 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

AmazedArts (Rank 21)2112957.1%
Wodin (Rank 26)2141719.1%
BxrbieeGutz (Rank 21)159660.0%
NAPPYPROPHET (Rank 23)1421214.3%
Datboyches_TTV (Rank 24)127558.3%
S_C_H_T_O_M_P (Rank 24)104640.0%
Jofs (Rank 21)93633.3%
johncha (Rank 21)85362.5%
JBONE7000 (Rank 20)71614.3%
KidCloyster (Rank 24)76185.7%
SayLess818 (Rank 19)76185.7%
lionmusashi (Rank 24)73442.9%
OmegaBankai (Rank 30)6060.0%
Teinted_GENE (Rank 24)62433.3%
TonfaX (Rank 23)6060.0%
ZenMinis (Rank 13)63350.0%
P3lvisThr3stly (Rank 15)54180.0%
Stature (Rank 14)54180.0%
live4eva_ (Rank 41)5050.0%
BsMWakaFlocK (Rank 21)42250.0%
DatDemo (Rank 27)4040.0%
GatoKuroPR (Rank 20)43175.0%
LuBuMBX (Rank 27)4040.0%
Techdaddy (Rank 22)4040.0%
WheatMcGrass (Rank 13)43175.0%

Most played opponents, most recent first

KidCloyster (Rank 24)2026/10/0376185.7%
Wodin (Rank 26)2026/09/192141719.1%
AmazedArts (Rank 21)2026/09/192112957.1%
P3lvisThr3stly (Rank 15)2026/09/1854180.0%
GatoKuroPR (Rank 20)2026/09/1743175.0%
SayLess818 (Rank 19)2026/09/1776185.7%
BsMWakaFlocK (Rank 21)2026/09/1742250.0%
Teinted_GENE (Rank 24)2026/09/1562433.3%
Techdaddy (Rank 22)2026/09/154040.0%
lionmusashi (Rank 24)2026/09/1473442.9%
BxrbieeGutz (Rank 21)2026/09/14159660.0%
OmegaBankai (Rank 30)2026/09/146060.0%
LuBuMBX (Rank 27)2026/09/124040.0%
Datboyches_TTV (Rank 24)2026/09/09127558.3%
S_C_H_T_O_M_P (Rank 24)2026/09/09104640.0%
johncha (Rank 21)2026/09/0985362.5%
DatDemo (Rank 27)2026/09/094040.0%
WheatMcGrass (Rank 13)2026/08/2643175.0%
live4eva_ (Rank 41)2026/08/045050.0%
TonfaX (Rank 23)2026/08/036060.0%
NAPPYPROPHET (Rank 23)2026/08/031421214.3%
ZenMinis (Rank 13)2026/07/2863350.0%
JBONE7000 (Rank 20)2026/07/2871614.3%
Jofs (Rank 21)2026/07/1793633.3%
Stature (Rank 14)2026/07/1454180.0%

Round openings

Every character

punchP1299.8%
backdash into guardG1047.9%
punchP into ResshouPP644.9%
punchP into Double KnucklePP624.7%
crouch dash back into evade down564.3%
Elbow Butt493.7%
guardG413.1%
punchP into Jab StraightPP322.4%
Middle Smash6P into Middle Smash Back Knuckle6PP292.2%
Dash Elbow66P into Dash Elbow Upper66PP241.8%
backdash into evade up231.8%
RenshouPP into RaigekishouPPP201.5%
crouch into guardG201.5%
Middle Smash6P171.3%
ResshouPP into SandangekiPPP161.2%

298 further openings account for the other 626 rounds.

Jeffry

Career
128–204 · 38.5%
This season
107 matches · 43.0%
Peak rank
23

First hit in 52.0% of 425 rounds. Won 52.5% of the rounds they struck first, 40.2% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 15.9% of rounds, against 6.2% in their other rounds.
  • After losing a round: attacks straight away in 75.4% of rounds, against 46.7% after winning one.
  • When ahead: backs off first in 42.7% of rounds, against 20.7% when level or behind.
  • In round 1: opens with “crouch dash back into evade down” in 15.0% of rounds, against 3.4% in their other rounds.
  • After losing a round: opens with “6P Elbow Butt” in 18.0% of rounds, against 5.3% after winning one.

How is this tested?

punchP into Double KnucklePP6214.4%
punchP4911.4%
Elbow Butt6P4711.0%
backdash into guardG388.9%
crouch dash back into evade down276.3%
Dash Elbow66P into Dash Elbow Upper66PP245.6%
Heavy Back Knuckle4P into Stomach Destroyer4PK153.5%
crouch into guardG143.3%
backdash into evade up102.3%
guardG102.3%
punchP into Elbow Butt6P102.3%
Elbow Butt6P into Elbow Hammer6PP92.1%
Double KnucklePP into Double Knuckle~UpperPPP81.9%
backdash into Dash Elbow Upper66PP61.4%
backdash into Stomach Destroyer4PK51.2%

65 further openings account for the other 95 rounds.

By stage type

Record against each character on walled and open stages, as Jeffry

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Shun5–8 · 38%4–2 · 67%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.

How is this tested?

Wolf

Career
42–53 · 44.2%
This season
54 matches · 44.4%
Peak rank
21

First hit in 60.5% of 218 rounds. Won 47.7% of the rounds they struck first, 41.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP5625.7%
punchP into Jab StraightPP3214.7%
Savate4K125.5%
guardG94.1%
punchP into forward dash83.7%
Arrow Knuckle3P73.2%
crouch dash back into evade down52.3%
punchP into forward movement52.3%
punchP into evade down41.8%
throwP+G41.8%
Arrow Knuckle3P into evade down31.4%
Body Blow6P31.4%
backdash into evade up31.4%
backdash into guardG31.4%
backward movement into guardG31.4%

45 further openings account for the other 61 rounds.

Kage

Career
42–33 · 56.0%
This season
55 matches · 61.8%
Peak rank
22

First hit in 47.9% of 215 rounds. Won 58.2% of the rounds they struck first, 56.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into ResshouPP6429.8%
crouch dash back into evade down198.8%
ResshouPP into SandangekiPPP167.4%
ResshouPP into RekkukyakuPPK83.7%
backdash into guardG83.7%
guardG83.7%
Nakageri3K into Rasen Fujin3KP73.3%
RekkukyakuPPK into Rekku RenkyakuPPKK73.3%
punchP62.8%
punchP into kickK52.3%
Hiji'uchi6P41.9%
crouch dash back into guardG41.9%
crouch into guardG41.9%
backward movement into guardG31.4%
Senpujin2P+K into Hagakure-ryu You Jumonji KamaeP+K+G20.9%

46 further openings account for the other 50 rounds.

Jacky

Career
221–491 · 31.0%
This season
56 matches · 28.6%
Peak rank
21

First hit in 52.4% of 210 rounds. Won 41.8% of the rounds they struck first, 33.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG3717.6%
Middle Smash6P into Middle Smash Back Knuckle6PP2913.8%
Middle Smash6P178.1%
punchP104.8%
guardG73.3%
Spinning Back Knuckle4P into Spinning Arm Kick4PK52.4%
backdash into evade up52.4%
Dash Hammer Kick66K41.9%
backdash41.9%
backdash into Low Spin Kick1K+G41.9%
Beat KnuckleP+K into Beat Spin KickP+KK31.4%
Jab StraightPP into Jab Double StraightPPP31.4%
Bil Jee6P+K20.9%
Middle Smash Back Knuckle6PP into Middle Back Knuckle Spin6PPK20.9%
Slide Shuffle (Deflect)4P+K+G20.9%

67 further openings account for the other 76 rounds.

Pai

Career
17–19 · 47.2%
This season
35 matches · 45.7%
Peak rank
20

First hit in 54.0% of 126 rounds. Won 54.4% of the rounds they struck first, 36.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

RenshouPP into RaigekishouPPP2015.4%
backdash into guardG107.7%
punchP into RenshouPP64.6%
Meishouho4P+K+G into Ensei SenpukyakuK+G53.9%
Ryoushou6P+K into Renkan Maho Chuken6P+KP53.9%
backdash into evade up53.9%
backward movement into guardG53.9%
Enshi Soushou66P43.1%
guardG43.1%
Danshitsu6K into Danshitsu Senshou6KP32.3%
Enshi Soushou66P into Hien Dantai66PK32.3%
Meishouho4P+K+G32.3%
Senchuken6P32.3%
Senchutai3K into Senkyaku Chushou3KP32.3%
backdash into evade down32.3%

38 further openings account for the other 48 rounds.

Shun

Career
35–49 · 41.7%
This season
17 matches · 88.2%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backward movement into Kasen Zenbokushou6PP913.2%
punchP into RengekiPP811.8%
RengekiPP into Saishu RenkangekiPPP57.3%
Rensai Gakushu46PP into Rengeki Gakushu46PPP45.9%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K34.4%
Kasen Chugeki6P34.4%
Kasen Chugeki6P into Gyou'inshuP+K+G34.4%
Tenshin Haishu4P into Gyou'inshuP+K+G34.4%
backdash into guardG34.4%
Gyou'in Haishu3P into Chougeki RigoutaiPK22.9%
Gyou'in Haishu3P into evade down22.9%
Kasen Chugeki6P into Kasen Zenbokushou6PP22.9%
backdash into Saishu RenkangekiPPP22.9%
offensive move22.9%
Getsuga Gakushu46P into Rensai Gakushu46PP11.5%

16 further openings account for the other 16 rounds.

Akira

Career
67–193 · 25.8%
This season
12 matches · 0.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P1330.9%
backdash into guardG511.9%
punchP511.9%
guardG37.1%
Ekishou3P24.8%
backdash into Chouyoushu1P24.8%
crouch dash back into guardG24.8%
no input24.8%
Ekishou3P into evade down12.4%
Ekishou3P into guardG12.4%
Goko Shutsudou3K+GP into Tetsuzankou (Hontei Goko Hazankou)3K+GPP+K12.4%
Sokutai3K12.4%
backdash12.4%
crouch dash back into Chouyoushu1P12.4%
crouch dash back into crouch12.4%

1 further openings account for the other 1 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 (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

  • Jeffry: 5 of 15 tests hold up
  • Wolf: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Shun: not tested (too few rounds)
  • Akira: not tested (too few rounds)