VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

ヨーグルト

  • Lau
  • Kage
  • Jeffry
  • Lion
Career matches650
Career win rate84.6%
Round win rate66.8%
Peak rank33
Distinct opponents46
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1816 #332 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

Jacky332171823583.9%
Lau311611313081.4%
Kage311401182284.3%
Lion311111011091.0%
Jeffry272118385.7%

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

282 of 283 rounds counted

9.8 inputs a second (590 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lau10.1605100
Jacky10.362154
Kage9.557053
Jeffry8.349742
Lion10.965433

By opponent's character

Akira9.858744
Jacky10.563235
Brad10.462526
Shun9.557026
Wolf10.160725
Kage9.556819
Pai9.758221
Jean10.060118
Jeffry9.557115
Sarah9.053815
El Blaze9.65798
Goh9.154310
Lau10.26107
Aoi7.64563
Lion12.17263
Taka9.25543
Vanessa9.65784

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

Akira139469.2%-14.5
Jacky86275.0%-3.0
Brad770100.0%+19.3
Shun770100.0%+23.8
Wolf76185.7%+5.7
Kage550100.0%+20.2
Pai53260.0%-11.4
Jean42250.0%-34.8
Jeffry42250.0%-26.8
Sarah440100.0%+22.9
El Blaze21150.0%-20.9
Goh220100.0%+34.9
Lau21150.0%-29.5
Aoi110100.0%+23.2
Lion110100.0%+20.1
Taka110100.0%+27.1
Vanessa1010.0%-67.3

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

Half Fence1511473.3%-5.0
Low Fence118372.7%-8.3
Full Fence95455.6%-31.2
Breakable Half Fence87187.5%+12.8
Octagon87187.5%+8.8
Single Wall770100.0%+24.6
Breakable Full Fence63350.0%-25.8
Rectangle550100.0%+19.5
Open330100.0%+28.9
Full Fence and Open110100.0%+26.0

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
Walls5174.5%78.5%-4.0
No walls2185.7%78.0%+7.7

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

skyward_wildcat4 (Rank 30)2026/05/31110100.0%
kinchan0421 (Rank 28)2026/05/31220100.0%
lolo_brad1975 (Rank 29)2026/05/30220100.0%
れもん@のびしろF (Rank 29)2026/05/30110100.0%
FUJI (Rank 28)2026/05/3031233.3%
rikiyan-999 (Rank 29)2026/05/30220100.0%
majide (Rank 31)2026/05/2921150.0%
kansimamoto (Rank 34)2026/05/29220100.0%
omasu_miyazaki (Rank 28)2026/05/2931233.3%
syro_u473t8-e (Rank 29)2026/05/29220100.0%
nuku2pai428 (Rank 30)2026/05/29220100.0%
asari0727 (Rank 29)2026/05/29220100.0%
masabon734 (Rank 26)2026/05/25220100.0%
fazz00r (Rank 27)2026/05/25110100.0%
d0ragonryu721435 (Rank 26)2026/05/25440100.0%
Leaping-Lizzy11 (Rank 27)2026/05/25220100.0%
Oshira_taicho (Rank 28)2026/05/25330100.0%
Shura1025 (Rank 30)2026/05/2521150.0%
イチゲン (Rank 29)2026/05/24110100.0%
saw121 (Rank 27)2026/05/24220100.0%
MAR-KUN888 (Rank 30)2026/05/241010.0%
n-nova06 (Rank 30)2026/05/24440100.0%
DJG10159 (Rank 35)2026/05/2421150.0%
deshinohito (Rank 36)2026/05/2442250.0%
fwnd1396 (Rank 32)2026/05/22110100.0%

Round openings

Every character

backdash into evade up9132.2%
backdash into evade down165.7%
backdash into throwP+G165.7%
backdash into Gen'you4K+G93.2%
forward dash into throwP+G82.8%
crouch dash forward into evade down62.1%
backdash into Kosoushou46P51.8%
Hagakure-ryu In Raijingeki46P+K41.4%
backdash into Kousoutai2K+G41.4%
backdash into Spin Heel Sword4K+G41.4%
forward dash into High Angle Upper Kick6K41.4%
Chisoutai2K+G31.1%
Juchou Senshou8P+K into Souji SenpuP+K31.1%
Sako Soushou4P+K into punchP31.1%
backdash into Chisoutai2K+G31.1%

80 further openings account for the other 104 rounds.

Lau

Career
131–30 · 81.4%
This season
27 matches · 66.7%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up3535.0%
backdash into Kosoushou46P55.0%
backdash into evade down55.0%
backdash into throwP+G55.0%
forward dash into throwP+G44.0%
Chisoutai2K+G33.0%
Sako Soushou4P+K into punchP33.0%
backdash into Chisoutai2K+G33.0%
backdash into Chugeki6P33.0%
backdash into Sako Soushou4P+K33.0%
backdash into backward movement33.0%
forward dash into Rouko Tekiga6P+KP+K33.0%
Fukko Kensou1P22.0%
Souko Sensou66P+K into Rouko Tekiga6P+KP+K22.0%
backdash into Honten Rakutoutai46K+G22.0%

17 further openings account for the other 19 rounds.

Jacky

Career
182–35 · 83.9%
This season
13 matches · 76.9%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1323.6%
backdash into Spin Heel Sword4K+G47.3%
backdash into evade down47.3%
forward dash into High Angle Upper Kick6K47.3%
backdash into throwP+G35.5%
forward dash into throwP+G35.5%
Dash Hammer Kick66K into High Angle Upper Kick6K23.6%
Low Spin Kick1K+G23.6%
Low Spin Kick1K+G into crouch dash forward23.6%
forward movement into punchP23.6%
Dash Hammer Kick66K into forward dash11.8%
High Angle Upper Kick6K11.8%
High Angle Upper Kick6K into forward movement11.8%
Low Spin Kick1K+G into guardG11.8%
Step-in Middle Kick66K+G11.8%

11 further openings account for the other 11 rounds.

Kage

Career
118–22 · 84.3%
This season
13 matches · 69.2%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1528.3%
backdash into Gen'you4K+G917.0%
Hagakure-ryu In Raijingeki46P+K47.5%
crouch dash forward into evade down47.5%
backdash into throwP+G35.7%
Hagakure-ryu In Raijingeki46P+K into punchP23.8%
Jizuridan2P into forward dash11.9%
Rasen4P into kickK11.9%
backdash11.9%
backdash into Hiji'uchi6P11.9%
backdash into Jizuridan2P11.9%
backdash into SouhajinP+K11.9%
backdash into kickK11.9%
backdash into throw escape11.9%
backward movement into Hagakure-ryu In Raijingeki46P+K11.9%

7 further openings account for the other 7 rounds.

Jeffry

Career
18–3 · 85.7%
This season
12 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1945.2%
backdash into throwP+G37.1%
Drop Anchor1K+G into guardG24.8%
backdash into Knee Attack6K24.8%
backdash into Toe Kick2K24.8%
backdash into evade down24.8%
Dash Elbow66P into Dash Elbow Upper66PP12.4%
Drop Anchor1K+G into evade down12.4%
Hammer Slide1P12.4%
Hammer Slide1P into Grizzly Hammer1PP12.4%
Hammer Slide1P into guardG12.4%
backdash into Full Swing Upper33P12.4%
crouch dash forward into Elbow Butt6P12.4%
crouch dash forward into evade down12.4%
crouch dash forward into punchP12.4%

3 further openings account for the other 3 rounds.

Lion

Career
101–10 · 91.0%
This season
9 matches · 100.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up927.3%
backdash into evade down515.2%
backdash into Kousoutai2K+G412.1%
Juchou Senshou8P+K into Souji SenpuP+K39.1%
backdash into Banchu Renkanshu6PP26.1%
backdash into throwP+G26.1%
Shicchi Soutai3K+G13.0%
Shicchi Soutai3K+G into evade down13.0%
backdash into Banchu6P13.0%
backdash into Sentai4K13.0%
backdash into Souji SenpuP+K13.0%
backdash into back kick+guard4K+G13.0%
backward movement into evade down13.0%
crouch dash forward into Katousui2P13.0%

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