VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ニー太郎

  • Jeffry
  • Akira
  • Lion
  • Taka
  • Kage
  • Shun
Career matches6,258
Career win rate60.5%
Round win rate58.9%
Peak rank44
Distinct opponents58
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1983 #44 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

Jacky421,8701,05082056.1%
Kage421,18270547759.6%
Lion4491258432864.0%
Akira4379349230162.0%
Taka4375748227563.7%
Jeffry4354532621959.8%
Shun361991455472.9%

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

83 of 511 rounds counted

6.9 inputs a second (416 a minute) this season. Faster than 44% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry6.740162
Akira7.74608
Lion8.24927
Taka7.04196

By opponent's character

Akira6.740519
Lei Fei7.243535
Brad6.941616
Lau6.438613

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

Akira2116576.2%+5.9
Jeffry117463.6%-9.7
Lei Fei115645.5%-24.5
Vanessa109190.0%+26.9
Brad87187.5%+18.2
El Blaze84450.0%-15.4
Shun85362.5%-3.6
Jean76185.7%+17.6
Eileen660100.0%+34.5
Jacky63350.0%-12.3
Kage64266.7%+8.2
Lau62433.3%-43.1
Sarah54180.0%+17.5
Goh41325.0%-21.2
Lion330100.0%+31.9
Taka31233.3%-43.6
Aoi21150.0%+1.9
Dural21150.0%-7.5

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

Full Fence1991047.4%-20.3
Breakable Half Fence1812666.7%+1.4
Half Fence1513286.7%+17.8
Octagon1512380.0%+11.3
Open126650.0%-10.4
Single Wall129375.0%+12.0
Breakable Full Fence118372.7%+4.3
Low Fence114736.4%-35.7
Rectangle76185.7%+19.0
Full Fence and Open220100.0%+28.0

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
Walls8570.6%67.7%+2.9
No walls3554.3%64.0%-9.7

Walls against open: +12.6 points (95% range -8.0 to +33.3), p 0.230 — 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

くりたろう (Rank 38)2026/07/16660100.0%
ゴーストが囁くのよ (Rank 41)2026/07/16440100.0%
hikabun (Rank 40)2026/06/2131233.3%
堂島様 (Rank 44)2026/06/2151420.0%
nidaimebannai (Rank 39)2026/05/07220100.0%
jikacho-Gigas (Rank 40)2026/05/07220100.0%
★闘将拉麵男★ (Rank 41)2026/05/07220100.0%
いくお (Rank 43)2026/04/2062433.3%
shenron0321 (Rank 43)2026/04/183030.0%
SGS (Rank 37)2026/04/18440100.0%
muumuu (Rank 37)2026/04/1854180.0%
金平糖 (Rank 36)2026/04/18220100.0%
fukuchan_tenjin (Rank 38)2026/04/0342250.0%
ロドリゴサンチェス (Rank 42)2026/04/0331233.3%
キャサ夫 (Rank 42)2026/04/0332166.7%
spacex_falcon_heavy (Rank 41)2026/04/0332166.7%
tatya1019 (Rank 41)2026/04/0331233.3%
ping...세가는좀....하..씨 (Rank 38)2026/04/0332166.7%
pi-suke0505 (Rank 38)2026/04/0331233.3%
you_vf (Rank 43)2026/04/0321150.0%
giggs_0919 (Rank 40)2026/04/0321150.0%
画面を見ることをやめ (Rank 39)2026/04/0243175.0%
ミニマム (Rank 41)2026/03/3032166.7%
ジャギ浜岡 (Rank 41)2026/03/3021150.0%
ken-inu-12 (Rank 38)2026/03/30440100.0%

Round openings

Every character

backdash into evade up418.0%
backdash into evade down377.2%
forward dash into Ducking Low2K+G122.4%
punchP112.1%
backward movement into guardG102.0%
crouch dash forward into guardG102.0%
forward dash into Low Spin Kick1K+G102.0%
guardG into evade up102.0%
Middle Smash6P91.8%
guardG into evade down81.6%
Low Knuckle2P71.4%
Squat Straight2P71.4%
backdash into punchP71.4%
backdash into throwP+G71.4%
Middle Smash6P into kickK61.2%

191 further openings account for the other 319 rounds.

Jacky

Career
1,050–820 · 56.1%
This season
49 matches · 63.3%
Peak rank
42

First hit in 44.4% of 205 rounds. Won 57.1% of the rounds they struck first, 53.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up188.7%
forward dash into Low Spin Kick1K+G104.8%
guardG into evade up104.8%
Middle Smash6P94.4%
Squat Straight2P73.4%
backdash into evade down73.4%
backward movement into guardG73.4%
Middle Smash6P into kickK62.9%
backdash into Dash Hammer Kick66K62.9%
punchP62.9%
Middle Smash6P into Middle Smash Sword6PK52.4%
crouch dash forward into Smash Straight3P52.4%
punchP into Middle Smash6P52.4%
backdash into Step-in Middle Kick66K+G41.9%
backward movement into backdash41.9%

71 further openings account for the other 97 rounds.

Jeffry

Career
326–219 · 59.8%
This season
44 matches · 63.6%
Peak rank
43

First hit in 58.4% of 173 rounds. Won 57.4% of the rounds they struck first, 59.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down2011.6%
backdash into evade up169.2%
forward dash into Ducking Low2K+G126.9%
Low Knuckle2P74.0%
backdash into Toe Kick2K63.5%
Tsunami Beat3K+G52.9%
backdash into Overblow Shoulder66P+K52.9%
backdash into punchP52.9%
crouch dash forward into guardG52.9%
forward dash into Toe Kick2K52.9%
backdash into throwP+G42.3%
guardG into evade down42.3%
punchP42.3%
Elbow Butt6P31.7%
Low Knuckle2P into backdash31.7%

53 further openings account for the other 69 rounds.

Akira

Career
492–301 · 62.0%
This season
20 matches · 70.0%
Peak rank
43

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down78.9%
forward dash into Jouho Touken6P56.3%
backdash into evade up45.1%
Rimon Chouchu66P into forward dash33.8%
Senzankou66P+K into throwP+G33.8%
crouch dash back into Jouho Touken6P33.8%
crouch dash back into guardG33.8%
forward dash into forward punch+kick6P+K33.8%
Chouzan Housui46P+K22.5%
Souka Housui3P+K22.5%
backdash into crouch dash forward22.5%
backdash into throw escape22.5%
crouch dash back into punchP22.5%
crouch dash forward into Rimon Chouchu66P22.5%
crouch dash forward into Youhou33P22.5%

32 further openings account for the other 34 rounds.

Lion

Career
584–328 · 64.0%
This season
7 matches · 85.7%
Peak rank
44

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

In'you4P517.2%
Banchu6P310.3%
backdash into evade up26.9%
backdash into throwP+G26.9%
Attai2K13.5%
Dantai3K13.5%
Katousui2P into backdash13.5%
Kouho Hachihonsui44P+K13.5%
Koushu RensuiPP into Renkan SenshouPPP13.5%
Shicchi Soutai3K+G13.5%
backdash into Dantai3K13.5%
backdash into Fujinkyaku66K13.5%
backdash into Senshippo66P13.5%
backdash into Tanhikyaku46K13.5%
backdash into Tourou Hassou41236P13.5%

6 further openings account for the other 6 rounds.

Taka

Career
482–275 · 63.7%
This season
4 matches · 100.0%
Peak rank
43

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

kickK426.7%
Hiji'ate6P213.3%
Zangeki33P16.7%
backdash into evade down16.7%
crouch dash forward into Hiji'ate6P16.7%
crouch dash forward into guardG16.7%
evade down into throwP+G16.7%
forward dash into Kirikabu Kudaki1P+K16.7%
forward movement into Tsuppari 2PP16.7%
punchP16.7%
punchP into Hiji'ate6P16.7%

Kage

Career
705–477 · 59.6%
This season
2 matches · 50.0%
Peak rank
42

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fusenjin3P112.5%
Hiji'uchi6P112.5%
Jizuridan2P into backdash112.5%
Rasen4P112.5%
backdash into Gen'you4K+G112.5%
backdash into evade down112.5%
backdash into evade up112.5%
crouch dash forward into guardG112.5%

Shun

Career
145–54 · 72.9%
This season
1 matches · 100.0%
Peak rank
36

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Tenshin Benshu4P+K1100.0%

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

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