VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

boult

  • Lau
  • Jeffry
  • Sarah
  • Goh
Career matches401
Career win rate87.3%
Round win rate73.2%
Peak rank39
Distinct opponents225
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1860 #210 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

Jacky392222012190.5%
Jeffry316253985.5%
Sarah315648885.7%
Lau3353411277.4%
Goh2787187.5%

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

708 of 1,082 rounds counted

5.8 inputs a second (348 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.0357409
Lau6.036095
Jeffry5.3319134
Sarah5.834960
Goh5.834610

By opponent's character

Jacky6.136667
Akira6.136553
Brad5.935367
Jeffry6.136850
Sarah5.532852
Kage5.834645
Aoi5.935432
Pai5.633642
Wolf6.136843
Jean5.734230
Lei Fei5.332139
Shun5.432527
Goh5.935431
Eileen5.533221
El Blaze5.834818
Lion5.633730
Vanessa6.036024
Lau5.734214
Dural6.438211
Taka5.231412

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

Jacky2624292.3%+2.9
Akira2119290.5%-0.7
Brad2119290.5%+3.0
Jeffry1917289.5%-1.9
Sarah1817194.4%+1.5
Kage1716194.1%+3.3
Aoi1612475.0%-18.2
Pai16160100.0%+7.8
Wolf1513286.7%-5.8
Jean1412285.7%-5.2
Lei Fei1412285.7%-5.3
Shun1413192.9%+2.7
Goh13130100.0%+7.5
Eileen12120100.0%+8.5
El Blaze1210283.3%-8.3
Lion1211191.7%+4.9
Vanessa108280.0%-9.6
Lau770100.0%+10.9
Dural440100.0%+6.9
Taka330100.0%+9.4

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 Fence3837197.4%+6.2
Breakable Half Fence3127487.1%-4.0
Rectangle2924582.8%-9.4
Low Fence2723485.2%-7.2
Single Wall2724388.9%-0.8
Open2622484.6%-5.4
Breakable Full Fence2322195.7%+5.4
Full Fence2321291.3%-0.8
Octagon23230100.0%+9.0
Full Fence and Open1817194.4%+7.5

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls16792.2%91.4%+0.8
No walls8086.2%90.3%-4.0

Walls against open: +4.8 points (95% range -3.6 to +13.3), p 0.263 — 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

jiwoonpk (Rank 33)2026/10/17330100.0%
windowkhs (Rank 30)2026/10/14440100.0%
RX-7FD3S-Type-RS (Rank 26)2026/10/13330100.0%
hot-milk-www (Rank 29)2026/10/12220100.0%
ドクダミふぇーい// (Rank 28)2026/10/12220100.0%
sankegod (Rank 26)2026/10/12220100.0%
abutora136 (Rank 29)2026/10/12330100.0%
clear-success03 (Rank 24)2026/10/12220100.0%
けけみや (Rank 26)2026/10/1121150.0%
vf_hornwolf@뿔늑대 (Rank 25)2026/10/10220100.0%
へい!おひさいたま (Rank 25)2026/10/09220100.0%
BangJae (Rank 21)2026/10/06220100.0%
AtomBijon (Rank 11)2026/10/05220100.0%
visible_oven62 (Rank 1)2026/10/05770100.0%
nyu_necoginjo (Rank 24)2026/06/11220100.0%
DJG10159 (Rank 36)2026/06/10220100.0%
リーウ (Rank 29)2026/06/07220100.0%
MELTBUTTER (Rank 29)2026/06/06220100.0%
jackgnhang (Rank 29)2026/06/04330100.0%
Hijima-J (Rank 26)2026/05/25330100.0%
Leaping-Lizzy11 (Rank 26)2026/05/2532166.7%
ginchuwan (Rank 27)2026/05/24220100.0%
cjnholife (Rank 24)2026/05/04220100.0%
sy62___ (Rank 24)2026/04/19220100.0%
ラピタ (Rank 14)2026/04/16220100.0%

Round openings

Every character

backdash into Middle Spin Kick46K+G8512.6%
forward movement into punchP8312.3%
guardG into evade down395.8%
backdash into Crescent Heel4K+G324.8%
Low Spin Kick294.3%
backdash into Double Hammer Down43P284.2%
Souko Sensou66P+K233.4%
guardG233.4%
guardG into punchP223.3%
forward movement into Jab Straight213.1%
Shakashou3P into RenshouPP162.4%
backdash into evade down162.4%
evade down into guardG142.1%
backdash into Kosoushou46P111.6%
Low Spin Kick into guardG101.5%

94 further openings account for the other 222 rounds.

Counted from 175 of the 284 matches played. The rest were not pulled for openings.

Jacky

Career
201–21 · 90.5%
This season
179 matches · 93.8%
Peak rank
39

First hit in 53.8% of 279 rounds. Won 77.3% of the rounds they struck first, 70.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Middle Spin Kick46K+G8530.0%
Low Spin Kick1K+G279.5%
forward movement into punchP186.4%
forward movement into Jab StraightPP134.6%
guardG134.6%
guardG into evade down124.2%
guardG into punchP124.2%
Low Spin Kick1K+G into guardG93.2%
backdash into Dash Hammer Kick66K82.8%
backdash into Beat & Back KnuckleP+KP62.1%
Dash Hammer Kick66K51.8%
backdash into Spin Heel Sword4K+G51.8%
crouch into Low Spin Kick1K+G51.8%
forward movement into Jab Double StraightPPP51.8%
Low Spin Kick1K+G into evade down41.4%

33 further openings account for the other 56 rounds.

Counted from 73 of the 179 matches played. The rest were not pulled for openings.

Lau

Career
41–12 · 77.4%
This season
40 matches · 87.5%
Peak rank
33

First hit in 48.2% of 141 rounds. Won 72.1% of the rounds they struck first, 61.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souko Sensou66P+K2315.9%
Shakashou3P into RenshouPP1611.0%
backdash into Kosoushou46P117.6%
RenshouPP into Renkanshou3PPP96.2%
backdash into Chisoutai2K+G96.2%
forward movement into punchP85.5%
backdash into evade down74.8%
backdash into RenshouPP64.1%
guardG into evade down64.1%
backdash into Sako Soushou4P+K42.8%
Fukko Kensou1P32.1%
Fukko Kensou1P into backdash32.1%
backdash into Renkanshou3PPP32.1%
backdash into Renshou Tenshinkyaku3PPPK32.1%
backdash into Shakashou3P32.1%

24 further openings account for the other 31 rounds.

Counted from 37 of the 40 matches played. The rest were not pulled for openings.

Jeffry

Career
53–9 · 85.5%
This season
35 matches · 82.9%
Peak rank
31

First hit in 53.0% of 134 rounds. Won 73.2% of the rounds they struck first, 66.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP3324.6%
backdash into Double Hammer Down43P2820.9%
guardG into evade down1813.4%
backdash into Rising Hammer43PP107.5%
guardG64.5%
guardG into punchP64.5%
guardG into Low Knuckle2P43.0%
backdash into Tsunami Beat3K+G32.2%
backdash into Kenka Hook46P21.5%
backdash into Toe Kick2K21.5%
evade down into guardG21.5%
guardG into Knee Attack6K21.5%
Low Knuckle2P10.8%
Middle Hell Stab6P+K10.8%
Toe Kick2K10.8%

15 further openings account for the other 15 rounds.

Sarah

Career
48–8 · 85.7%
This season
27 matches · 85.2%
Peak rank
31

First hit in 57.8% of 102 rounds. Won 64.4% of the rounds they struck first, 76.7% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Crescent Heel4K+G3231.4%
forward movement into punchP2322.6%
forward movement into Jab StraightPP87.8%
evade down into guardG76.9%
evade down into Low Spin Kick3K+G65.9%
backdash into evade down43.9%
guardG43.9%
Low Spin Kick3K+G22.0%
guardG into Low Spin Kick3K+G22.0%
Crescent Heel4K+G11.0%
Low Spin Kick3K+G into forward dash11.0%
Low Spin Kick3K+G into guardG11.0%
Snap Side Chop3P into Setup Combination3PK11.0%
backdash into Double Rise Kick4P+K11.0%
backdash into Serpent Toe Kick2P+K11.0%

8 further openings account for the other 8 rounds.

Goh

Career
7–1 · 87.5%
This season
3 matches · 100.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K440.0%
guardG into evade down220.0%
backdash into Batousatsu3KP110.0%
forward movement into punchP110.0%
guardG into kickK110.0%
guardG into punchP110.0%

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)
  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Goh: not tested (too few rounds)