VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

伍の人

  • Eileen
  • Akira
  • Shun
Career matches5,369
Career win rate51.0%
Round win rate49.3%
Peak rank33
Distinct opponents452
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1588 #1,424 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

Jacky323,0221,5041,51849.8%
Akira2985441743748.8%
Eileen3381145036155.5%
Shun2732116715452.0%
Goh—186998753.2%
Wolf—175997656.6%

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

4,744 of 6,013 rounds counted

7.9 inputs a second (473 a minute) this season. Faster than 69% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.84683,058
Eileen8.14841,626
Shun7.343860

By opponent's character

Jacky7.9472507
Wolf8.1486452
Akira8.1488403
Lau7.8468301
Sarah8.0479361
Jeffry8.1487302
Kage7.7464304
Pai7.7462275
Aoi8.0478268
Jean8.0478237
Goh8.0478280
Vanessa7.6458174
Lion7.7462203
Shun7.6455199
Brad7.5453148
El Blaze7.9476119
Eileen7.444492
Lei Fei7.947571
Taka7.545248

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

Jacky152728047.4%-1.3
Wolf152935961.2%+9.4
Akira124655952.4%+5.1
Lau100386238.0%-12.4
Sarah100445644.0%-9.3
Jeffry93484551.6%+3.9
Kage86424448.8%-1.3
Pai85533262.4%+12.1
Aoi84473756.0%+6.5
Jean83354842.2%-5.8
Goh79384148.1%+4.3
Vanessa73393453.4%+3.6
Lion68313745.6%-1.8
Shun61303149.2%-0.5
Brad50242648.0%-1.4
El Blaze45143131.1%-25.7
Eileen24111345.8%-11.1
Lei Fei22101245.5%-0.7
Taka2011955.0%+8.5
Dural1010.0%-49.3

0 of 16 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 16 questions at once; about 0.8 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 Fence168907853.6%+2.8
Rectangle168719742.3%-4.2
Open164857951.8%+1.8
Single Wall158827651.9%+1.7
Breakable Half Fence147767151.7%+2.5
Full Fence147707747.6%-2.4
Half Fence137677048.9%-0.6
Octagon136647247.1%-2.7
Low Fence129646549.6%-1.0
Full Fence and Open61362559.0%+6.3

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls90348.5%49.2%-0.7
No walls45151.2%50.4%+0.9

Walls against open: -1.6 points (95% range -7.5 to +4.4), p 0.607 — 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

Uecchi-Ver53 (Rank 32)2026/09/15149564.3%
kampfarkz (Rank 33)2026/09/1525101540.0%
AOEアオイ (Rank 30)2026/07/261431121.4%
けいすけ新宿 (Rank 31)2026/07/2595455.6%
E-BB1 (Rank 26)2026/07/25159660.0%
방가방가 (Rank 31)2026/07/2595455.6%
フェイス (Rank 30)2026/07/25168850.0%
No.28 (Rank 31)2026/07/2595455.6%
ばねばば (Rank 31)2026/07/25114736.4%
Akishin-0313 (Rank 31)2026/07/251861233.3%
amakuchi-3 (Rank 31)2026/07/19117463.6%
BANANA (Rank 29)2026/06/29146842.9%
hayate (Rank 29)2026/06/24189950.0%
saw121 (Rank 28)2026/06/0624131154.2%
gans.sk602 (Rank 30)2026/06/052171433.3%
Hi-VisionZERO (Rank 27)2026/06/05114736.4%
究極無敵 (Rank 32)2026/06/05118372.7%
ヘニオ (Rank 32)2026/06/052561924.0%
ちょいそる (Rank 32)2026/06/04146842.9%
AcidNine-JPN (Rank 29)2026/06/04178947.1%
yunohe (Rank 27)2026/05/31116554.5%
RANAO3AKN3 (Rank 29)2026/05/231810855.6%
あっしゅさん (Rank 28)2026/05/22145935.7%
【麦酒】がちょ (Rank 32)2026/05/22100100.0%
えなお (Rank 31)2026/05/2194544.4%

Round openings

Every character

backdash into evade up1,04017.2%
Dash Hammer Kick66K2694.5%
Rimon Chouchu66P2193.6%
Slant Back Knuckle1P1933.2%
Middle Smash6P1562.6%
Douchu6P1432.4%
backdash into punchP1282.1%
forward dash into throwP+G1151.9%
forward dash into evade up981.6%
Honshin Kousoutai3K+G891.5%
backdash into Middle Smash6P831.4%
backdash into evade down761.3%
backdash into Jab Double StraightPPP751.2%
backdash into throwP+G731.2%
backdash into Jouho Senshou46P701.2%

536 further openings account for the other 3,202 rounds.

Jacky

Career
1,504–1,518 · 49.8%
This season
774 matches · 47.7%
Peak rank
32

First hit in 46.5% of 3,097 rounds. Won 52.1% of the rounds they struck first, 44.7% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 7.0% of rounds, against 3.3% in their other rounds.
  • Against Shun: waits first in 12.0% of rounds, against 2.5% against everyone else.
  • On Rectangle stages: attacks straight away in 43.9% of rounds, against 31.5% on the other stages.
  • After opening the round before by waiting: waits first in 15.5% of rounds, against 2.8% after anything else.
  • In round 4 or later: opens with “backdash into evade up” in 21.8% of rounds, against 15.8% in their other rounds.
  • Against Wolf: opens with “6P Middle Smash” in 12.2% of rounds, against 4.3% against everyone else.

How is this tested?

backdash into evade up53917.3%
Dash Hammer Kick66K2698.6%
Slant Back Knuckle1P1936.2%
Middle Smash6P1565.0%
backdash into Middle Smash6P832.7%
backdash into Jab Double StraightPPP752.4%
forward dash into throwP+G692.2%
backdash into punchP612.0%
backdash into High Angle Upper Kick6K601.9%
Slant Back Knuckle1P into Double Spinning KickKK541.7%
Jab StraightPP into Jab Double StraightPPP531.7%
backdash into throwP+G521.7%
backdash into evade down501.6%
backdash into Lightning Back Knuckle3PPP471.5%
backdash into Dash Hammer Kick66K431.4%

266 further openings account for the other 1,310 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky24–32 · 43%13–13 · 50%too few to test
Akira20–21 · 49%10–14 · 42%too few to test
Wolf26–19 · 58%12–4 · 75%too few to test
Sarah12–22 · 35%11–14 · 44%too few to test
Jeffry13–20 · 39%11–6 · 65%too few to test
Lau7–21 · 25%4–8 · 33%too few to test
Pai15–12 · 56%9–5 · 64%too few to test
Kage10–9 · 53%7–15 · 32%too few to test
Aoi16–8 · 67%8–6 · 57%too few to test
Goh14–12 · 54%3–7 · 30%too few to test
Vanessa9–10 · 47%8–5 · 62%too few to test
Jean6–17 · 26%4–3 · 57%too few to test
Lion8–12 · 40%2–9 · 18%too few to test
Shun5–9 · 36%4–3 · 57%too few to test
Brad8–8 · 50%3–3 · 50%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?

Eileen

Career
450–361 · 55.5%
This season
410 matches · 54.4%
Peak rank
33

First hit in 49.4% of 1,611 rounds. Won 52.6% of the rounds they struck first, 50.9% of the rounds they were struck first.

Significant Tells

  • In round 1: evades first in 5.6% of rounds, against 1.6% in their other rounds.
  • Against Shun: waits first in 16.1% of rounds, against 3.0% against everyone else.
  • After losing a round: backs off first in 45.1% of rounds, against 33.1% after winning one.
  • Against Lion: opens with “6P Douchu” in 26.6% of rounds, against 7.9% against everyone else.
  • After losing a round: opens with “backdash into evade up” in 19.9% of rounds, against 11.3% after winning one.
  • When behind: opens with “backdash into evade up” in 20.1% of rounds, against 12.3% when ahead or level.

How is this tested?

backdash into evade up24014.7%
Douchu6P1438.8%
Honshin Kousoutai3K+G895.5%
Enkou Kenka46P513.1%
Enkou Toutou3P+K513.1%
Enkou RensouPP into Rensou HekizanPPP472.9%
forward dash into evade up412.5%
backdash into Ribyou Hoso43P+K392.4%
punchP372.3%
backdash into Kesshi Hanbi46K+G342.1%
backdash into punchP322.0%
punchP into Enkou RensouPP301.8%
Hikou Bokushoku9P271.7%
Honshin Senputai6K+G271.7%
Enkou Tekitou1P+K into Taisei Honsou214P221.4%

193 further openings account for the other 720 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky16–14 · 53%1–12 · 8%too few to test
Wolf14–5 · 74%6–3 · 67%too few to test
Akira9–10 · 47%8–3 · 73%too few to test
Goh7–9 · 44%4–4 · 50%too few to test
Kage10–12 · 45%3–3 · 50%too few to test
Aoi6–9 · 40%4–2 · 67%too few to test
Sarah10–5 · 67%4–2 · 67%too few to test
Jean8–10 · 44%2–3 · 40%too few to test
Shun11–6 · 65%1–0 · 100%too few to test
Lau3–6 · 33%5–3 · 62%too few to test
Lion12–5 · 71%1–1 · 50%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?

Akira

Career
417–437 · 48.8%
This season
302 matches · 47.7%
Peak rank
29

First hit in 54.0% of 1,216 rounds. Won 51.6% of the rounds they struck first, 43.8% of the rounds they were struck first.

Significant Tells

  • Against Wolf: attacks straight away in 42.3% of rounds, against 31.1% against everyone else.
  • When behind: backs off first in 55.2% of rounds, against 43.2% when ahead or level.
  • Against Akira: opens with “backdash into 46P Jouho Senshou” in 23.4% of rounds, against 4.5% against everyone else.

How is this tested?

backdash into evade up25721.0%
Rimon Chouchu66P21917.9%
backdash into Jouho Senshou46P705.7%
backdash into Jouho Touken6P574.7%
forward dash into Jouho Touken6P453.7%
backdash into punchP352.9%
Rimon Chouchu66P into forward dash292.4%
Souka Housui3P+K292.4%
backdash into Chouzan Housui46P+K292.4%
forward dash into throwP+G282.3%
backdash into Rimon Chouchu66P211.7%
forward dash into evade up211.7%
backdash into Youhou33P161.3%
forward dash into Rimon Chouchu66P161.3%
Rimon Chouchu66P into backward movement151.2%

107 further openings account for the other 338 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf14–10 · 58%7–7 · 50%too few to test
Lau4–15 · 21%3–5 · 38%too few to test
Vanessa11–9 · 55%3–1 · 75%too few to test
Jacky11–2 · 85%2–3 · 40%too few to test
Jean3–7 · 30%7–5 · 58%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?

Shun

Career
167–154 · 52.0%
This season
16 matches · 56.2%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tenshin Souchushou6P+K711.7%
Getsuga Gakushu46P46.7%
Gyou'in Haishu3P46.7%
backdash into evade up46.7%
backward movement into Kasen Chugeki6P46.7%
backward movement into Kasen Zenbokushou6PP46.7%
Getsuga Gakushu46P into Getsuga Gyou'in46PP+K35.0%
Kasen Chugeki6P35.0%
backdash into Getsuga Gakushu46P35.0%
crouch dash forward into guardG35.0%
backdash into Gyou'in Haishu3P23.3%
Getsuga Gakushu46P into Honshin TankaP+K11.7%
Getsuga Gakushu46P into forward dash11.7%
Getsuga Gakushu46P into forward movement11.7%
Getsuga Gakushu46P into punchP11.7%

15 further openings account for the other 15 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 (46 here; about 2.3 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

  • Jacky: 6 of 16 tests hold up
  • Eileen: 6 of 15 tests hold up
  • Akira: 3 of 15 tests hold up
  • Shun: not tested (too few rounds)