VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

remiuyu

  • Akira
  • Jean
Career matches8,308
Career win rate50.7%
Round win rate50.9%
Peak rank32
Distinct opponents223
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1576 #1,508 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

Jacky313,3001,6591,64150.3%
Akira323,1231,5831,54050.7%
Jean311,88597191451.5%

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

2,759 of 2,927 rounds counted

6.8 inputs a second (405 a minute) this season. Faster than 38% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.43851,600
Akira7.6455820
Jean6.3379339

By opponent's character

Akira6.7399363
Sarah6.6395240
Wolf6.8410209
Jacky7.0418245
Goh6.8409212
Shun6.8406166
Jean6.6394165
Aoi6.9415148
Lion6.9413142
El Blaze6.5391124
Pai6.740199
Jeffry7.042095
Lau6.7402106
Kage6.6396111
Vanessa6.5388107
Brad6.8410104
Taka7.142556
Eileen6.740432
Lei Fei7.042131
Dural8.95364

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

Akira92533957.6%+7.4
Sarah63372658.7%+2.4
Wolf62293346.8%-9.2
Jacky60332755.0%+4.0
Goh55332260.0%+7.7
Shun44281663.6%+12.4
Jean38172144.7%-7.3
Aoi37211656.8%+4.3
Lion36181850.0%-4.0
El Blaze32131940.6%-10.1
Pai32161650.0%-2.1
Jeffry29121741.4%-9.8
Lau28141450.0%-1.6
Kage27111640.7%-6.6
Vanessa27111640.7%-16.1
Brad26131350.0%+1.8
Taka1511473.3%+19.1
Eileen83537.5%-22.8
Lei Fei85362.5%+10.8
Dural1010.0%-39.4

0 of 11 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 11 questions at once; about 0.6 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

Low Fence114536146.5%-7.6
Full Fence89375241.6%-10.8
Breakable Full Fence80503062.5%+13.6
Octagon72432959.7%+4.2
Single Wall69333647.8%-6.9
Open63323150.8%-1.4
Half Fence62332953.2%+2.6
Breakable Half Fence56342260.7%+4.0
Rectangle56332358.9%+9.4
Full Fence and Open42231954.8%+6.5

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
Walls41555.4%52.4%+3.0
No walls24648.0%53.0%-5.0

Walls against open: +8.0 points (95% range +0.2 to +15.8), p 0.044 — a difference this size is unlikely to be chance.

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

え~る (Rank 28)2026/10/16103730.0%
肉彦さん☆彡 (Rank 31)2026/10/1673442.9%
うめおに。 (Rank 32)2026/10/1594544.4%
fwnd1396 (Rank 32)2026/10/13115645.5%
BANANA (Rank 29)2026/10/122214863.6%
ジャキる。 (Rank 33)2026/10/04129375.0%
ペケ壱 (Rank 30)2026/10/0294544.4%
ヘニオ (Rank 32)2026/09/3073442.9%
SAMCHAY® (Rank 32)2026/09/2973442.9%
NEKOz (Rank 27)2026/09/2583537.5%
무파ZeroBlue (Rank 27)2026/09/2573442.9%
jiwoonpk (Rank 32)2026/09/24114736.4%
tamaneen (Rank 30)2026/09/2395455.6%
のみ (Rank 35)2026/09/1873442.9%
gimoring (Rank 29)2026/09/1284450.0%
juste (Rank 31)2026/09/07105550.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/0487187.5%
しゅが~nsr (Rank 26)2026/09/03105550.0%
DDaDDai (Rank 28)2026/08/2276185.7%
liangliangit (Rank 34)2026/08/2272528.6%
鳩男 (Rank 30)2026/08/2294544.4%
windowkhs (Rank 28)2026/08/03105550.0%
37 (Rank 27)2026/07/2885362.5%
音の勢-リック (Rank 31)2026/06/0873442.9%
MikuMartineau (Rank 32)2026/06/0673442.9%

Round openings

Every character

backdash into evade down29810.8%
Beat KnuckleP+K into Beat Spin KickP+KK1455.3%
crouch into Squat Straight2P903.3%
evade down833.0%
punchP782.8%
punchP into forward dash622.2%
backdash into Spin Heel Sword4K+G542.0%
backward movement into evade down491.8%
backdash into Souka Housui3P+K451.6%
Rimon Chouchu66P into forward dash381.4%
backdash into Middle Kick3K361.3%
crouch into Shitamaeken2P361.3%
Rimon Chouchu66P351.3%
Senzankou66P+K into throwP+G301.1%
crouch into Housui2P301.1%

411 further openings account for the other 1,646 rounds.

Counted from 676 of the 720 matches played. The rest were not pulled for openings.

Jacky

Career
1,659–1,641 · 50.3%
This season
410 matches · 51.5%
Peak rank
31

First hit in 48.9% of 1,542 rounds. Won 53.9% of the rounds they struck first, 48.5% of the rounds they were struck first.

Significant Tells

  • In round 4 or later: attacks straight away in 56.1% of rounds, against 41.6% in their other rounds.
  • Against Shun: evades first in 33.3% of rounds, against 9.7% against everyone else.
  • After winning a round: attacks straight away in 55.0% of rounds, against 41.6% after losing one.
  • When behind: waits first in 10.8% of rounds, against 7.6% when ahead or level.
  • In round 2: opens with “backdash into 4K+G Spin Heel Sword” in 6.6% of rounds, against 2.5% in their other rounds.
  • Against Akira: opens with “crouch into 2P Squat Straight” in 12.7% of rounds, against 4.9% against everyone else.
  • After opening the round before with “P+K Beat Knuckle into P+KK Beat Spin Kick”: opens with “P punch” in 9.5% of rounds, against 3.3% after anything else.
  • After losing a round: opens with “crouch into 2P Squat Straight” in 7.7% of rounds, against 4.1% after winning one.

How is this tested?

Beat KnuckleP+K into Beat Spin KickP+KK1459.4%
backdash into evade down1429.2%
crouch into Squat Straight2P905.8%
backdash into Spin Heel Sword4K+G543.5%
punchP533.4%
punchP into forward dash493.2%
evade down463.0%
backdash into Middle Kick3K362.3%
backward movement into evade down322.1%
Slant Back Knuckle1P281.8%
Groin Kick6K+G261.7%
punchP into Jab StraightPP261.7%
Middle Smash6P221.4%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward211.4%
Spinning Back Knuckle4P into Spinning Arm Kick4PK211.4%

230 further openings account for the other 756 rounds.

Counted from 381 of the 410 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Sarah10–15 · 40%11–9 · 55%too few to test
Akira21–8 · 72%7–7 · 50%too few to test
Wolf13–9 · 59%2–7 · 22%too few to test
Goh9–8 · 53%5–3 · 62%too few to test
Jacky5–5 · 50%9–5 · 64%too few to test
Lion12–10 · 55%0–2 · 0%too few to test
Vanessa8–6 · 57%2–8 · 20%too few to test
Shun11–0 · 100%2–9 · 18%too few to test
El Blaze7–6 · 54%3–4 · 43%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.

29 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Akira

Career
1,583–1,540 · 50.7%
This season
211 matches · 52.1%
Peak rank
32

First hit in 55.4% of 820 rounds. Won 51.1% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 52.7% of rounds, against 35.9% in their other rounds.
  • After losing a round: evades first in 15.8% of rounds, against 4.8% after winning one.

How is this tested?

backdash into evade down11714.2%
backdash into Souka Housui3P+K455.5%
Rimon Chouchu66P into forward dash384.6%
Rimon Chouchu66P354.2%
Senzankou66P+K into throwP+G303.6%
crouch into Housui2P303.6%
Senzankou66P+K293.5%
backdash into Chouzan Housui46P+K283.4%
forward dash into forward punch+kick6P+K283.4%
backdash into Jouho Senshou46P232.8%
evade down212.5%
Rimon Chouchu66P into evade down172.1%
forward dash into Jouho Touken6P161.9%
backward movement into evade down121.5%
punchP into forward dash121.5%

128 further openings account for the other 342 rounds.

Counted from 201 of the 211 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky9–3 · 75%3–6 · 33%too few to test
Wolf2–7 · 22%2–5 · 29%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.

10 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jean

Career
971–914 · 51.5%
This season
99 matches · 57.6%
Peak rank
31

First hit in 51.5% of 377 rounds. Won 55.1% of the rounds they struck first, 49.2% of the rounds they were struck first.

Significant Tells

  • Against Akira: waits first in 20.0% of rounds, against 11.2% against everyone else.
  • After opening the round before by attacking: backs off first in 33.3% of rounds, against 12.6% after anything else.

How is this tested?

backdash into evade down3910.1%
crouch into Shitamaeken2P369.3%
Nozuchi1P+K236.0%
punchP205.2%
punchP into crouch194.9%
evade down164.2%
evade up into forward dash153.9%
punchP into Maeken~Joudan MawashigeriPK102.6%
punchP into evade down102.6%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK92.3%
Shitamaeken2P82.1%
evade down into forward dash71.8%
guardG71.8%
punchP into KounirenPP71.8%
backdash into Kake'uchi46P61.6%

87 further openings account for the other 153 rounds.

Counted from 94 of the 99 matches played. The rest were not pulled for openings.

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 (43 here; about 2.1 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: 8 of 15 tests hold up
  • Akira: 2 of 15 tests hold up
  • Jean: 2 of 13 tests hold up