VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

GNS|JhonnySan

  • Sarah
  • Goh
Career matches496
Career win rate58.3%
Round win rate81.0%
Peak rank24
Distinct opponents10
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1444 Not ranked yet: the list needs 50 matches. See 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

Jacky2437320616755.2%
Akira—51331864.7%
Goh2143222151.2%
Sarah222928196.5%

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

137 of 137 rounds counted

5.6 inputs a second (338 a minute) this season. Faster than 10% of the 4,069 regulars with enough rounds counted to compare.

By character played

Sarah5.533179
Jacky5.533248
Goh7.042210

By opponent's character

Eileen5.331849
Sarah5.834819
Vanessa6.538819
Jacky5.734013
Wolf5.331713
Shun5.533010
Kage6.13648
Goh5.53283
Pai5.73433

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

Eileen1413192.9%-1.7
Sarah550100.0%+6.8
Vanessa53260.0%-10.5
Jacky440100.0%+2.9
Wolf440100.0%+1.6
Shun330100.0%+0.7
Kage220100.0%+2.4
Goh110100.0%+2.9
Pai110100.0%+5.5

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

Breakable Half Fence107370.0%-15.3
Octagon550100.0%+6.7
Open550100.0%+5.4
Full Fence440100.0%+2.9
Rectangle440100.0%+3.1
Single Wall440100.0%+4.8
Breakable Full Fence220100.0%+0.7
Half Fence220100.0%+7.5
Low Fence110100.0%+6.5

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
Walls2788.9%90.6%-1.8
No walls10100.0%95.3%+4.7

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

OldWolfArcade23 (Rank 19)1413192.9%
nicolas2223 (Rank 11)770100.0%
ElCazaPeruanos (Rank 19)440100.0%
RThiago6327 (Rank 6)330100.0%
Semrosto (Rank 33)31233.3%
CapNovais (Rank 2)220100.0%
Tali20041262 (Rank 18)220100.0%
krisuchiha (Rank 19)220100.0%
DougSam (Rank 21)110100.0%
RamonGarcia5033 (Rank 21)110100.0%

Most played opponents, most recent first

CapNovais (Rank 2)2026/10/11220100.0%
OldWolfArcade23 (Rank 19)2026/10/071413192.9%
nicolas2223 (Rank 11)2026/10/07770100.0%
DougSam (Rank 21)2026/10/07110100.0%
RThiago6327 (Rank 6)2026/10/02330100.0%
ElCazaPeruanos (Rank 19)2026/09/30440100.0%
RamonGarcia5033 (Rank 21)2026/09/30110100.0%
krisuchiha (Rank 19)2026/09/30220100.0%
Tali20041262 (Rank 18)2026/09/30220100.0%
Semrosto (Rank 33)2026/09/1131233.3%

Round openings

Every character

forward movement into kickK611.5%
backdash into Spin Heel Sword4K+G59.6%
backdash into evade up47.7%
Groin Kick6K+G into forward movement35.8%
Tsukikage6K35.8%
crouch dash forward into Smash Straight3P35.8%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP23.9%
Middle Smash6P into Middle Smash Back Knuckle6PP23.9%
Slide Shuffle (Deflect)4P+K+G into High Angle Upper Kick6K23.9%
backdash into Long Stride Back Knuckle4P+K23.9%
forward movement into Spinning Back FistKPPP23.9%
Aragami4K into throwP+G11.9%
Dash Hammer Kick66K11.9%
Groin Kick6K+G11.9%
High Angle Upper Kick6K11.9%

14 further openings account for the other 14 rounds.

Counted from 15 of the 17 matches played. The rest were not pulled for openings.

Jacky

Career
206–167 · 55.2%
This season
14 matches · 100.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into kickK614.3%
backdash into Spin Heel Sword4K+G511.9%
Groin Kick6K+G into forward movement37.1%
backdash into evade up37.1%
crouch dash forward into Smash Straight3P37.1%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP24.8%
Middle Smash6P into Middle Smash Back Knuckle6PP24.8%
Slide Shuffle (Deflect)4P+K+G into High Angle Upper Kick6K24.8%
backdash into Long Stride Back Knuckle4P+K24.8%
forward movement into Spinning Back FistKPPP24.8%
Dash Hammer Kick66K12.4%
Groin Kick6K+G12.4%
High Angle Upper Kick6K12.4%
Jab StraightPP into Jab Double StraightPPP12.4%
Slide Shuffle (Deflect)4P+K+G12.4%

7 further openings account for the other 7 rounds.

Counted from 12 of the 14 matches played. The rest were not pulled for openings.

Goh

Career
22–21 · 51.2%
This season
3 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tsukikage6K330.0%
Aragami4K into throwP+G110.0%
KiribaraiK+G110.0%
Kyousengeri46K110.0%
backdash into Garyu66K110.0%
backdash into Kyousengeri46K110.0%
backdash into evade up110.0%
kickK110.0%

Not counted here: Sarah. Their matches 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 (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)
  • Goh: not tested (too few rounds)