VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

Alias-ks77

  • Jeffry
Career matches1,880
Career win rate55.3%
Round win rate51.1%
Peak rank37
Distinct opponents166
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1624 #1,198 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

Jacky371,51282269054.4%
Jeffry3436821715159.0%

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

2,755 of 2,756 rounds counted

8.2 inputs a second (490 a minute) this season. Faster than 75% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.24942,424
Jeffry7.8467331

By opponent's character

Akira8.4505489
Wolf8.3497286
Jean8.0479247
Jacky8.4505214
Kage8.0479176
Jeffry8.3499170
Brad7.7462168
Lau8.1488150
Goh8.2493161
Aoi8.1485137
Sarah8.0478118
Vanessa7.746496
El Blaze7.746374
Shun8.550849
Lion8.450445
Lei Fei8.551143
Eileen8.349936
Pai8.551037
Dural8.349935
Taka7.545124

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

Akira120606050.0%+1.0
Wolf71373452.1%-6.7
Jean61322952.5%-3.8
Jacky54351964.8%+10.2
Kage46202643.5%+0.5
Jeffry42241857.1%-3.5
Brad40211952.5%-3.3
Lau39211853.9%+4.2
Goh36191752.8%+0.2
Aoi33181554.5%+5.0
Sarah30181260.0%+2.7
Vanessa2461825.0%-23.5
El Blaze179852.9%-3.3
Shun137653.9%+7.5
Lion128466.7%+9.9
Lei Fei104640.0%-13.6
Eileen94544.4%-4.9
Pai97277.8%+23.0
Dural87187.5%+28.1
Taka63350.0%+2.8

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 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 Half Fence85404547.1%-7.5
Full Fence79433654.4%+2.5
Breakable Full Fence75462961.3%+11.9
Octagon70373352.9%+0.8
Half Fence69412859.4%+5.0
Open66372956.1%+4.0
Low Fence62332953.2%-1.4
Rectangle54233142.6%-12.9
Single Wall50242648.0%-5.1
Full Fence and Open32171553.1%+2.5

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
Walls43253.2%52.9%+0.3
No walls17852.8%53.2%-0.4

Walls against open: +0.7 points (95% range -8.2 to +9.7), p 0.870 — 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

yamaneko (Rank 34)2026/07/10149564.3%
らうらう (Rank 37)2026/07/05103730.0%
寿司眼鉄 (Rank 35)2026/07/05159660.0%
くりたろう (Rank 39)2026/07/05125741.7%
홍명보개새이임생십장생아 (Rank 38)2026/06/29123925.0%
くろね@のびしろF (Rank 35)2026/06/2986275.0%
구닥스트렌져 (Rank 35)2026/06/2975271.4%
Tokkovanessa_VF (Rank 42)2026/06/29102820.0%
nanami.madogiwa (Rank 33)2026/06/2986275.0%
もっこり (Rank 35)2026/06/2173442.9%
interceptor (Rank 39)2026/06/1958184031.0%
マハリータまるこ (Rank 39)2026/06/18147750.0%
うるヲ参拾 (Rank 38)2026/06/1273442.9%
★闘将拉麵男★ (Rank 38)2026/06/111210283.3%
NORESPECT (Rank 34)2026/06/06106460.0%
OgreAunt (Rank 33)2026/06/0476185.7%
指無しライダー (Rank 39)2026/06/0473442.9%
JeanKujo (Rank 31)2026/06/03107370.0%
MaBoy (Rank 33)2026/05/2827151255.6%
VF12360-PC (Rank 36)2026/05/28106460.0%
elf4sale (Rank 26)2026/05/2784450.0%
jiwoonpk (Rank 30)2026/05/2785362.5%
おるが@のびしろF (Rank 31)2026/05/2386275.0%
Ray'ne (Rank 32)2026/05/23119281.8%
jijitax4 (Rank 36)2026/05/2386275.0%

Round openings

Every character

Middle Smash6P30711.1%
backdash into evade up2609.4%
forward movement into punchP1886.8%
backdash into High Angle Upper Kick6K1375.0%
forward dash into Low Spin Kick1K+G1334.8%
Dash Hammer Kick66K873.1%
backdash into Middle Smash6P762.8%
backdash into Spin Heel Sword4K+G682.5%
crouch dash forward into Smash Straight3P562.0%
Spin Heel Sword4K+G552.0%
backdash into Long Stride Back Knuckle4P+K552.0%
backward movement into Beat KnuckleP+K501.8%
Knee Push4K into Knee Push Wild Hook4KP451.6%
forward movement into Punch High KickPK451.6%
crouch dash forward into High Angle Upper Kick6K401.4%

236 further openings account for the other 1,157 rounds.

Jacky

Career
822–690 · 54.4%
This season
602 matches · 53.2%
Peak rank
37

First hit in 50.2% of 2,422 rounds. Won 54.6% of the rounds they struck first, 47.5% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 61.0% of rounds, against 32.3% in their other rounds.
  • Against Shun: waits first in 20.4% of rounds, against 3.4% against everyone else.
  • When ahead: backs off first in 38.3% of rounds, against 29.4% when level or behind.
  • In round 4 or later: opens with “forward movement into P punch” in 13.5% of rounds, against 4.9% in their other rounds.
  • Against Akira: opens with “backdash into evade up” in 16.3% of rounds, against 8.5% against everyone else.
  • After losing a round: opens with “6P Middle Smash” in 18.5% of rounds, against 10.8% after winning one.
  • When behind: opens with “6P Middle Smash” in 18.4% of rounds, against 12.7% when ahead or level.

How is this tested?

Middle Smash6P30712.6%
backdash into evade up2419.9%
forward movement into punchP1747.2%
backdash into High Angle Upper Kick6K1375.6%
forward dash into Low Spin Kick1K+G1335.5%
Dash Hammer Kick66K873.6%
backdash into Middle Smash6P763.1%
backdash into Spin Heel Sword4K+G682.8%
crouch dash forward into Smash Straight3P562.3%
Spin Heel Sword4K+G552.3%
backdash into Long Stride Back Knuckle4P+K552.3%
backward movement into Beat KnuckleP+K502.1%
forward movement into Punch High KickPK451.9%
crouch dash forward into High Angle Upper Kick6K401.6%
backward movement into Beat & Back KnuckleP+KP391.6%

155 further openings account for the other 865 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira32–30 · 52%18–19 · 49%+4.6
Wolf29–22 · 57%6–4 · 60%too few to test
Jean18–19 · 49%7–2 · 78%too few to test
Jacky23–11 · 68%8–6 · 57%too few to test
Jeffry7–10 · 41%12–6 · 67%too few to test
Lau15–11 · 58%4–6 · 40%too few to test
Kage11–15 · 42%4–2 · 67%too few to test
Sarah13–6 · 68%3–4 · 43%too few to test
Aoi11–7 · 61%2–6 · 25%too few to test
Brad5–8 · 38%4–2 · 67%too few to test
Goh11–7 · 61%4–4 · 50%too few to test
Vanessa3–11 · 21%1–2 · 33%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

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?

Jeffry

Career
217–151 · 59.0%
This season
78 matches · 51.3%
Peak rank
34

First hit in 52.9% of 331 rounds. Won 56.6% of the rounds they struck first, 44.9% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 56.4% of rounds, against 26.5% in their other rounds.

How is this tested?

Knee Push4K into Knee Push Wild Hook4KP4513.6%
forward movement into Double KnucklePP226.7%
backdash into evade up195.7%
backdash into Kenka Hook46P154.5%
forward movement into punchP144.2%
backdash into Elbow Butt6P133.9%
backdash into Tsunami Beat3K+G133.9%
crouch into Low Knuckle2P103.0%
guardG into Middle Hell Stab6P+K103.0%
crouch dash forward into Knee Attack6K82.4%
Elbow Butt6P72.1%
Middle Hell Stab6P+K72.1%
Knee Push4K61.8%
backdash into evade down61.8%
crouch dash forward into Full Swing Upper33P61.8%

78 further openings account for the other 130 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 (30 here; about 1.5 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: 7 of 16 tests hold up
  • Jeffry: 1 of 14 tests hold up