VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

tatya1019

  • Kage
  • Lau
  • Pai
  • Akira
  • Jeffry
Career matches2,145
Career win rate65.5%
Round win rate51.4%
Peak rank42
Distinct opponents45
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1871 #193 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

Jacky421,13770942862.4%
Pai3839127112069.3%
Lau3936824911967.7%
Kage372341676771.4%
Akira33148657.1%
Jeffry331010.0%

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

107 of 362 rounds counted

9.0 inputs a second (538 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Kage8.9534104
Akira11.56923

By opponent's character

Wolf9.154624
Kage8.752120
Lau9.25528
Akira9.154821
Aoi9.053814
Jean9.15448
Shun8.35007
Goh9.25545

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

Wolf1910952.6%-3.7
Kage127558.3%+11.0
Lau126650.0%-4.3
Jacky97277.8%+30.4
Akira74357.1%+9.2
Aoi63350.0%-6.2
Sarah42250.0%-11.6
Taka42250.0%+4.0
Jeffry330100.0%+46.3
Vanessa3030.0%-71.4
Jean2020.0%-59.9
Lion21150.0%-10.9
Shun21150.0%+5.1
Goh1010.0%-55.1

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

Open169756.2%+5.1
Half Fence125741.7%-20.1
Breakable Full Fence106460.0%+11.5
Rectangle102820.0%-29.8
Full Fence95455.6%-1.0
Octagon84450.0%-1.0
Full Fence and Open64266.7%+13.2
Single Wall65183.3%+27.0
Breakable Half Fence54180.0%+22.8
Low Fence31233.3%-16.2

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
Walls5448.1%53.3%-5.2
No walls2560.0%53.2%+6.8

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

Most played opponents, most recent first

RED-Re:BORN (Rank 38)2026/06/1131233.3%
O-llO-l乙lO-lJ (Rank 39)2026/06/1121150.0%
吉良吉カゲ (Rank 37)2026/06/11220100.0%
★闘将拉麵男★ (Rank 36)2026/06/10220100.0%
lapislazuli (Rank 35)2026/06/102020.0%
初代マサオ (Rank 37)2026/06/1032166.7%
ビックバンベイダー (Rank 33)2026/06/102020.0%
SEGIRL7 (Rank 33)2026/06/10220100.0%
都筑まもる君 (Rank 36)2026/06/10220100.0%
ラーメソマソ (Rank 46)2026/06/1031233.3%
ベジット (Rank 41)2026/04/2021150.0%
METALX (Rank 39)2026/04/1721150.0%
使われジュニア。 (Rank 43)2026/04/1721150.0%
どらうるふ (Rank 41)2026/04/17220100.0%
nanbara (Rank 34)2026/04/17220100.0%
stepan_BVFA (Rank 36)2026/04/1743175.0%
ミスプロ狼@tenrishoko (Rank 40)2026/04/0821150.0%
bearhug (Rank 41)2026/04/0742250.0%
いえす (Rank 38)2026/04/0631233.3%
あいりく (Rank 35)2026/04/0631233.3%
次郎 (Rank 41)2026/04/0332166.7%
chinpanj (Rank 43)2026/03/3032166.7%
kothiyasanae (Rank 43)2026/03/2921150.0%
めろぴ。 (Rank 39)2026/03/283030.0%
かっこいいらう (Rank 43)2026/03/2742250.0%

Round openings

Every character

backdash into evade up205.5%
forward dash into Low Spin Kick1K+G195.2%
backdash into Hagakure-ryu In Raijingeki46P+K185.0%
Squat Straight2P into forward movement123.3%
forward movement into punchP123.3%
Groin Kick6K+G into forward movement113.0%
Dash Hammer Kick66K92.5%
Dash Hammer Kick66K into forward dash82.2%
guardG into evade up82.2%
Hagakure-ryu In Raijingeki46P+K71.9%
Squat Straight2P71.9%
evade up into crouch dash forward71.9%
crouch dash back into Long Stride Back Knuckle4P+K51.4%
crouch dash forward into guardG51.4%
forward dash into High Angle Upper Kick6K51.4%

136 further openings account for the other 209 rounds.

Jacky

Career
709–428 · 62.4%
This season
42 matches · 54.8%
Peak rank
42

First hit in 54.2% of 179 rounds. Won 54.6% of the rounds they struck first, 47.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Low Spin Kick1K+G1910.6%
Squat Straight2P into forward movement126.7%
Groin Kick6K+G into forward movement116.2%
Dash Hammer Kick66K95.0%
Dash Hammer Kick66K into forward dash84.5%
backdash into evade up84.5%
Squat Straight2P73.9%
forward movement into punchP63.4%
crouch dash back into Long Stride Back Knuckle4P+K52.8%
evade up into crouch dash forward52.8%
forward dash into High Angle Upper Kick6K52.8%
guardG into evade up52.8%
evade up into Middle Smash6P42.2%
High Angle Upper Kick6K31.7%
backdash into Long Stride Back Knuckle4P+K31.7%

51 further openings account for the other 69 rounds.

Kage

Career
167–67 · 71.4%
This season
25 matches · 56.0%
Peak rank
37

First hit in 55.8% of 104 rounds. Won 58.6% of the rounds they struck first, 52.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Hagakure-ryu In Raijingeki46P+K1817.3%
Hagakure-ryu In Raijingeki46P+K76.7%
backdash into evade up54.8%
Jizuridan2P43.9%
backdash into Gen'you4K+G43.9%
crouch dash forward into guardG43.9%
crouch into Jizuridan2P43.9%
Hagakure-ryu In Raijingeki46P+K into throwP+G32.9%
Rasen4P32.9%
Ura Tsumujigeri44K32.9%
backdash into Kodachinuki4K32.9%
Fusenjin3P21.9%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu You Jumonji KamaeP+K+G21.9%
Rasen4P into crouch dash forward21.9%
ResshouPP into SandangekiPPP21.9%

35 further openings account for the other 38 rounds.

Lau

Career
249–119 · 67.7%
This season
10 matches · 40.0%
Peak rank
39

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fukko Kensou1P into guardG49.1%
forward dash into Chisoutai2K+G49.1%
forward movement into punchP49.1%
Souchuken2P24.5%
backdash into evade up24.5%
crouch dash back into Sako Soushou4P+K24.5%
crouch dash forward into Shakashou3P24.5%
guardG into evade up24.5%
Chisoutai2K+G into evade down12.3%
Chugeki6P12.3%
Fukko Kensou1P12.3%
Kosoushou46P into forward movement12.3%
Sako Soushou4P+K12.3%
backdash into Senchutai3K12.3%
backdash into Tenshin EngekishouP+K12.3%

15 further openings account for the other 15 rounds.

Pai

Career
271–120 · 69.3%
This season
5 matches · 60.0%
Peak rank
38

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into punchP313.6%
forward dash into Honshin Soukyaku1K+G313.6%
Enbu Renkyaku6K+G29.1%
Souchuken2P29.1%
backdash into evade up29.1%
backdash into backward movement14.5%
backward movement into evade up14.5%
crouch dash forward into guardG14.5%
evade down into Senkyaku Chushou3KP14.5%
evade down into guardG14.5%
evade up into Souka Rensui3PP14.5%
evade up into Soukasui3P14.5%
forward movement into punchP14.5%
guardG into punchP14.5%
up-forward kick+guard9K+G into forward dash14.5%

Akira

Career
8–6 · 57.1%
This season
3 matches · 66.7%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up330.0%
forward dash into forward punch+kick6P+K220.0%
backdash into punchP110.0%
crouch into Housui2P110.0%
evade down into throw escape110.0%
forward movement into punchP110.0%
guardG into Jouho Touken6P110.0%

Jeffry

Career
0–1 · 0.0%
This season
1 matches · 0.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Low Knuckle2P133.3%
backdash into Body CrushP+K133.3%
backdash into Toe Kick2K133.3%

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)
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)