VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Shinovu

  • Lion
  • Goh
  • Sarah
  • Wolf
Career matches1,521
Career win rate46.7%
Round win rate44.5%
Peak rank33
Distinct opponents55
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1389 #2,708 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

Jacky2781936945045.0%
Lion3348021826245.4%
Goh26132755756.8%
Sarah2686464053.5%
Wolf2642250.0%

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

417 of 553 rounds counted

6.0 inputs a second (362 a minute) this season. Faster than 19% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.0357320
Lion6.438471
Goh6.43858
Sarah6.03619
Wolf5.83509

By opponent's character

Akira6.237136
Jeffry5.733952
Lion6.237536
Aoi6.036243
Goh5.935747
Shun5.935240
Jacky6.337824
Wolf6.136514
Pai6.539119
Sarah6.136426
Kage6.236920
Taka5.935223
Vanessa5.93529
Brad5.93548
Dural7.142511
Lei Fei5.73449

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

Akira1871138.9%-3.2
Jeffry1612475.0%+39.4
Lion1551033.3%-11.8
Aoi127558.3%+16.0
Goh1221016.7%-21.6
Shun112918.2%-17.3
Jacky85362.5%+21.0
Wolf72528.6%-9.3
Pai62433.3%-7.2
Sarah62433.3%-3.8
Jean53260.0%+22.5
Kage51420.0%-9.3
Taka52340.0%-6.0
Vanessa4040.0%-25.8
Brad3030.0%-44.9
Dural31233.3%-1.3
Lei Fei21150.0%+10.5
Lau110100.0%+34.5

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

Low Fence1951426.3%-10.8
Open1911857.9%+17.4
Half Fence167943.8%+1.2
Breakable Half Fence146842.9%+5.5
Full Fence135838.5%-7.1
Breakable Full Fence123925.0%-16.9
Rectangle115645.5%+3.5
Single Wall113827.3%-12.0
Full Fence and Open94544.4%+11.3
Octagon63350.0%+10.9

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
Walls7240.3%41.4%-1.2
No walls4938.8%39.0%-0.3

Walls against open: -0.9 points (95% range -18.0 to +16.2), p 0.918 — 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

nekota (Rank 24)2026/09/2732166.7%
타우끼/taukee (Rank 35)2026/09/276060.0%
ずーさんZOOWOLF (Rank 30)2026/09/2751420.0%
茗荷【みょうが】 (Rank 24)2026/09/271711664.7%
neary (Rank 35)2026/08/232020.0%
moksa (Rank 27)2026/08/1721150.0%
イチゲン (Rank 28)2026/08/022020.0%
MATSUNAGAAKIRA.REBOOT (Rank 27)2026/08/0262433.3%
UMAGON (Rank 25)2026/07/2631233.3%
はげまん (Rank 29)2026/07/2631233.3%
しゅうまい (Rank 23)2026/07/2631233.3%
XsT (Rank 27)2026/07/232020.0%
37 (Rank 29)2026/07/2331233.3%
TaKaArAsHi573 (Rank 24)2026/07/2331233.3%
Handive (Rank 27)2026/06/2121150.0%
アセスルファムK (Rank 31)2026/05/3131233.3%
ずび (Rank 33)2026/05/3131233.3%
かつぞう@がるたろ軍 (Rank 28)2026/05/1751420.0%
みつお (Rank 21)2026/05/1742250.0%
shiphon74 (Rank 27)2026/05/174040.0%
HIROCHILL (Rank 25)2026/05/1164266.7%
shinkita (Rank 21)2026/05/1021150.0%
xenon335 (Rank 27)2026/05/104040.0%
osAnKIRA (Rank 21)2026/04/2543175.0%
TOMORV (Rank 27)2026/04/192020.0%

Round openings

Every character

punchP into kickK488.8%
punchP234.2%
backdash into Beat & Back KnuckleP+KP183.3%
Jab StraightPP into Jab Double StraightPPP162.9%
guardG into evade down162.9%
guardG142.5%
punchP into Punch High KickPK132.4%
Middle Smash6P122.2%
guardG into punchP122.2%
Middle Spin Kick46K+G112.0%
Low Spin Kick1K+G101.8%
crouch dash forward into Smash Straight3P101.8%
Dash Hammer Kick66K91.6%
backdash into evade down91.6%
guardG into Punch High KickPK91.6%

163 further openings account for the other 318 rounds.

Counted from 138 of the 139 matches played. The rest were not pulled for openings.

Jacky

Career
369–450 · 45.0%
This season
115 matches · 45.2%
Peak rank
27

First hit in 44.8% of 451 rounds. Won 46.5% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 28.1% of rounds, against 13.1% in their other rounds.

How is this tested?

punchP into kickK439.5%
punchP194.2%
backdash into Beat & Back KnuckleP+KP184.0%
Jab StraightPP into Jab Double StraightPPP163.5%
guardG143.1%
guardG into evade down143.1%
punchP into Punch High KickPK132.9%
Middle Smash6P122.7%
Middle Spin Kick46K+G112.4%
Low Spin Kick1K+G102.2%
crouch dash forward into Smash Straight3P102.2%
guardG into punchP102.2%
Dash Hammer Kick66K92.0%
guardG into Punch High KickPK92.0%
guardG into evade up92.0%

105 further openings account for the other 234 rounds.

Counted from 114 of the 115 matches played. The rest were not pulled for openings.

Lion

Career
218–262 · 45.4%
This season
18 matches · 11.1%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K68.4%
crouch into Dantai3K45.6%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP34.2%
punchP into crouch dash forward34.2%
punchP into kickK34.2%
Attai2K into Tousentai2KK+G22.8%
Banchu6P22.8%
Kouho Hachihonsui44P+K22.8%
Koushu RensuiPP into Rensui SoushuPPP+K22.8%
Senshippo66P22.8%
Soukoushu66P+K22.8%
punchP22.8%
Banchu6P into crouch dash forward11.4%
In'you Ousoutsui41236P+K11.4%
In'you4P into Ni In'you4PP11.4%

35 further openings account for the other 35 rounds.

Sarah

Career
46–40 · 53.5%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down222.2%
Dragon Smash Cannon1K111.1%
Flash Piston PunchPPP into Combo Rising KneePPPK111.1%
Hide Side Kick (Deflect)P+K111.1%
Round Kick8K+G111.1%
backdash into Sharpsword44K111.1%
guardG into Serpent Toe Kick2P+K111.1%
punchP into kickK111.1%

Wolf

Career
2–2 · 50.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP222.2%
Low Hammer2P111.1%
backdash into Savate4K111.1%
evade down into forward dash111.1%
guardG into Heavy Middle Kick3K+G111.1%
guardG into Low Hammer2P111.1%
guardG into punchP111.1%
punchP into kickK111.1%

Goh

Career
75–57 · 56.8%
This season
2 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP225.0%
Kumite Harai (Deflect)4P+K+G into Kumite Harai~Tsukami4P+K+GP+G112.5%
Sune'uchi2P into evade down112.5%
backdash into Karura4P+K112.5%
guardG into Maegeri3K112.5%
guardG into punchP112.5%
punchP into KiribaraiK+G112.5%

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 (14 here; about 0.7 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: 1 of 14 tests hold up
  • Lion: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)