VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

まなつのかじつ

  • Lau
  • Akira
Career matches3,751
Career win rate31.1%
Round win rate40.8%
Peak rank24
Distinct opponents146
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1168 #3,504 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

Jacky242,9209531,96732.6%
Lau2262116745426.9%
Akira142104716322.4%

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

1,140 of 1,447 rounds counted

8.9 inputs a second (535 a minute) this season. Faster than 86% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.8527945
Lau9.6574192
Akira9.25553

By opponent's character

Akira9.0542266
Jacky8.8530126
Aoi9.154498
Shun8.953585
Goh8.752369
Sarah9.054056
El Blaze9.154650
Lion8.953346
Kage8.953445
Vanessa8.450644
Brad8.651539
Lei Fei9.657533
Jean8.953738
Lau8.752434
Pai8.651931
Wolf9.556937
Jeffry8.651630
Eileen8.34998
Taka6.94135

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

Akira81354643.2%+9.7
Jacky3993023.1%-9.5
Aoi3382524.2%-11.8
Shun2791833.3%+0.5
Goh24101441.7%+8.2
Sarah2261627.3%-5.2
El Blaze1541126.7%-6.6
Lion1431121.4%-13.3
Kage135838.5%-1.9
Vanessa136746.1%+5.3
Brad128466.7%+26.6
Lei Fei124833.3%-5.4
Jean113827.3%-0.3
Lau112918.2%-12.6
Pai112918.2%-19.8
Wolf117463.6%+30.7
Jeffry93633.3%+6.0
Eileen5050.0%-45.5
Taka43175.0%+40.9

0 of 2 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 2 questions at once; about 0.1 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

Full Fence48192939.6%+3.2
Single Wall41113026.8%-11.8
Half Fence40172342.5%+10.3
Breakable Full Fence3682822.2%-15.5
Low Fence35152042.9%+9.8
Open33151845.5%+14.0
Octagon31121938.7%+6.1
Rectangle3172422.6%-12.4
Breakable Half Fence2952417.2%-14.4
Full Fence and Open1661037.5%+2.7

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls21531.6%34.3%-2.6
No walls10937.6%34.9%+2.7

Walls against open: -5.4 points (95% range -16.8 to +6.0), p 0.355 — 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

mokoha_jean (Rank 23)2026/10/1162433.3%
kimxxxtt (Rank 22)2026/10/0653260.0%
nekodiver2 (Rank 21)2026/10/0453260.0%
みらめたる (Rank 22)2026/09/27106460.0%
osAnKIRA (Rank 23)2026/09/2793633.3%
スタンプジャンパー (Rank 22)2026/09/2685362.5%
bodysnatcher (Rank 21)2026/09/2342250.0%
chimichama (Rank 21)2026/09/2264266.7%
Fuji-Atsuka (Rank 21)2026/09/15440100.0%
Martin1833 (Rank 23)2026/09/1361516.7%
nekota (Rank 23)2026/08/2862433.3%
cs2skoda (Rank 23)2026/08/2384450.0%
super_style (Rank 23)2026/08/0365183.3%
實驗型-雜魚30cm (Rank 21)2026/08/02105550.0%
wakusan (Rank 25)2026/07/2452340.0%
sk901 (Rank 21)2026/07/1341325.0%
FLAT (Rank 22)2026/07/0652340.0%
VirtuaLi-on (Rank 21)2026/06/2372528.6%
サーちゃん (Rank 21)2026/06/1741325.0%
KARA (Rank 21)2026/06/0793633.3%
a39611619 (Rank 21)2026/06/0762433.3%
踊る!おかぁちゃん☆ (Rank 24)2026/05/304040.0%
うをん (Rank 31)2026/05/234040.0%
CHASER (Rank 23)2026/05/144040.0%
edmond3288 (Rank 14)2026/05/1064266.7%

Round openings

Every character

Slant Back Knuckle1P into Rage Kick1PK634.5%
guardG533.8%
backdash into Standing Knee Kick4K413.0%
Middle Kick~Jab3KP into Spin Kick Combination3KPK382.7%
backdash into Kensou4P362.6%
Jab StraightPP into Jab Double StraightPPP322.3%
forward movement into Jab Double StraightPPP322.3%
Spinning Back Knuckle4P into Spinning Arm Kick4PK302.2%
punchP into Jab StraightPP302.2%
Middle Kick3K into Middle Kick~Jab3KP292.1%
backdash into backward movement292.1%
Middle Smash6P into Middle Smash Sword6PK251.8%
backdash into Standing Knee Kick Combo: High Gear4KKKK251.8%
Chugeki6P into Hou'ou Soushou6PP241.7%
Dash Hammer Kick66K231.7%

297 further openings account for the other 878 rounds.

Counted from 353 of the 367 matches played. The rest were not pulled for openings.

Jacky

Career
953–1,967 · 32.6%
This season
277 matches · 38.3%
Peak rank
24

First hit in 50.7% of 1,033 rounds. Won 46.8% of the rounds they struck first, 38.3% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 22.4% of rounds, against 10.7% in their other rounds.
  • After winning a round: backs off first in 20.8% of rounds, against 8.1% after losing one.

How is this tested?

Slant Back Knuckle1P into Rage Kick1PK636.1%
backdash into Standing Knee Kick4K414.0%
Middle Kick~Jab3KP into Spin Kick Combination3KPK383.7%
guardG343.3%
Jab StraightPP into Jab Double StraightPPP323.1%
forward movement into Jab Double StraightPPP323.1%
Spinning Back Knuckle4P into Spinning Arm Kick4PK302.9%
punchP into Jab StraightPP302.9%
Middle Kick3K into Middle Kick~Jab3KP292.8%
backdash into backward movement292.8%
Middle Smash6P into Middle Smash Sword6PK252.4%
backdash into Standing Knee Kick Combo: High Gear4KKKK252.4%
Dash Hammer Kick66K232.2%
guardG into crouch212.0%
High Angle Upper Kick6K181.7%

200 further openings account for the other 566 rounds.

Counted from 263 of the 277 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
Akira9–18 · 33%13–11 · 54%too few to test
Jacky5–11 · 31%0–4 · 0%too few to test
Aoi5–11 · 31%0–7 · 0%too few to test
Shun5–10 · 33%3–2 · 60%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.

14 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?

Lau

Career
167–454 · 26.9%
This season
86 matches · 22.1%
Peak rank
22

First hit in 55.4% of 332 rounds. Won 39.1% of the rounds they struck first, 25.7% of the rounds they were struck first.

Significant Tells

  • In round 2: opens with “backdash into 4P Kensou” in 16.7% of rounds, against 8.8% in their other rounds.

How is this tested?

backdash into Kensou4P3610.8%
Chugeki6P into Hou'ou Soushou6PP247.2%
crouch into Chisoutai2K+G185.4%
guardG185.4%
kickK into Ko'en TenshinkyakuKK164.8%
Senkyaku Chushou3KP into Senkyaku Renkan Sakurokushou3KPP154.5%
Chisoutai2K+G into crouch133.9%
Kasoutai2K into Ko'en Kasou Renshou2KP123.6%
Chisoutai2K+G92.7%
Senpuga~KokeiK+G into Chisoutai2K+G82.4%
Hi'en Tenshinshou44P into Hi'en Renshou44PP72.1%
Koryu Tenshinkyaku6K+G into crouch61.8%
Touku Kosenkyaku9K into RaigekishouPPP61.8%
Chisoutai2K+G into Kasoutai2K51.5%
Enjin Senpukyaku4K+G into Chisoutai2K+G51.5%

89 further openings account for the other 137 rounds.

Akira

Career
47–163 · 22.4%
This season
4 matches · 50.0%
Peak rank
14

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP317.6%
Chouyoushu1P into Jouho Senshou46P15.9%
Jouho Senshou46P15.9%
Jouho Touken6P into backdash15.9%
Jouho Touken6P into forward dash15.9%
Rimon Chouchu66P into Jouho Touken6P15.9%
Rimon Chouchu66P into backdash15.9%
Rimon Chouchu66P into punchP15.9%
Youteitou6K into kickK15.9%
ZanshuK+G into Youshi SaikenK+GP15.9%
back kick+guard4K+G into kickK15.9%
crouch into Housui2P15.9%
evade down15.9%
guardG15.9%
punchP into forward dash15.9%

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 (29 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: 2 of 15 tests hold up
  • Lau: 1 of 14 tests hold up
  • Akira: not tested (too few rounds)