VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

pothe900

  • Aoi
Career matches977
Career win rate54.8%
Round win rate48.3%
Peak rank28
Distinct opponents34
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1484 #2,128 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

Jacky2853829923955.6%
Aoi2543923620353.8%

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

177 of 209 rounds counted

6.4 inputs a second (382 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.4384172
Aoi5.43255

By opponent's character

Pai6.639830
Aoi6.840919
Wolf6.438619
Eileen6.136720
Jacky6.538816
Shun6.33817
Akira6.639313
Jeffry6.538912
Goh6.74025
Jean5.83508
Kage6.33773
Lei Fei5.53329
Sarah6.33788
El Blaze5.43255
Vanessa6.33763

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

Pai116554.5%+11.0
Aoi53260.0%+8.8
Wolf52340.0%-0.3
Eileen4040.0%-36.2
Jacky42250.0%+2.3
Shun440100.0%+50.9
Akira3030.0%-43.5
Jeffry31233.3%-11.8
Goh21150.0%+14.8
Jean21150.0%-0.2
Kage2020.0%-42.0
Lei Fei2020.0%-46.2
Sarah21150.0%+8.2
El Blaze110100.0%+39.0
Vanessa110100.0%+48.8

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 Fence114736.4%-13.9
Full Fence72528.6%-17.9
Open52340.0%-7.1
Rectangle51420.0%-15.7
Breakable Half Fence440100.0%+53.5
Octagon41325.0%-22.4
Breakable Full Fence330100.0%+47.2
Full Fence and Open2020.0%-45.8
Half Fence21150.0%+5.7
Single Wall21150.0%+18.8

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
Walls2548.0%44.8%+3.2
No walls1838.9%45.3%-6.4

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

yakisoba516 (Rank 24)2026/09/1032166.7%
上海雑技団 (Rank 24)2026/09/0943175.0%
inakastar (Rank 28)2026/09/092020.0%
seobin_papa (Rank 29)2026/09/092020.0%
Shurkn-_-pap03 (Rank 26)2026/09/091010.0%
BFF (Rank 30)2026/09/031010.0%
RENCYZOMB13 (Rank 26)2026/08/291010.0%
wooo-2309 (Rank 27)2026/08/292020.0%
be-shedded (Rank 28)2026/08/292020.0%
toothy-limb74 (Rank 24)2026/08/27110100.0%
fenghs (Rank 25)2026/08/27220100.0%
ずーさんZOOWOLF (Rank 28)2026/08/271010.0%
nanami.madogiwa (Rank 30)2026/08/04110100.0%
crazy7infinty (Rank 27)2026/08/0432166.7%
37 (Rank 28)2026/08/0321150.0%
kouhex (Rank 26)2026/08/03110100.0%
CAT (Rank 25)2026/07/281010.0%
伍の人 (Rank 30)2026/07/252020.0%
ドクダミふぇーい// (Rank 27)2026/07/251010.0%
おとげ (Rank 29)2026/07/251010.0%
エメラルド山 (Rank 31)2026/07/251010.0%
gmd15138 (Rank 22)2026/06/13110100.0%
ありがとナス (Rank 27)2026/05/13220100.0%
HB (Rank 29)2026/05/092020.0%
mikimikiffff (Rank 26)2026/05/09220100.0%

Round openings

Every character

Slant Back Knuckle1P into Rage Kick1PK94.3%
backdash into evade up94.3%
evade down94.3%
evade up94.3%
forward movement into punchP83.8%
backdash into throwP+G73.4%
guardG into crouch73.4%
guardG into evade down73.4%
backdash into crouch62.9%
evade up into crouch dash forward62.9%
guardG into evade up62.9%
backdash into High Angle Upper Kick6K52.4%
crouch dash back into evade down41.9%
crouch dash back into guardG41.9%
crouch into Low Spin Kick1K+G41.9%

79 further openings account for the other 109 rounds.

Jacky

Career
299–239 · 55.6%
This season
50 matches · 44.0%
Peak rank
28

First hit in 40.2% of 204 rounds. Won 52.4% of the rounds they struck first, 45.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slant Back Knuckle1P into Rage Kick1PK94.4%
evade down94.4%
evade up94.4%
backdash into evade up83.9%
forward movement into punchP83.9%
backdash into throwP+G73.4%
guardG into crouch73.4%
backdash into crouch62.9%
evade up into crouch dash forward62.9%
guardG into evade down62.9%
guardG into evade up62.9%
backdash into High Angle Upper Kick6K52.5%
crouch dash back into evade down42.0%
crouch dash back into guardG42.0%
crouch into Low Spin Kick1K+G42.0%

77 further openings account for the other 106 rounds.

Aoi

Career
236–203 · 53.8%
This season
1 matches · 100.0%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sou'unha66K120.0%
backdash into evade up120.0%
evade up into punchP120.0%
guardG into evade down120.0%
guardG into forward dash120.0%

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)
  • Aoi: not tested (too few rounds)