VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: South America

Jacky

searing_drama44

  • Aoi
  • Lion
Career matches6,499
Career win rate47.4%
Round win rate48.5%
Peak rank31
Distinct opponents213
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1448 #2,362 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

Jacky316,2592,9763,28347.5%
Aoi252219013140.7%
Lion231915479.0%

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

2,157 of 2,556 rounds counted

7.3 inputs a second (439 a minute) this season. Faster than 54% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.44422,003
Aoi6.7404154

By opponent's character

Jacky7.4442363
Akira7.6454265
Wolf7.5452206
Aoi7.4442177
Sarah7.3439161
Lion7.2431116
El Blaze7.2435129
Lau7.645681
Jean7.1428126
Shun7.0421115
Jeffry7.343982
Vanessa7.042238
Pai7.042371
Goh7.343865
Brad7.645536
Kage6.538743
Lei Fei7.444647
Taka6.740115
Eileen6.840613
Dural6.73998

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

Jacky99386138.4%-9.6
Akira73373650.7%+5.4
Wolf61263542.6%-4.5
Aoi50272354.0%+10.9
Sarah44222250.0%+6.3
Lion35221362.9%+16.2
El Blaze34151944.1%-5.3
Lau34181652.9%+6.3
Jean33122136.4%-8.6
Shun32181456.2%+3.8
Jeffry27101737.0%-12.9
Vanessa2013765.0%+12.0
Pai1861233.3%-8.7
Goh178947.1%+2.6
Brad157846.7%-8.0
Kage146842.9%-3.3
Lei Fei135838.5%-7.9
Taka51420.0%-15.4
Eileen32166.7%+22.9
Dural21150.0%+5.2

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.

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 Full Fence80324840.0%-9.7
Octagon67343350.8%+0.8
Breakable Half Fence64293545.3%-4.9
Rectangle61263542.6%-1.4
Single Wall61322952.5%+6.7
Low Fence60273345.0%+1.5
Half Fence59253442.4%-3.4
Full Fence57292850.9%+4.7
Open49212842.9%-3.5
Full Fence and Open43271662.8%+17.9

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
Walls38845.1%47.5%-2.4
No walls17047.1%45.3%+1.7

Walls against open: -4.1 points (95% range -13.2 to +5.0), p 0.374 — 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

naska3th (Rank 27)2026/10/1865183.3%
dalmax72 (Rank 21)2026/10/0863350.0%
どろパイ (Rank 30)2026/10/0274357.1%
ジャキる。 (Rank 31)2026/09/2783537.5%
ooosugi1202 (Rank 28)2026/09/2763350.0%
ガリバー (Rank 30)2026/09/231421214.3%
黒シャツ (Rank 33)2026/09/1873442.9%
Bird-Tat (Rank 32)2026/09/1861516.7%
BANANA (Rank 30)2026/09/171710758.8%
カミナリおやじ (Rank 26)2026/09/1496366.7%
ちょいそる (Rank 28)2026/09/1496366.7%
CELIS (Rank 26)2026/09/1494544.4%
delicioso (Rank 33)2026/09/13101910.0%
be-shedded (Rank 30)2026/09/1385362.5%
エルモchYT★プなれ★ (Rank 27)2026/09/08105550.0%
ニンドスハッカッカ (Rank 30)2026/09/0494544.4%
fazz00r (Rank 29)2026/09/0354180.0%
ヘニオ (Rank 33)2026/08/27137653.9%
タイヨウ (Rank 32)2026/08/27115645.5%
れもん@のびしろF (Rank 32)2026/08/2563350.0%
さいたま梅澤/T.Umezawa (Rank 30)2026/07/0595455.6%
イチゲン (Rank 27)2026/06/3052340.0%
コロ助 (Rank 29)2026/06/1853260.0%
こうちゃん(`ー´)ノ (Rank 26)2026/04/18660100.0%
TECHNIgotty (Rank 28)2026/03/2895455.6%

Round openings

Every character

crouch into Low Spin Kick1K+G29012.1%
Dash Hammer Kick66K2169.0%
Middle Spin Kick46K+G1245.2%
forward movement into Jab Double StraightPPP1094.5%
Groin Kick6K+G803.3%
forward dash into High Angle Upper Kick6K793.3%
guardG into throw escape743.1%
forward movement into Jab StraightPP733.0%
forward movement into Rib CrushPP6PPP612.5%
forward dash into Dash Hammer Kick66K562.3%
crouch dash back into evade down512.1%
backward movement into Beat KnuckleP+K471.9%
Low Spin Kick1K+G421.8%
guardG into evade up371.5%
crouch dash back into Spin Heel Sword4K+G341.4%

216 further openings account for the other 1,033 rounds.

Jacky

Career
2,976–3,283 · 47.5%
This season
589 matches · 46.7%
Peak rank
31

First hit in 52.7% of 2,385 rounds. Won 53.7% of the rounds they struck first, 43.0% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 35.1% of rounds, against 23.0% in their other rounds.
  • Against Sarah: backs off first in 45.5% of rounds, against 20.9% against everyone else.
  • When ahead: moves in first in 19.4% of rounds, against 14.3% when level or behind.
  • In round 3: opens with “46K+G Middle Spin Kick” in 7.5% of rounds, against 4.4% in their other rounds.
  • Against Shun: opens with “6K+G Groin Kick” in 10.9% of rounds, against 2.9% against everyone else.
  • After losing a round: opens with “66K Dash Hammer Kick” in 12.8% of rounds, against 6.8% after winning one.
  • When behind: opens with “66K Dash Hammer Kick” in 13.5% of rounds, against 7.7% when ahead or level.

How is this tested?

crouch into Low Spin Kick1K+G29012.1%
Dash Hammer Kick66K2169.0%
Middle Spin Kick46K+G1245.2%
forward movement into Jab Double StraightPPP1094.5%
Groin Kick6K+G803.3%
forward dash into High Angle Upper Kick6K793.3%
guardG into throw escape743.1%
forward movement into Jab StraightPP733.0%
forward movement into Rib CrushPP6PPP612.5%
forward dash into Dash Hammer Kick66K562.3%
crouch dash back into evade down512.1%
backward movement into Beat KnuckleP+K472.0%
Low Spin Kick1K+G421.8%
guardG into evade up371.5%
crouch dash back into Spin Heel Sword4K+G341.4%

215 further openings account for the other 1,030 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Jacky16–35 · 31%12–19 · 39%-8.9
Akira19–26 · 42%11–4 · 73%too few to test
Wolf13–21 · 38%11–9 · 55%too few to test
Aoi13–10 · 57%5–1 · 83%too few to test
Sarah14–16 · 47%2–5 · 29%too few to test
Lion13–6 · 68%8–5 · 62%too few to test
El Blaze10–14 · 42%4–5 · 44%too few to test
Lau11–10 · 52%6–3 · 67%too few to test
Shun15–9 · 62%0–4 · 0%too few to test
Jean5–11 · 31%4–8 · 33%too few to test
Jeffry5–9 · 36%3–7 · 30%too few to test
Vanessa11–4 · 73%2–2 · 50%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?

Lion

Career
15–4 · 79.0%
This season
1 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dantai3K into guardG133.3%
forward movement into punchP133.3%
guardG into throwP+G133.3%

Not counted here: Aoi. Their matches were not pulled for openings.

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 (16 here; about 0.8 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
  • Lion: not tested (too few rounds)