VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

pasa_vie_77

  • Akira
  • Sarah
  • Lion
Career matches778
Career win rate46.7%
Round win rate38.0%
Peak rank24
Distinct opponents31
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1264 #3,254 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

Jacky2338617820846.1%
Akira2436017118947.5%
Sarah1725141156.0%
Lion167070.0%

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

287 of 474 rounds counted

7.3 inputs a second (440 a minute) this season. Faster than 55% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.2429168
Akira7.746278
Sarah7.343941

By opponent's character

Akira6.740421
Dural7.645573
Lau7.343728
Jean7.343841
Pai7.344137
Shun8.048033
Brad6.840920
Sarah7.74596
Lion6.84089
Vanessa7.042211
Goh6.84108

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

Akira2932610.3%-7.9
Dural1961331.6%-7.9
Lau128466.7%+34.1
Jean104640.0%-10.7
Pai96366.7%+39.5
Shun83537.5%-10.5
Brad62433.3%-4.8
Jeffry51420.0%+4.1
Eileen42250.0%+29.8
Sarah4040.0%-10.9
Lion3030.0%-20.1
Vanessa31233.3%-23.2
Aoi2020.0%-3.9
Goh2020.0%-17.9
Kage21150.0%-42.5
Lei Fei21150.0%-1.6
Taka2020.0%-14.8

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

Open1821611.1%-24.1
Breakable Full Fence1631318.8%-16.4
Octagon1651131.2%-8.2
Full Fence147750.0%+13.6
Rectangle147750.0%+23.9
Half Fence124833.3%+6.6
Breakable Half Fence115645.5%+20.2
Low Fence72528.6%+1.6
Single Wall71614.3%-18.8
Full Fence and Open42250.0%+31.4

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
Walls8337.3%32.6%+4.8
No walls3215.6%30.7%-15.1

Walls against open: +19.9 points (95% range +2.3 to +37.4), p 0.026 — a difference this size is unlikely to be chance.

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

arikbo1 (Rank 28)2026/10/162020.0%
Smashquatch (Rank 31)2026/10/1651420.0%
b4i4radoslav|xliiv (Rank 33)2026/09/272020.0%
Ame33 (Rank 25)2026/08/3154180.0%
vyacheslavooo (Rank 24)2026/08/311551033.3%
F0XN3RO (Rank 22)2026/08/3183537.5%
luckystrike (Rank 29)2026/08/312020.0%
StarGuitar (Rank 29)2026/08/312020.0%
ziza (Rank 21)2026/08/3131233.3%
Onpwnage (Rank 25)2026/07/2682625.0%
Ariel (Rank 8)2026/07/2621150.0%
EDO (Rank 12)2026/07/2674357.1%
spinkin (Rank 21)2026/07/26220100.0%
Kalliros (Rank 27)2026/05/313030.0%
Dreamcast (Rank 26)2026/05/1963350.0%
Roshi (Rank 13)2026/04/22220100.0%
mel1977 (Rank 24)2026/04/222020.0%
Kamille★心意把晶 (Rank 45)2026/04/21160160.0%
LordBaconTheBoss (Rank 30)2026/04/214040.0%
Taro_Pietro (Rank 32)2026/04/202020.0%
{*D.S*}gizmo_kingo (Rank 36)2026/04/154040.0%
LebloqueurFou (Rank 2)2026/04/1421150.0%
juersh (Rank 19)2026/04/0965183.3%
Lorcan (Rank 32)2026/04/082020.0%
KyRol (Rank 7)2026/03/3021150.0%

Round openings

Every character

Spinning Back Knuckle4P into Double Back Knuckle4PP4911.0%
Groin Kick6K+G286.3%
evade up into Somersault Kick153.4%
Spinning Back Knuckle4P into Spinning Arm Kick4PK143.1%
Jumping Savate8K+G132.9%
Youteitou6K into Kenhou6KP122.7%
Kaikyusei4P into Jirou Tanzan4PP+K112.5%
Kaikyusei4P into Sayu Kaikyu4PP92.0%
Somersault Kick92.0%
Double Dragon9K81.8%
evade up into Double Dragon9K81.8%
Rimon Chouchu66P into Jouho Touken6P71.6%
SoutoP+K71.6%
evade up into backward movement71.6%
backdash into guardG61.4%

138 further openings account for the other 241 rounds.

Counted from 115 of the 122 matches played. The rest were not pulled for openings.

Jacky

Career
178–208 · 46.1%
This season
71 matches · 29.6%
Peak rank
23

First hit in 44.6% of 251 rounds. Won 37.5% of the rounds they struck first, 38.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Spinning Back Knuckle4P into Double Back Knuckle4PP4919.5%
Groin Kick6K+G2811.2%
Spinning Back Knuckle4P into Spinning Arm Kick4PK145.6%
evade up into Somersault Kick7K145.6%
Jumping Savate8K+G135.2%
Double Dragon9K83.2%
Somersault Kick7K83.2%
evade up into Double Dragon9K83.2%
Spinning Back Knuckle4P into throwP+G41.6%
Step-in Middle Kick66K+G into Groin Kick6K+G41.6%
backdash into backward movement41.6%
backward movement into Groin Kick6K+G41.6%
crouch into Low Spin Kick1K+G41.6%
punchP into Jab StraightPP41.6%
Groin Kick6K+G into Step-in Middle Kick66K+G31.2%

60 further openings account for the other 82 rounds.

Counted from 64 of the 71 matches played. The rest were not pulled for openings.

Akira

Career
171–189 · 47.5%
This season
35 matches · 34.3%
Peak rank
24

First hit in 52.2% of 134 rounds. Won 40.0% of the rounds they struck first, 35.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Youteitou6K into Kenhou6KP129.0%
Kaikyusei4P into Jirou Tanzan4PP+K118.2%
Kaikyusei4P into Sayu Kaikyu4PP96.7%
Rimon Chouchu66P into Jouho Touken6P75.2%
SoutoP+K75.2%
evade up into backward movement75.2%
Chouyoushu1P53.7%
Senzankou66P+K into forward punch+kick6P+K53.7%
backdash into guardG53.7%
backward movement into Jouho Touken6P53.7%
Satei3K+G into Fukko3K+GP+K43.0%
Utankyaku66K into Renkantai66KK43.0%
forward movement into SoutoP+K43.0%
Fujinkyaku2K+G into Chutenshou2K+GP32.2%
Jouho Touken6P32.2%

36 further openings account for the other 43 rounds.

Sarah

Career
14–11 · 56.0%
This season
10 matches · 50.0%
Peak rank
17

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Snap Side Chop3P into Setup Combination3PK512.2%
Back Knuckle4P into Serpent Rage4PK49.8%
crouch into Long Snap Side Chop3P+K49.8%
Dragon Smash Cannon1K37.3%
punchP into Punch High KickPK37.3%
Full Spin Heel Kick9K24.9%
Stiletto66K into Quick Knee and Toe Kick6KK24.9%
up punch+kick8P+K24.9%
Back Knuckle4P12.4%
Back Knuckle4P into forward movement12.4%
Breeze Shot6P+K12.4%
Long Snap Side Chop3P+K into Breeze Shot6P+K12.4%
Quick Knee6K into Quick Knee and Toe Kick6KK12.4%
Somersault Kick7K12.4%
Squat Straight2P into Jackknife Middle Kick3KK12.4%

9 further openings account for the other 9 rounds.

Lion

Career
0–7 · 0.0%
This season
6 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Koushu RensuiPP316.7%
crouch into Senkyutai1K211.1%
punchP into Ni In'you4PP211.1%
Fujintai1K+G into crouch15.6%
KouhaitaiK+G into back kick+guard4K+G15.6%
Senkyutai1K into crouch15.6%
Souji SenpuP+K15.6%
Souji SenpuP+K into Juchou Senshou8P+K15.6%
backdash into back, up kick+guard48K+G15.6%
backward movement into Senkyutai1K15.6%
punchP into Renkan SenshouPPP15.6%
throwP+G15.6%
up kick+guard8K+G into evade up15.6%
up punch8P15.6%

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)
  • Akira: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Lion: not tested (too few rounds)