VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

西岐奈奈

  • Akira
Career matches1,605
Career win rate52.5%
Round win rate49.3%
Peak rank30
Distinct opponents111
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1449 #2,354 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

Jacky301,30168861352.9%
Akira2430415415050.7%

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

744 of 821 rounds counted

8.8 inputs a second (525 a minute) this season. Faster than 83% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.9536474
Akira8.5508270

By opponent's character

Akira9.054086
Wolf9.054095
Aoi8.6516104
Jacky9.154562
El Blaze8.450437
Sarah8.551145
Lau9.054236
Lion8.953643
Jeffry8.852736
Shun9.054240
Eileen8.249530
Goh8.953226
Pai8.249117
Vanessa8.651320
Dural7.947518
Kage8.450313
Taka8.852813
Brad8.85299
Jean8.550910
Lei Fei8.55094

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

Akira31161551.6%+8.0
Wolf2791833.3%-17.0
Aoi25121348.0%-4.6
Jacky1813572.2%+27.3
El Blaze124833.3%-17.2
Sarah126650.0%+2.8
Lau105550.0%-8.9
Lion105550.0%+1.6
Jeffry96366.7%+17.0
Shun92722.2%-25.9
Eileen84450.0%+4.6
Goh83537.5%-6.1
Pai51420.0%-25.1
Vanessa54180.0%+25.8
Dural42250.0%+3.3
Kage32166.7%+22.9
Taka330100.0%+43.3
Brad21150.0%+10.0
Jean21150.0%-6.9
Lei Fei1010.0%-56.4

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 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

Rectangle32151746.9%-9.6
Open28161257.1%+5.2
Breakable Full Fence23131056.5%+12.9
Full Fence2271531.8%-14.0
Half Fence1710758.8%+8.4
Low Fence178947.1%+1.8
Octagon179852.9%+8.7
Single Wall1771041.2%-3.2
Breakable Half Fence1551033.3%-16.6
Full Fence and Open115645.5%-5.9

0 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls12646.8%48.7%-1.9
No walls6250.0%48.3%+1.7

Walls against open: -3.5 points (95% range -18.3 to +11.2), p 0.637 — 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

dr5046_ryo (Rank 31)2026/10/1631233.3%
toriya_759 (Rank 29)2026/10/1631233.3%
究極無敵 (Rank 31)2026/10/0231233.3%
dorobonyanko (Rank 31)2026/10/0253260.0%
starszhouuu (Rank 26)2026/10/0243175.0%
IzumiKyoka_bungo (Rank 31)2026/09/2231233.3%
ほーげつ (Rank 27)2026/09/2232166.7%
schan975 (Rank 26)2026/09/22330100.0%
spacejamplus (Rank 27)2026/09/2251420.0%
fdjskjfsdls (Rank 30)2026/09/1331233.3%
Neosoft_br (Rank 29)2026/09/1131233.3%
crazy7infinty (Rank 29)2026/09/1131233.3%
bakuretu-akira (Rank 30)2026/09/0642250.0%
tn1214sabretooth (Rank 30)2026/09/0631233.3%
pinturicchio (Rank 28)2026/09/0642250.0%
pallmtree (Rank 29)2026/08/3043175.0%
zeronana (Rank 28)2026/08/3031233.3%
ズサ齋藤 (Rank 24)2026/07/303030.0%
e-muneyoshii (Rank 24)2026/07/3032166.7%
totoronooheso (Rank 21)2026/07/3032166.7%
シシマルGT (Rank 26)2026/07/3032166.7%
neo (Rank 21)2026/05/2343175.0%
え~る (Rank 26)2026/05/2341325.0%
tocyan1414 (Rank 23)2026/05/2331233.3%
龍仙人【鬼手仏心】 (Rank 26)2026/04/2642250.0%

Round openings

Every character

Rimon Chouchu66P536.8%
guardG496.3%
backdash into Spin Heel Sword4K+G324.1%
forward dash into Jouho Touken6P293.7%
Jab StraightPP into Jab Double StraightPPP263.3%
backdash into Koboku214P232.9%
Dash Hammer Kick66K182.3%
backdash into High Angle Upper Kick6K182.3%
Step-in Middle Kick66K+G172.2%
Slant Back Knuckle1P into Rage Kick1PK162.0%
Slant Back Knuckle1P151.9%
backdash into Long Stride Back Knuckle4P+K151.9%
guardG into punchP141.8%
Jouho Touken6P111.4%
forward dash into Low Spin Kick1K+G111.4%

177 further openings account for the other 434 rounds.

Counted from 193 of the 204 matches played. The rest were not pulled for openings.

Jacky

Career
688–613 · 52.9%
This season
122 matches · 46.7%
Peak rank
30

First hit in 57.8% of 448 rounds. Won 57.1% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

  • Against Aoi: backs off first in 41.7% of rounds, against 17.5% against everyone else.
  • After opening the round before by backing off: backs off first in 53.0% of rounds, against 16.3% after anything else.
  • Against Aoi: opens with “backdash into 4K+G Spin Heel Sword” in 23.3% of rounds, against 4.6% against everyone else.

How is this tested?

backdash into Spin Heel Sword4K+G327.1%
Jab StraightPP into Jab Double StraightPPP265.8%
Dash Hammer Kick66K184.0%
backdash into High Angle Upper Kick6K184.0%
Step-in Middle Kick66K+G173.8%
guardG173.8%
Slant Back Knuckle1P into Rage Kick1PK163.6%
Slant Back Knuckle1P153.3%
backdash into Long Stride Back Knuckle4P+K153.3%
forward dash into Low Spin Kick1K+G112.5%
Slant Back Knuckle1P into kickK92.0%
forward dash into High Angle Upper Kick6K92.0%
forward dash into Middle Kick3K92.0%
guardG into Slant Back Knuckle1P92.0%
Dash Hammer Kick66K into backdash81.8%

110 further openings account for the other 220 rounds.

Counted from 111 of the 122 matches played. The rest were not pulled for openings.

Akira

Career
154–150 · 50.7%
This season
82 matches · 51.2%
Peak rank
24

First hit in 55.6% of 331 rounds. Won 51.6% of the rounds they struck first, 44.2% of the rounds they were struck first.

Significant Tells

  • After opening the round before by waiting: waits first in 41.0% of rounds, against 20.0% after anything else.

How is this tested?

Rimon Chouchu66P5316.0%
guardG329.6%
forward dash into Jouho Touken6P298.7%
backdash into Koboku214P236.9%
Jouho Touken6P113.3%
forward dash into Rimon Chouchu66P113.3%
guardG into Souka Housui3P+K113.3%
backdash into Hekishou43P82.4%
guardG into Youhou33P72.1%
guardG into throw escape72.1%
backdash into guardG61.8%
guardG into punchP61.8%
no input61.8%
evade down into Jouho Senshou46P51.5%
guardG into Jouho Senshou46P51.5%

67 further openings account for the other 112 rounds.

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 (28 here; about 1.4 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: 3 of 14 tests hold up
  • Akira: 1 of 14 tests hold up