VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

取手ジャッキー

  • Pai
  • Lion
Career matches1,233
Career win rate61.0%
Round win rate58.7%
Peak rank42
Distinct opponents13
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1956 Not ranked yet: the list needs 50 matches. See 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

Jacky421,16370645760.7%
Pai3569452465.2%
Lion33110100.0%

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

150 of 150 rounds counted

8.6 inputs a second (516 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.5512129
Pai8.953513
Lion9.15478

By opponent's character

Lei Fei7.645927
Vanessa8.450725
Lau7.947624
Brad8.953513
Goh10.361711
Pai8.752213
Eileen9.35609
El Blaze8.75198
Jacky9.55729
Sarah9.15478
Aoi10.26103

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

Lei Fei72528.6%-35.1
Vanessa65183.3%+9.4
Lau52340.0%-25.6
Brad32166.7%-2.8
Goh32166.7%-9.6
Pai330100.0%+37.9
Eileen220100.0%+34.7
El Blaze21150.0%-11.9
Jacky220100.0%+29.9
Sarah220100.0%+35.8
Aoi110100.0%+25.2

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 Fence95455.6%-15.5
Breakable Half Fence61516.7%-51.8
Single Wall54180.0%+7.0
Breakable Full Fence43175.0%+19.1
Full Fence440100.0%+32.2
Open43175.0%+10.3
Full Fence and Open220100.0%+25.9
Half Fence220100.0%+34.7

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
Walls1662.5%63.2%-0.7
No walls1866.7%68.8%-2.1

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

BANANA (Rank 32)2026/09/13220100.0%
REDdog.狂犬 (Rank 33)2026/09/1332166.7%
jinmenusagi (Rank 41)2026/09/1352340.0%
Source-chaude-Pa (Rank 41)2026/09/13110100.0%
ケツバッターE (Rank 41)2026/09/1321150.0%
Estark0301 (Rank 39)2026/09/13220100.0%
rikubon-ps (Rank 38)2026/09/1365183.3%
指無しライダー (Rank 40)2026/09/13220100.0%
jikacho-Gigas (Rank 42)2026/09/1352340.0%
ぱりぱり (Rank 40)2026/09/13220100.0%
ピーエス (Rank 38)2026/09/0632166.7%
マハリータまるこ (Rank 38)2026/09/06110100.0%
かめやま (Rank 42)2026/09/062020.0%

Round openings

Every character

backdash into evade up138.7%
backdash into evade down128.0%
backward movement into punchP64.0%
forward movement into punchP64.0%
backdash into High Angle Upper Kick6K53.3%
backward movement into Beat KnuckleP+K53.3%
backward movement into guardG53.3%
crouch dash forward into Smash Straight3P53.3%
Squat Straight2P42.7%
backward movement into Squat Straight2P42.7%
Dash Hammer Kick66K32.0%
Low Spin Kick1K+G into guardG32.0%
Middle Spin Kick46K+G32.0%
backdash into Middle Smash Sword6PK32.0%
backdash into punchP32.0%

56 further openings account for the other 70 rounds.

Jacky

Career
706–457 · 60.7%
This season
31 matches · 64.5%
Peak rank
42

First hit in 51.9% of 129 rounds. Won 53.7% of the rounds they struck first, 61.3% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up118.5%
backdash into evade down86.2%
backdash into High Angle Upper Kick6K53.9%
backward movement into Beat KnuckleP+K53.9%
backward movement into guardG53.9%
backward movement into punchP53.9%
crouch dash forward into Smash Straight3P53.9%
forward movement into punchP53.9%
Squat Straight2P43.1%
backward movement into Squat Straight2P43.1%
Dash Hammer Kick66K32.3%
Low Spin Kick1K+G into guardG32.3%
Middle Spin Kick46K+G32.3%
backdash into Middle Smash Sword6PK32.3%
backdash into punchP32.3%

44 further openings account for the other 57 rounds.

Pai

Career
45–24 · 65.2%
This season
3 matches · 66.7%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Souchuken2P into backdash17.7%
Soukasui3P17.7%
Soukasui3P into Souka Senpukyaku3PK17.7%
backdash into Soukasui3P17.7%
backward movement into Honshin Soukyaku1K+G17.7%
backward movement into Ko'en SenkyakuKK17.7%
backward movement into RenshouPP17.7%
backward movement into Souchuken2P17.7%
backward movement into Soukasui3P17.7%
backward movement into kickK17.7%
backward movement into punchP17.7%
crouch dash back into Henshin Engeki44P17.7%
forward movement into punchP17.7%

Lion

Career
1–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down450.0%
backdash into evade up225.0%
backward movement into Sen'inshou3P112.5%
backward movement into evade down112.5%

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)
  • Pai: not tested (too few rounds)
  • Lion: not tested (too few rounds)