VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

EBRAD

  • Brad
  • Jeffry
  • Eileen
  • El Blaze
Career matches3,336
Career win rate67.7%
Round win rate62.8%
Peak rank40
Distinct opponents59
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1903 #137 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

Jacky391,29985444565.7%
Jeffry401,20977943064.4%
Dural—4243418380.4%
Brad353142159968.5%
Eileen3186652175.6%
El Blaze2643175.0%

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

839 of 1,217 rounds counted

7.4 inputs a second (444 a minute) this season. Faster than 57% of the 4,069 regulars with enough rounds counted to compare.

By character played

Brad7.1427484
Jeffry7.8467319
Jacky8.249218
El Blaze7.746218

By opponent's character

Akira7.2431107
Brad7.3439104
Sarah7.6457109
Jeffry7.544832
Jean7.042098
Shun7.5452117
Vanessa7.746241
Dural7.243022
Taka6.841058
Jacky8.048044
Goh6.84105
Lion7.947550
El Blaze7.14267
Eileen6.94128
Pai7.846915
Lei Fei8.551212
Kage8.85276
Lau7.44464

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

Akira44261859.1%+9.1
Brad3527877.1%-2.8
Sarah35241168.6%-6.1
Jeffry34201458.8%-7.9
Jean2718966.7%+4.2
Shun2719870.4%+3.0
Vanessa1612475.0%-0.6
Dural157846.7%-35.7
Taka1511473.3%-1.5
Jacky1413192.9%+14.1
Goh1310376.9%+19.4
Lion1312192.3%+17.5
El Blaze82625.0%-38.4
Eileen770100.0%+9.4
Pai660100.0%+14.1
Lei Fei440100.0%+1.6
Kage220100.0%+4.2
Lau110100.0%+23.8

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

Octagon46311567.4%-1.0
Low Fence41281368.3%+2.4
Breakable Full Fence34221264.7%-5.5
Breakable Half Fence3225778.1%+21.1
Half Fence3122971.0%-3.0
Full Fence2921872.4%+2.7
Single Wall2719870.4%-5.8
Rectangle2619773.1%-5.4
Open2518772.0%-0.2
Full Fence and Open118372.7%-0.3

0 of 4 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 4 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19870.7%69.4%+1.3
No walls9369.9%70.6%-0.7

Walls against open: +1.9 points (95% range -10.9 to +14.8), p 0.767 — 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

Rodryu (Rank 36)3831781.6%
Kamille★心意把晶 (Rank 45)23121152.2%
Kingheim (Rank 36)2141719.1%
Espiro (Rank 37)1813572.2%
CRYSTAL_CITY_JAY (Rank 31)1310376.9%
mrsamurai (Rank 29)129375.0%
KingJae (Rank 24)10100100.0%
kila_kam (Rank 40)95455.6%
EverlastingFGC[SCO] (Rank 33)86275.0%
Saago_65 (Rank 33)87187.5%
Taro_Pietro (Rank 32)880100.0%
LordBaconTheBoss (Rank 29)73442.9%
NaughtNaught (Rank 30)76185.7%
outlawbeast (Rank 38)72528.6%
Kreuz (Rank 32)660100.0%
b4i4radoslav|xliiv (Rank 42)6060.0%
nadol90 (Rank 35)660100.0%
navenski1 (Rank 36)64266.7%
Dadino67italy (Rank 31)53260.0%
IK124 (Rank 11)550100.0%
THR (Rank 34)51420.0%
TheDarkDragon (Rank 38)51420.0%
eisenbuegelhammer (Rank 34)54180.0%
Lambrini (Rank 13)440100.0%
WhiteShadow (Rank 2)440100.0%

Most played opponents, most recent first

Espiro (Rank 37)2026/09/181813572.2%
Rodryu (Rank 36)2026/09/153831781.6%
kila_kam (Rank 40)2026/09/1595455.6%
nadol90 (Rank 35)2026/09/14660100.0%
Saago_65 (Rank 33)2026/09/0787187.5%
Kingheim (Rank 36)2026/08/042141719.1%
EverlastingFGC[SCO] (Rank 33)2026/07/2786275.0%
TheDarkDragon (Rank 38)2026/07/1851420.0%
Kreuz (Rank 32)2026/07/05660100.0%
mrsamurai (Rank 29)2026/06/12129375.0%
Kamille★心意把晶 (Rank 45)2026/05/3123121152.2%
Taro_Pietro (Rank 32)2026/05/31880100.0%
eisenbuegelhammer (Rank 34)2026/05/2054180.0%
CRYSTAL_CITY_JAY (Rank 31)2026/05/201310376.9%
IK124 (Rank 11)2026/05/20550100.0%
THR (Rank 34)2026/05/1951420.0%
outlawbeast (Rank 38)2026/05/1972528.6%
KingJae (Rank 24)2026/05/1910100100.0%
NaughtNaught (Rank 30)2026/05/1076185.7%
LordBaconTheBoss (Rank 29)2026/04/2673442.9%
WhiteShadow (Rank 2)2026/04/02440100.0%
Lambrini (Rank 13)2026/04/02440100.0%
navenski1 (Rank 36)2026/04/0264266.7%
Dadino67italy (Rank 31)2026/03/2753260.0%
b4i4radoslav|xliiv (Rank 42)2026/03/276060.0%

Round openings

Every character

punchP into Jab Straight675.5%
backdash into evade up645.3%
Jolt Upper3P into Jolt Upper~Spin Kick3PK544.4%
punchP463.8%
Ducking Low2K+G403.3%
Spinning Back Knuckle4P into Double Back Knuckle4PP393.2%
punchP into Double KnucklePP373.0%
backdash into punchP282.3%
Sawk Klab6P+K272.2%
Jackal Straight46P+K242.0%
backdash into Toe Kick2K242.0%
Middle Smash6P231.9%
Ducking6P+K+G into Crush Knee KickK+G201.6%
Ducking Low2K+G into forward movement181.5%
Elbow Butt6P181.5%

238 further openings account for the other 688 rounds.

Brad

Career
215–99 · 68.5%
This season
152 matches · 70.4%
Peak rank
35

First hit in 51.0% of 576 rounds. Won 65.3% of the rounds they struck first, 61.7% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

punchP into Jab StraightPP6110.6%
Jolt Upper3P into Jolt Upper~Spin Kick3PK549.3%
backdash into evade up437.4%
Sawk Klab6P+K274.7%
punchP264.5%
Jackal Straight46P+K244.2%
Ducking6P+K+G into Crush Knee KickK+G203.5%
backdash into punchP203.5%
Jolt Upper3P into Jolt Double Shot3PP+K183.1%
Dtee Sawk Dtrohng4P+K162.8%
backdash into Sawk Klab6P+K142.4%
Rapid Double JabP+K122.1%
Sharp Shoot1P into guardG122.1%
Elbow Hook6P111.9%
Sharp Shoot1P91.6%

97 further openings account for the other 211 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira16–8 · 67%7–5 · 58%too few to test
Brad15–4 · 79%4–1 · 80%too few to test
Jean10–2 · 83%4–5 · 44%too few to test

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?

Jeffry

Career
779–430 · 64.4%
This season
81 matches · 82.7%
Peak rank
40

First hit in 58.6% of 319 rounds. Won 71.7% of the rounds they struck first, 65.9% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Ducking Low2K+G4012.5%
punchP into Double KnucklePP3711.6%
backdash into Toe Kick2K247.5%
Ducking Low2K+G into forward movement185.6%
Elbow Butt6P185.6%
Knee Push4K into Knee Push Wild Hook4KP185.6%
backdash into Tsunami Beat3K+G144.4%
Dash Elbow66P into Dash Elbow Upper66PP123.8%
punchP123.8%
backdash into evade up103.1%
Tsunami Beat3K+G into forward movement82.5%
backdash into punchP82.5%
Middle Hell Stab6P+K into forward movement72.2%
backdash into Low Knuckle2P72.2%
Middle Hell Stab6P+K into backward movement61.9%

50 further openings account for the other 80 rounds.

Jacky

Career
854–445 · 65.7%
This season
65 matches · 52.3%
Peak rank
39

First hit in 44.8% of 248 rounds. Won 63.1% of the rounds they struck first, 44.5% 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 Knuckle4PP3915.7%
Middle Smash6P239.3%
Low Spin Kick1K+G187.3%
Slant Back Knuckle1P into Rage Kick1PK187.3%
Spin Heel Sword4K+G145.7%
Dash Hammer Kick66K135.2%
backdash into Spin Heel Sword4K+G135.2%
Jab StraightPP into Jab Double StraightPPP124.8%
backdash into Long Stride Back Knuckle4P+K124.8%
punchP83.2%
backdash into evade up72.8%
punchP into Jab StraightPP62.4%
punchP into Middle Smash6P62.4%
forward dash into High Angle Upper Kick6K41.6%
Long Stride Back Knuckle4P+K31.2%

37 further openings account for the other 52 rounds.

Eileen

Career
65–21 · 75.6%
This season
13 matches · 69.2%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Goku Senshin (Deflect)4P+K+G1324.1%
Enkou Kenka46P47.4%
Enkou Tekitou1P+K into punchP47.4%
Enkou Tekitou1P+K into Koushi Choukan236P35.6%
Zensoutai2K+G into Zensou Senpu2K+GK35.6%
punchP into Enkou RensouPP35.6%
Enkou Tekitou1P+K into Enkou Soutekitou1P+KP23.7%
Enkou Toutou3P+K23.7%
Touku Geimentai4K+G into Renkan Sententai4K+GK23.7%
Douchu6P11.9%
Douchu6P into Jouho Chu'un6PP11.9%
Enkou RensouPP into Rensou HekizanPPP11.9%
Enkou Tekitou1P+K11.9%
Enkou Toutou3P+K into forward dash11.9%
Goku Senshin (Deflect)4P+K+G into backdash11.9%

12 further openings account for the other 12 rounds.

El Blaze

Career
3–1 · 75.0%
This season
5 matches · 80.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Demon Dance9P+K into Demon's Tail9P+KK527.8%
Volcano Upper4P+K316.7%
backdash into evade up316.7%
punchP into Quick HookPP211.1%
Flame Toe Kick46PK into Inferno Savate46PKK15.6%
High-Speed Jab46P into Flame Toe Kick46PK15.6%
Low Drop Kick1K+G into forward movement15.6%
backdash into Volcano Knee6K+G15.6%
backward movement into evade up15.6%

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 (29 here; about 1.5 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

  • Brad: 0 of 15 tests hold up
  • Jeffry: 0 of 14 tests hold up
  • Jacky: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • El Blaze: not tested (too few rounds)