VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

UG_jkmr-182

  • Lau
  • Brad
  • Kage
  • Dural
  • Jean
  • Lion
Career matches944
Career win rate68.1%
Round win rate51.0%
Peak rank37
Distinct opponents35
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1587 #1,435 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

Jacky3761539821764.7%
Kage3193692474.2%
Lau3090622868.9%
Jean3187721582.8%
Brad2845321371.1%
Dural2676185.7%
Lion2674357.1%

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

177 of 198 rounds counted

8.0 inputs a second (479 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.148886
Lau8.047825
Brad7.343622
Kage7.746017
Dural8.651711
Jean8.249213
Lion7.54483

By opponent's character

Lion8.651526
Akira8.651311
Aoi7.444419
Jacky7.746417
Brad7.947514
El Blaze7.746315
Sarah7.645917
Shun7.745916
Wolf8.45066
Kage7.74639
Vanessa9.05428
Eileen8.95325
Goh7.74644
Jean9.15435
Jeffry7.14285

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

Lion75271.4%+22.0
Akira53260.0%+9.9
Aoi51420.0%-26.9
Jacky52340.0%-5.0
Brad41325.0%-27.4
El Blaze43175.0%+33.7
Sarah43175.0%+18.0
Shun41325.0%-25.0
Wolf42250.0%-3.1
Kage2020.0%-55.6
Vanessa21150.0%+0.8
Eileen110100.0%+47.6
Goh1010.0%-50.3
Jean110100.0%+42.3
Jeffry110100.0%+47.6

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

Single Wall82625.0%-37.7
Breakable Full Fence72528.6%-18.9
Full Fence61516.7%-38.0
Half Fence65183.3%+35.2
Octagon64266.7%+20.6
Open53260.0%+12.9
Breakable Half Fence43175.0%+25.8
Low Fence43175.0%+29.2
Rectangle220100.0%+57.7

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
Walls3154.8%48.8%+6.0
No walls1747.1%52.2%-5.2

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

ぬっき~@女キャラ嫌 (Rank 35)2026/10/151010.0%
俺様バーンズ (Rank 37)2026/10/151010.0%
お~ちゃん (Rank 34)2026/10/0621150.0%
ooosugi1202 (Rank 30)2026/10/0631233.3%
abcdkazu1986 (Rank 35)2026/09/041010.0%
ちょいそる (Rank 27)2026/08/232020.0%
うをん (Rank 29)2026/08/231010.0%
翠嵐 (Rank 32)2026/08/1921150.0%
むちゅーる (Rank 35)2026/07/312020.0%
犬)정성호,박범계,김민석(鳥 (Rank 39)2026/07/28110100.0%
panda_kage0 (Rank 38)2026/07/282020.0%
イイダ (Rank 31)2026/07/07110100.0%
xXsoul-childXx (Rank 29)2026/07/0521150.0%
おるが@のびしろF (Rank 35)2026/07/03220100.0%
GGv(xωx*)v (Rank 32)2026/07/022020.0%
ぱお (Rank 36)2026/06/272020.0%
kobaman (Rank 27)2026/06/191010.0%
Dark (Rank 32)2026/06/18110100.0%
Agito (Rank 26)2026/06/18220100.0%
鳶飛戾天,魚躍於淵 (Rank 24)2026/05/28110100.0%
shiphon74 (Rank 26)2026/05/2721150.0%
tatsuya_doragon8741 (Rank 27)2026/05/22110100.0%
ガリバー (Rank 29)2026/05/14110100.0%
CELIS (Rank 26)2026/03/29220100.0%
金田一の少年 (Rank 25)2026/03/27220100.0%

Round openings

Every character

forward movement into punchP2918.1%
backdash into evade up1610.0%
guardG into throw escape148.8%
Groin Kick6K+G85.0%
throw escape63.8%
Squat Straight2P53.1%
backdash into evade down53.1%
evade down into forward dash42.5%
Jackal Straight46P+K31.9%
crouch into Low Spin Kick1K+G31.9%
evade down into punchP31.9%
Sharp Shoot1P21.2%
Slant Back Knuckle1P21.2%
Souchuken2P21.2%
backdash into Middle Smash Sword6PK21.2%

53 further openings account for the other 56 rounds.

Counted from 40 of the 50 matches played. The rest were not pulled for openings.

Jacky

Career
398–217 · 64.7%
This season
22 matches · 36.4%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP1016.9%
Groin Kick6K+G813.6%
guardG into throw escape610.2%
Squat Straight2P58.5%
throw escape46.8%
backdash into evade up35.1%
crouch into Low Spin Kick1K+G35.1%
Slant Back Knuckle1P23.4%
backdash into Middle Smash Sword6PK23.4%
evade down into forward dash23.4%
Low Spin Kick1K+G11.7%
Middle Smash6P11.7%
backdash into Double Back Knuckle4PP11.7%
backdash into Dragon Combination 11P+K11.7%
backdash into Middle Kick3K11.7%

9 further openings account for the other 9 rounds.

Counted from 15 of the 22 matches played. The rest were not pulled for openings.

Lau

Career
62–28 · 68.9%
This season
10 matches · 70.0%
Peak rank
30

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up615.8%
forward movement into punchP615.8%
backdash into evade down37.9%
Souchuken2P25.3%
guardG into throw escape25.3%
Fukko Kensou1P12.6%
backdash into Gako Choushitsu6K12.6%
backdash into Junho Chushou33P12.6%
backdash into Risensou46P+K12.6%
backdash into Sako Soushou4P+K12.6%
backdash into Shakashou3P12.6%
backdash into throw escape12.6%
backward movement into guardG12.6%
crouch into Renkanshou3PPP12.6%
crouch into Shakashou3P12.6%

9 further openings account for the other 9 rounds.

Brad

Career
32–13 · 71.1%
This season
5 matches · 40.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jackal Straight46P+K316.7%
backdash into evade up316.7%
Sharp Shoot1P211.1%
guardG into throw escape211.1%
Jab StraightPP into Combination LowPPK15.6%
Sway Back4P+K+G15.6%
Sway Back4P+K+G into Mighty Knee UpperK15.6%
backward movement into evade up15.6%
crouch into Jolt Upper~Spin Kick3PK15.6%
crouch into Sharp Shoot1P15.6%
forward movement into punchP15.6%
guardG into throwP+G15.6%

Counted from 4 of the 5 matches played. The rest were not pulled for openings.

Jean

Career
72–15 · 82.8%
This season
3 matches · 66.7%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP215.4%
guardG into throw escape215.4%
Nozuchi1P+K17.7%
Tate'enpi33P into Agezuki3P+K17.7%
backdash into Oihiji4P+K17.7%
backdash into Tate'enpi~Tenkai Hizageri33PK17.7%
backdash into evade up17.7%
evade down into throw escape17.7%
forward movement into KounirenPP17.7%
guardG17.7%
throw escape17.7%

Lion

Career
4–3 · 57.1%
This season
3 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP216.7%
guardG into throw escape216.7%
Attai2K into Tousentai2KK+G18.3%
Sen'inshou3P18.3%
backdash into Sentai4K18.3%
backdash into evade up18.3%
backdash into kickK18.3%
backdash into punchP18.3%
evade down into punchP18.3%
evade up into kickK18.3%

Dural

Career
6–1 · 85.7%
This season
3 matches · 66.7%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP545.5%
backdash into Slant Back Knuckle1P19.1%
backdash into evade down19.1%
backdash into punchP19.1%
evade down into forward dash19.1%
forward movement into One Two UpperPPP19.1%
guardG into crouch19.1%

Kage

Career
69–24 · 74.2%
This season
4 matches · 25.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP333.3%
backdash into evade up222.2%
Ura Tsumujigeri44K111.1%
backdash into Hagakure-ryu In Fujingeki46P+KP111.1%
backdash into Hagakure-ryu In Raijingeki46P+K111.1%
backdash into Ryubisen44K+G111.1%

Counted from 2 of the 4 matches played. The rest 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 (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)
  • Lau: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Dural: not tested (too few rounds)
  • Kage: not tested (too few rounds)