VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

Riu_byebye

  • Kage
  • Lau
  • Lion
Career matches1,332
Career win rate58.5%
Round win rate50.7%
Peak rank35
Distinct opponents51
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1629 #1,171 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

Jacky3586848438455.8%
Lau3141126015163.3%
Kage2852351767.3%
Lion261010.0%

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

504 of 529 rounds counted

7.5 inputs a second (450 a minute) this season. Faster than 59% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.5451480
Kage6.840915
Lion7.64549

By opponent's character

Jacky7.645455
Lion7.444252
Akira7.846547
Wolf7.846634
Goh7.343838
Jeffry7.343837
Kage7.545138
Lei Fei7.846826
Aoi7.746426
Jean7.444719
El Blaze7.142524
Shun7.343620
Brad7.344019
Lau7.746316
Sarah7.142617
Vanessa8.148311
Eileen6.84109
Pai7.54497
Taka7.44429

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

Jacky147750.0%+4.9
Lion135838.5%+1.4
Akira126650.0%-1.3
Wolf114736.4%-11.6
Goh104640.0%-14.7
Jeffry95455.6%-0.6
Kage95455.6%+14.4
Lei Fei95455.6%-0.0
Aoi63350.0%+2.7
Jean64266.7%+15.0
El Blaze53260.0%+20.1
Shun53260.0%+0.0
Brad43175.0%+26.4
Lau42250.0%+7.4
Sarah43175.0%+36.1
Vanessa3030.0%-53.9
Eileen2020.0%-46.0
Pai2020.0%-42.7
Taka2020.0%-32.4

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

Half Fence24121250.0%+0.4
Low Fence189950.0%-2.4
Rectangle167943.8%-9.9
Breakable Full Fence156940.0%-4.2
Breakable Half Fence116554.5%+12.3
Full Fence115645.5%+2.2
Single Wall105550.0%+3.1
Open94544.4%-5.3
Full Fence and Open73442.9%-5.0
Octagon31233.3%-13.2

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
Walls8046.2%47.3%-1.0
No walls3748.6%50.1%-1.4

Walls against open: +0.4 points (95% range -20.6 to +21.5), p 0.969 — 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

えびもち (Rank 33)2026/10/1131233.3%
かえる (Rank 39)2026/10/102020.0%
BigBoin (Rank 33)2026/09/2832166.7%
ヘニオ (Rank 32)2026/09/2862433.3%
aona (Rank 36)2026/09/2242250.0%
獣王(設定2) (Rank 30)2026/09/1131233.3%
フルレバ (Rank 35)2026/09/1162433.3%
TheDeveloperfromHell (Rank 36)2026/09/0241325.0%
会長さん (Rank 34)2026/08/2974357.1%
漂泊の民回線ジプシー (Rank 36)2026/08/2442250.0%
黒シャツ (Rank 32)2026/08/2432166.7%
りてりん (Rank 34)2026/08/23220100.0%
ジークリオン (Rank 36)2026/08/2331233.3%
∈挙動不審∋ (Rank 32)2026/07/313030.0%
ふぇに (Rank 34)2026/07/2831233.3%
ちょいそる (Rank 33)2026/07/2832166.7%
elf4sale (Rank 34)2026/07/2832166.7%
猫鼻 (Rank 30)2026/07/2832166.7%
アレックス・ペレイラ (Rank 42)2026/07/062020.0%
ネンジ (Rank 33)2026/06/1632166.7%
寿司眼鉄 (Rank 37)2026/06/1663350.0%
jiwoonpk (Rank 30)2026/05/2731233.3%
Handive (Rank 33)2026/05/2731233.3%
タイヨウ (Rank 31)2026/05/2721150.0%
くるくる坊主 (Rank 31)2026/04/2132166.7%

Round openings

Every character

punchP into Punch High KickPK448.7%
backdash into evade down367.1%
backdash into evade up305.9%
Jab StraightPP into Jab Double StraightPPP214.2%
backdash into Spin Heel Sword4K+G183.6%
backdash into Groin Kick6K+G132.6%
punchP into Jab StraightPP122.4%
Middle Smash6P into Middle Smash Back Knuckle6PP112.2%
backdash into punchP112.2%
Low Spin Kick1K+G102.0%
forward dash into Slant Back Knuckle1P102.0%
forward dash into evade up91.8%
Bil Jee6P+K81.6%
backdash into Step-in Middle Kick66K+G81.6%
backdash into Beat & Back KnuckleP+KP71.4%

136 further openings account for the other 258 rounds.

Counted from 125 of the 130 matches played. The rest were not pulled for openings.

Jacky

Career
484–384 · 55.8%
This season
122 matches · 46.7%
Peak rank
35

First hit in 47.1% of 471 rounds. Won 52.2% of the rounds they struck first, 49.8% of the rounds they were struck first.

Significant Tells

  • In round 3: moves in first in 20.0% of rounds, against 9.8% in their other rounds.

How is this tested?

punchP into Punch High KickPK449.3%
backdash into evade down347.2%
backdash into evade up306.4%
Jab StraightPP into Jab Double StraightPPP214.5%
backdash into Spin Heel Sword4K+G183.8%
backdash into Groin Kick6K+G132.8%
punchP into Jab StraightPP122.5%
Middle Smash6P into Middle Smash Back Knuckle6PP112.3%
backdash into punchP112.3%
Low Spin Kick1K+G102.1%
forward dash into Slant Back Knuckle1P102.1%
forward dash into evade up91.9%
Bil Jee6P+K81.7%
backdash into Step-in Middle Kick66K+G81.7%
backdash into Beat & Back KnuckleP+KP71.5%

112 further openings account for the other 226 rounds.

Counted from 117 of the 122 matches played. The rest were not pulled for openings.

Kage

Career
35–17 · 67.3%
This season
4 matches · 75.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Fusenjin3P into punchP213.3%
Rakujin Gaeri44P213.3%
ResshouPP into SandangekiPPP16.7%
backdash into Engetsugeri9K+G16.7%
backdash into Rakujin Gaeri44P16.7%
backdash into Rasen4P16.7%
backdash into Ryubisen44K+G16.7%
backdash into evade down16.7%
backward movement into evade up16.7%
backward movement into punchP16.7%
crouch dash forward into Ryugakuha236K+G16.7%
guardG16.7%
punchP into ResshouPP16.7%

Lau

Career
260–151 · 63.3%
This season
2 matches · 50.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

RenshouPP into Renkanshou3PPP220.0%
backdash into Kosoushou46P220.0%
Fukko Kensou1P110.0%
backdash into evade down110.0%
backward movement into Chugeki6P110.0%
crouch dash back into Sako Soushou4P+K110.0%
evade down into guardG110.0%
punchP110.0%

Lion

Career
0–1 · 0.0%
This season
2 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P into Banchu Renkanshu6PP111.1%
Juchou Senshou8P+K111.1%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP111.1%
Sentai4K into Sentai Shumen4KP111.1%
backdash into Tanhikyaku46K111.1%
backward movement into Kishitsu Kasensou43P111.1%
forward dash into crouch111.1%
punchP into RensuitaiPK111.1%
punchP into kickK111.1%

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 (14 here; about 0.7 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: 1 of 14 tests hold up
  • Kage: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lion: not tested (too few rounds)