VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

おろち ぽっぽ

  • Kage
  • Jean
Career matches2,468
Career win rate67.3%
Round win rate60.2%
Peak rank44
Distinct opponents254
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1934 #89 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

Jacky442,4491,64780267.2%
Jean33118372.7%
Kage3386275.0%

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

5,347 of 5,347 rounds counted

10.1 inputs a second (604 a minute) this season. Faster than 95% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky10.16055,301
Kage8.349632
Jean6.740114

By opponent's character

Lau10.16041,151
Kage9.8590528
Lion10.4622517
Akira10.2610460
Jacky11.1664452
Shun10.0598370
Brad10.1604320
Lei Fei9.8587205
Wolf10.3618198
Vanessa8.9535175
Aoi9.4563148
El Blaze9.7582130
Jeffry10.5633132
Jean10.2615114
Pai10.0602109
Goh9.9595107
Sarah9.6576106
Eileen9.255578
Taka8.752242
Dural10.66375

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

Lau28217910363.5%-2.7
Kage130785260.0%+1.4
Lion1251061984.8%+17.6
Akira114684659.6%-8.3
Jacky114833172.8%+2.7
Shun93603364.5%-3.7
Brad79522765.8%-1.9
Lei Fei53391473.6%+1.1
Wolf53421179.2%+6.8
Vanessa43251858.1%-11.7
Aoi3627975.0%-0.9
El Blaze3426876.5%+4.9
Jeffry3425973.5%+2.7
Jean3024680.0%+10.3
Pai29161355.2%-14.2
Goh2821775.0%+12.0
Sarah27151255.6%-20.9
Eileen2013765.0%-7.6
Taka106460.0%-10.4
Dural1010.0%-59.6

0 of 12 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 12 questions at once; about 0.6 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

Single Wall1621045864.2%-5.0
Octagon1591154472.3%+5.0
Low Fence146885860.3%-4.8
Half Fence1401053575.0%+7.3
Breakable Half Fence135894665.9%-1.0
Breakable Full Fence130904069.2%+2.3
Rectangle121804166.1%-3.2
Full Fence109703964.2%-3.5
Open106713567.0%-2.3
Full Fence and Open68482070.6%+2.6

0 of 10 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 10 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls79469.1%67.8%+1.3
No walls41463.5%67.3%-3.8

Walls against open: +5.1 points (95% range -1.8 to +12.0), p 0.146 — 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

k-wofs (Rank 42)2026/10/172217577.3%
ゼータ(MSZ-006) (Rank 40)2026/10/161211191.7%
ピロオ3 (Rank 42)2026/10/161511473.3%
デネ (Rank 41)2026/10/161513286.7%
かっこいいらう (Rank 44)2026/10/1651213041.2%
ちび太☆らふぁ~る (Rank 43)2026/10/143022873.3%
★闘将拉麵男★ (Rank 40)2026/10/142322195.7%
かめやま (Rank 42)2026/10/1429151451.7%
hikabun (Rank 36)2026/10/142119290.5%
伊藤カイジ系【智也】 (Rank 41)2026/10/141510566.7%
ハマラウ (Rank 41)2026/10/14135845162.2%
id02812522 (Rank 37)2026/10/14139469.2%
manatsu_7 (Rank 43)2026/10/131881044.4%
ラーメソマソ (Rank 42)2026/10/0750153530.0%
tu-kun0223 (Rank 40)2026/10/0233191457.6%
どっせプレビに出たい (Rank 42)2026/10/022018290.0%
jinmenusagi (Rank 42)2026/09/181511473.3%
CLEARCARE (Rank 42)2026/09/021613381.2%
かんしゅ (Rank 41)2026/08/26129375.0%
P式截拳道こくとう (Rank 40)2026/08/181411378.6%
hatarakedo_tagayasedo... (Rank 42)2026/08/05146842.9%
rocku (Rank 41)2026/07/25116554.5%
シズラヒモビッチ (Rank 41)2026/07/2532201262.5%
カルティカ (Rank 41)2026/07/24135838.5%
KA-GO (Rank 41)2026/06/26118372.7%

Round openings

Every character

Dash Hammer Kick66K into High Angle Upper Kick6K60114.3%
backdash into evade down3007.1%
backdash into evade up2566.1%
backdash into High Angle Upper Kick6K2014.8%
backdash into Long Stride Back Knuckle4P+K1844.4%
forward dash into Low Spin Kick1K+G1172.8%
Squat Straight2P1082.6%
backdash into Middle Smash6P992.4%
forward dash into Slant Back Knuckle1P962.3%
crouch dash forward into Lightning Back Knuckle3PPP892.1%
forward movement into kickK821.9%
backdash into Smash Straight Jab3PP741.8%
backdash into Dash Hammer Kick66K701.7%
forward movement into Jab Double StraightPPP691.6%
backdash into guardG621.5%

279 further openings account for the other 1,803 rounds.

Counted from 1,051 of the 1,327 matches played. The rest were not pulled for openings.

Jacky

Career
1,647–802 · 67.2%
This season
1,324 matches · 67.9%
Peak rank
44

First hit in 53.5% of 4,172 rounds. Won 63.2% of the rounds they struck first, 56.5% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 33.4% of rounds, against 22.7% in their other rounds.
  • Against Lau: evades first in 16.2% of rounds, against 5.7% against everyone else.
  • On Rectangle stages: attacks straight away in 34.5% of rounds, against 24.4% on the other stages.
  • After opening the round before by backing off: backs off first in 47.4% of rounds, against 39.6% after anything else.
  • After winning a round: backs off first in 48.1% of rounds, against 35.9% after losing one.
  • When ahead: backs off first in 50.2% of rounds, against 38.7% when level or behind.
  • Against a Shun on no drinks: backs off first in 46.7% of rounds, against 21.2% against a Shun on other counts.
  • In round 1: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 27.0% of rounds, against 10.1% in their other rounds.
  • Against Akira: opens with “backdash into 4P+K Long Stride Back Knuckle” in 12.2% of rounds, against 3.5% against everyone else.
  • On Rectangle stages: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 20.7% of rounds, against 13.5% on the other stages.
  • After opening the round before with “backdash into evade up”: opens with “backdash into evade up” in 14.1% of rounds, against 5.5% after anything else.
  • After losing a round: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 14.8% of rounds, against 6.7% after winning one.
  • When behind: opens with “66K Dash Hammer Kick into 6K High Angle Upper Kick” in 15.9% of rounds, against 8.0% when ahead or level.

How is this tested?

Dash Hammer Kick66K into High Angle Upper Kick6K60114.3%
backdash into evade down2997.1%
backdash into evade up2556.1%
backdash into High Angle Upper Kick6K2014.8%
backdash into Long Stride Back Knuckle4P+K1844.4%
forward dash into Low Spin Kick1K+G1172.8%
Squat Straight2P1082.6%
backdash into Middle Smash6P992.4%
forward dash into Slant Back Knuckle1P962.3%
crouch dash forward into Lightning Back Knuckle3PPP892.1%
forward movement into kickK821.9%
backdash into Smash Straight Jab3PP741.8%
backdash into Dash Hammer Kick66K701.7%
forward movement into Jab Double StraightPPP691.6%
backdash into guardG621.5%

273 further openings account for the other 1,791 rounds.

Counted from 1,048 of the 1,324 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Lau84–46 · 65%34–16 · 68%too few to test
Kage39–31 · 56%20–14 · 59%too few to test
Akira39–21 · 65%22–18 · 55%+7.5
Lion58–7 · 89%27–5 · 84%too few to test
Jacky42–16 · 72%12–8 · 60%too few to test
Shun25–12 · 68%17–10 · 63%too few to test
Lei Fei19–6 · 76%15–5 · 75%too few to test
Brad16–13 · 55%12–8 · 60%too few to test
Wolf16–4 · 80%11–3 · 79%too few to test
Jeffry13–5 · 72%2–2 · 50%too few to test
Aoi14–3 · 82%6–2 · 75%too few to test
Jean8–2 · 80%10–3 · 77%too few to test
Pai10–10 · 50%2–3 · 40%too few to test
Sarah9–6 · 60%3–6 · 33%too few to test
El Blaze9–2 · 82%9–1 · 90%too few to test

Nothing reliable: no gap here is bigger than stage luck alone produces.

Walls: every fence, rectangle and octagon stage. No walls: open, low fence and single-wall stages. Snow Mountain and Training Room are left out.

276 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Jean

Career
8–3 · 72.7%
This season
3 matches · 33.3%
Peak rank
33

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P321.4%
backdash into Oihiji4P+K321.4%
backdash into Hangetsu NirenzukiP+K17.1%
backdash into Tate'enpi~Tenkai Hizageri33PK17.1%
backdash into evade down17.1%
backdash into evade up17.1%
crouch dash forward into Agezuki3P+K17.1%
forward dash into Yoko'enpi6P17.1%
guardG17.1%
guardG into throw escape17.1%

Not counted here: Kage. Their matches 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 (18 here; about 0.9 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: 13 of 18 tests hold up
  • Jean: not tested (too few rounds)