VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

anche47

  • Lei Fei
  • Wolf
Career matches8,461
Career win rate50.8%
Round win rate50.0%
Peak rank32
Distinct opponents212
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1556 #1,643 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

Jacky303,5091,7641,74550.3%
Lei Fei322,5811,3381,24351.8%
Wolf282,3711,1951,17650.4%

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

1,849 of 2,312 rounds counted

5.9 inputs a second (355 a minute) this season. Faster than 16% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.1367773
Lei Fei5.8345552
Wolf5.8348524

By opponent's character

Akira6.1364203
Wolf5.8350145
Jacky5.9354184
Lau6.1366122
Aoi5.9351129
Sarah5.633796
Goh5.9351127
Jean5.7342112
Pai6.0360117
Kage6.2372107
El Blaze5.633869
Jeffry6.036165
Lei Fei5.633475
Brad6.136670
Shun6.036056
Vanessa6.035868
Lion6.136549
Eileen5.63369
Taka5.935424
Dural5.935622

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

Akira55243143.6%-5.0
Wolf52242846.1%-4.9
Jacky48311764.6%+17.1
Lau45242153.3%+5.5
Aoi39142535.9%-13.6
Sarah38191950.0%-1.4
Goh35211460.0%+9.9
Jean35201557.1%+9.2
Pai34171750.0%-3.0
Kage30121840.0%-9.9
El Blaze2114766.7%+12.3
Jeffry2171433.3%-14.7
Lei Fei2071335.0%-16.9
Brad1961331.6%-11.4
Shun1913668.4%+20.0
Vanessa1711664.7%+9.1
Lion158753.3%+4.2
Eileen74357.1%+6.9
Taka72528.6%-15.1
Dural51420.0%-28.2

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.

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

Octagon95464948.4%+0.6
Full Fence69343549.3%-1.4
Breakable Half Fence63253839.7%-8.8
Breakable Full Fence57292850.9%-2.0
Open54312357.4%+6.2
Half Fence44212347.7%-1.7
Single Wall42182442.9%-5.6
Rectangle41251661.0%+8.7
Low Fence39201951.3%+4.1
Full Fence and Open27171063.0%+12.4

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls36948.8%49.8%-1.0
No walls13551.1%49.4%+1.7

Walls against open: -2.7 points (95% range -13.1 to +7.7), p 0.608 — 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

クロサギ@はなちゃん (Rank 31)2026/10/1052340.0%
Kwiitter_KR (Rank 31)2026/10/1052340.0%
乃木ぽん@こてつ.kuma (Rank 33)2026/09/2864266.7%
naska3th (Rank 28)2026/09/2853260.0%
楽天アキラ (Rank 32)2026/09/0673442.9%
え~る (Rank 34)2026/09/0365183.3%
こて (Rank 26)2026/09/0351420.0%
しゅが~nsr (Rank 26)2026/09/03107370.0%
gimoring (Rank 27)2026/08/2374357.1%
Garuyan (Rank 26)2026/08/2273442.9%
えびもち (Rank 30)2026/08/2182625.0%
鳩男 (Rank 31)2026/08/2163350.0%
Wonda15426 (Rank 28)2026/08/2153260.0%
hahaha (Rank 29)2026/08/0584450.0%
37 (Rank 28)2026/08/0564266.7%
orz (Rank 28)2026/08/05169756.2%
CELIS (Rank 28)2026/08/0552340.0%
さいたま梅澤/T.Umezawa (Rank 30)2026/07/14103730.0%
タマゴン(GTR) (Rank 27)2026/07/0475271.4%
manao_0609 (Rank 28)2026/06/3061516.7%
ルビーロマン葵 (Rank 30)2026/06/2982625.0%
OgreAunt (Rank 30)2026/05/2652340.0%
AlicerLandeel (Rank 27)2026/05/2064266.7%
Multipla (Rank 25)2026/05/1683537.5%
AcidNine-JPN (Rank 26)2026/05/0453260.0%

Round openings

Every character

Beat KnuckleP+K into Beat Spin KickP+KK1416.5%
guardG1135.2%
SokutankyakuK+G into Shishi DaichoukouK+GP1125.2%
backdash into offensive move974.5%
guardG into Groin Kick6K+G833.8%
backdash into Spin Heel Sword4K+G773.6%
backdash into Heavy Middle Kick3K+G743.4%
Gaiken6P+K into forward punch+kick+guard6P+K+G723.3%
Screw Hook63214P into Screw Lariat63214PP602.8%
forward movement into Jab Double StraightPPP532.5%
Dash Hammer Kick66K421.9%
backdash into Elbow Butt4P341.6%
backdash into Hai Shiki2P+K+G311.4%
Gaiken6P+K into Gaida Santen6P+KP301.4%
backdash into evade up291.3%

320 further openings account for the other 1,112 rounds.

Counted from 524 of the 562 matches played. The rest were not pulled for openings.

Jacky

Career
1,764–1,745 · 50.3%
This season
247 matches · 46.6%
Peak rank
30

First hit in 52.5% of 917 rounds. Won 53.9% of the rounds they struck first, 42.9% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 43.6% of rounds, against 23.7% in their other rounds.
  • Against Shun: evades first in 23.9% of rounds, against 6.8% against everyone else.
  • In round 1: opens with “G guard” in 12.3% of rounds, against 3.3% in their other rounds.

How is this tested?

Beat KnuckleP+K into Beat Spin KickP+KK14115.2%
guardG into Groin Kick6K+G838.9%
backdash into Spin Heel Sword4K+G778.3%
forward movement into Jab Double StraightPPP535.7%
guardG515.5%
Dash Hammer Kick66K424.5%
forward movement into punchP252.7%
guardG into Low Spin Kick1K+G242.6%
Middle Spin Kick46K+G171.8%
Low Spin Kick1K+G161.7%
backdash into evade up141.5%
crouch into Low Spin Kick1K+G141.5%
forward movement into Jab StraightPP111.2%
Dragon Combination 11P+K into Dragon Combination 21P+KP101.1%
Side Hook Turn44P101.1%

130 further openings account for the other 343 rounds.

Counted from 227 of the 247 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
Akira8–10 · 44%2–2 · 50%too few to test
Wolf5–9 · 36%5–3 · 62%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.

20 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?

Lei Fei

Career
1,338–1,243 · 51.8%
This season
158 matches · 51.9%
Peak rank
32

First hit in 49.4% of 620 rounds. Won 54.6% of the rounds they struck first, 46.5% of the rounds they were struck first.

Significant Tells

  • In round 1: waits first in 17.8% of rounds, against 6.6% in their other rounds.
  • After opening the round before by attacking: backs off first in 37.7% of rounds, against 20.9% after anything else.
  • In round 2: opens with “K+G Sokutankyaku into K+GP Shishi Daichoukou” in 29.1% of rounds, against 14.5% in their other rounds.
  • After opening the round before with “K+G Sokutankyaku into K+GP Shishi Daichoukou”: opens with “backdash into offensive move” in 31.0% of rounds, against 14.1% after anything else.

How is this tested?

SokutankyakuK+G into Shishi DaichoukouK+GP11218.0%
backdash into offensive move9715.6%
Gaiken6P+K into forward punch+kick+guard6P+K+G7211.6%
backdash into Hai Shiki2P+K+G315.0%
Gaiken6P+K into Gaida Santen6P+KP304.8%
offensive move254.0%
guardG243.9%
forward movement into Sayu ShoukenPP152.4%
punchP into Sayu ShoukenPP142.2%
backdash into throwP+G111.8%
Toushou66P101.6%
backdash into evade up71.1%
evade up into Dantai4K71.1%
evade up into offensive move71.1%
Gaiken6P+K into punch+kick+guardP+K+G61.0%

94 further openings account for the other 153 rounds.

Counted from 152 of the 158 matches played. The rest were not pulled for openings.

By stage type

Record against each character on walled and open stages, as Lei Fei

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Goh11–5 · 69%4–0 · 100%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.

6 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?

Wolf

Career
1,195–1,176 · 50.4%
This season
157 matches · 52.2%
Peak rank
28

First hit in 51.7% of 603 rounds. Won 56.4% of the rounds they struck first, 46.4% of the rounds they were struck first.

Significant Tells

  • Against Akira: backs off first in 50.0% of rounds, against 23.5% against everyone else.
  • On Rectangle stages: attacks straight away in 49.5% of rounds, against 23.6% on the other stages.
  • In round 2: opens with “forward movement into 4P Elbow Butt” in 9.0% of rounds, against 3.5% in their other rounds.
  • After opening the round before with “63214P Screw Hook into 63214PP Screw Lariat”: opens with “backdash into 4P Elbow Butt” in 13.5% of rounds, against 4.4% after anything else.

How is this tested?

backdash into Heavy Middle Kick3K+G7412.2%
Screw Hook63214P into Screw Lariat63214PP609.9%
guardG386.2%
backdash into Elbow Butt4P345.6%
forward movement into Elbow Butt4P294.8%
guardG into Low Drop Kick62K233.8%
punchP into Hammer KickPK223.6%
crouch into Low Drop Kick62K193.1%
crouch into Low Hammer2P183.0%
guardG into Heavy Middle Kick3K+G142.3%
Body Blow6P into Dragonfish Blow6PP122.0%
Comet Hook1P into Knuckle Part1PP122.0%
evade up into Savate4K101.6%
backdash into evade up81.3%
evade down into Savate4K81.3%

101 further openings account for the other 227 rounds.

Counted from 145 of the 157 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 (45 here; about 2.2 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: 3 of 15 tests hold up
  • Lei Fei: 4 of 15 tests hold up
  • Wolf: 4 of 15 tests hold up