VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

flash

  • Aoi
  • Goh
  • Lau
  • Wolf
Career matches288
Career win rate77.1%
Round win rate67.2%
Peak rank27
Distinct opponents25
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1508 Not ranked yet: the list needs 50 matches. See 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

Jacky271861414575.8%
Aoi2465442167.7%
Wolf2430300100.0%
Goh21550100.0%
Lau21220100.0%

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

180 of 180 rounds counted

7.0 inputs a second (419 a minute) this season. Faster than 45% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.444689
Aoi6.639768
Goh7.44428
Lau5.53319
Wolf6.03606

By opponent's character

Brad6.840839
Akira7.544930
Aoi6.740421
Goh7.545213
Sarah7.243414
Shun7.142612
Wolf7.44428
Jeffry7.746110
Lau7.04208
Taka5.53319
El Blaze6.03603
Kage6.33795
Lion6.23705
Pai7.14273

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

Brad106460.0%-31.1
Akira84450.0%-37.9
Aoi550100.0%+26.1
Goh43175.0%+17.3
Sarah440100.0%+24.2
Shun32166.7%-17.5
Wolf330100.0%+33.8
Jeffry220100.0%+13.6
Lau220100.0%+14.5
Taka220100.0%+65.9
El Blaze110100.0%+13.3
Kage110100.0%+25.8
Lion1010.0%-57.9
Pai110100.0%+20.6

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

Full Fence129375.0%+6.3
Open98188.9%+8.8
Breakable Half Fence64266.7%-17.1
Breakable Full Fence42250.0%-30.4
Rectangle440100.0%+30.9
Full Fence and Open330100.0%+19.9
Low Fence31233.3%-35.0
Half Fence21150.0%-22.8
Single Wall110100.0%+10.6

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
Walls2871.4%74.1%-2.7
No walls1376.9%78.8%-1.9

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

富美 (Rank 22)64266.7%
t_k_o_7 (Rank 14)330100.0%
ttfour@サラしかできないw (Rank 21)330100.0%
windowkhs (Rank 29)32166.7%
トローリロートル (Rank 24)31233.3%
김치 (Rank 23)32166.7%
FLAT (Rank 25)21150.0%
Fuji-Atsuka (Rank 21)220100.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2020.0%
Mon3tr (Rank 24)220100.0%
[VirtuAnalytics]SuperGolden (Rank 27)220100.0%
pony (Rank 24)220100.0%
廿撚二 (Rank 21)220100.0%
ChibeTTo (Rank 12)110100.0%
Leejang (Rank 23)1010.0%
Q (Rank 24)110100.0%
bosa (Rank 11)110100.0%
fazz00r (Rank 29)110100.0%
mikkunn3277 (Rank 24)110100.0%
nourusu (Rank 27)1010.0%
seobin_papa (Rank 28)110100.0%
wlcpxua (Rank 5)110100.0%
みらめたる (Rank 21)110100.0%
ゅろぽ (Rank 25)110100.0%
委員ちょ (Rank 21)110100.0%

Most played opponents, most recent first

nourusu (Rank 27)2026/10/181010.0%
Q (Rank 24)2026/10/18110100.0%
みらめたる (Rank 21)2026/10/18110100.0%
Leejang (Rank 23)2026/10/181010.0%
ttfour@サラしかできないw (Rank 21)2026/10/18330100.0%
富美 (Rank 22)2026/10/1864266.7%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/10/182020.0%
Fuji-Atsuka (Rank 21)2026/10/18220100.0%
廿撚二 (Rank 21)2026/10/12220100.0%
[VirtuAnalytics]SuperGolden (Rank 27)2026/10/11220100.0%
委員ちょ (Rank 21)2026/09/27110100.0%
mikkunn3277 (Rank 24)2026/09/27110100.0%
seobin_papa (Rank 28)2026/09/27110100.0%
トローリロートル (Rank 24)2026/09/2731233.3%
pony (Rank 24)2026/09/27220100.0%
Mon3tr (Rank 24)2026/09/27220100.0%
ゅろぽ (Rank 25)2026/09/06110100.0%
FLAT (Rank 25)2026/09/0621150.0%
김치 (Rank 23)2026/08/3032166.7%
fazz00r (Rank 29)2026/08/30110100.0%
windowkhs (Rank 29)2026/08/2432166.7%
t_k_o_7 (Rank 14)2026/06/11330100.0%
bosa (Rank 11)2026/06/09110100.0%
ChibeTTo (Rank 12)2026/06/06110100.0%
wlcpxua (Rank 5)2026/06/06110100.0%

Round openings

Every character

guardG into evade down1515.8%
guardG into evade up1010.5%
forward movement into punchP99.5%
guardG into punchP99.5%
guardG into Middle Smash6P77.4%
guardG into Smash Straight3P55.3%
forward movement into Jab StraightPP44.2%
Dash Hammer Kick66K33.2%
Low Spin Kick1K+G into guardG22.1%
crouch dash forward into Step-in Middle Kick66K+G22.1%
crouch dash forward into guardG22.1%
evade down into Step-in Middle Kick66K+G22.1%
High Angle Upper Kick6K11.1%
High Angle Upper Kick6K into forward movement11.1%
crouch dash forward into Low Spin Kick1K+G11.1%

22 further openings account for the other 22 rounds.

Counted from 26 of the 41 matches played. The rest were not pulled for openings.

Jacky

Career
141–45 · 75.8%
This season
25 matches · 80.0%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade down1516.7%
guardG into evade up1011.1%
forward movement into punchP910.0%
guardG into Middle Smash6P77.8%
guardG into punchP66.7%
guardG into Smash Straight3P55.6%
forward movement into Jab StraightPP44.4%
Dash Hammer Kick66K33.3%
Low Spin Kick1K+G into guardG22.2%
crouch dash forward into Step-in Middle Kick66K+G22.2%
crouch dash forward into guardG22.2%
evade down into Step-in Middle Kick66K+G22.2%
High Angle Upper Kick6K11.1%
High Angle Upper Kick6K into forward movement11.1%
crouch dash forward into Low Spin Kick1K+G11.1%

20 further openings account for the other 20 rounds.

Aoi

Career
44–21 · 67.7%
This season
16 matches · 62.5%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into punchP360.0%
forward movement into Nirentotsu OuchuPPP120.0%
guardG into Kamageri4K120.0%

Counted from 1 of the 16 matches played. The rest were not pulled for openings.

Not counted here: Goh, Lau, Wolf. 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 (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)
  • Aoi: not tested (too few rounds)