VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

u_003

  • Wolf
  • Sarah
  • Pai
  • Eileen
  • Lau
  • Jeffry
Career matches1,709
Career win rate50.0%
Round win rate50.0%
Peak rank28
Distinct opponents29
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1408 #2,608 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

Jacky2639719520249.1%
Pai2627214912354.8%
Lau282401419958.8%
Eileen221969010645.9%
Taka—1947012436.1%
Sarah25132607245.5%
Jeffry2698673168.4%
Wolf2885384744.7%
El Blaze—49232646.9%
Shun—37172046.0%
Aoi—95455.6%

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

102 of 256 rounds counted

9.7 inputs a second (582 a minute) this season. Faster than 93% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.959563
Wolf9.959215
Pai9.356015
Lau8.85299

By opponent's character

Akira10.261136
Jeffry9.15457
El Blaze9.758211
Pai8.65165
Aoi9.15438
Lau10.96523
Jacky10.76433
Jean9.657410
Kage9.154512
Goh11.06614
Lei Fei9.65743

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

Akira128466.7%+22.9
Jeffry81712.5%-34.8
El Blaze63350.0%+3.1
Pai64266.7%+19.2
Aoi53260.0%+24.3
Lau52340.0%+5.7
Wolf52340.0%+8.0
Jacky32166.7%+17.5
Jean31233.3%-31.1
Kage31233.3%-31.4
Goh2020.0%-35.3
Lion2020.0%-59.2
Sarah21150.0%-0.7
Taka21150.0%-12.6
Lei Fei110100.0%+62.1

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 Fence125741.7%+2.2
Breakable Half Fence96366.7%+18.3
Low Fence94544.4%+7.1
Open72528.6%-24.7
Rectangle62433.3%-10.5
Breakable Full Fence53260.0%+9.2
Single Wall51420.0%-21.7
Full Fence41325.0%-39.8
Octagon32166.7%+7.7
Full Fence and Open21150.0%+17.9

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
Walls3948.7%48.2%+0.6
No walls2133.3%42.8%-9.5

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

砂の橋 (Rank 27)2026/08/31110100.0%
tanechin (Rank 26)2026/08/26110100.0%
kyaru (Rank 23)2026/08/2631233.3%
Kaz (Rank 25)2026/08/031010.0%
紫荆一头牛 (Rank 24)2026/08/0331233.3%
PockyAkira (Rank 21)2026/06/03440100.0%
家庭内最弱の剛君 (Rank 26)2026/06/021010.0%
dalmax72 (Rank 24)2026/05/2274357.1%
CELIS (Rank 27)2026/05/2132166.7%
oichanJP (Rank 27)2026/05/212020.0%
shinkita (Rank 22)2026/05/1743175.0%
doublehighz (Rank 21)2026/05/1721150.0%
moreru (Rank 22)2026/05/172020.0%
パニガーレ (Rank 24)2026/05/1621150.0%
タマゴン(GTR) (Rank 28)2026/05/1631233.3%
TOMORV (Rank 27)2026/05/1631233.3%
drnneb75 (Rank 24)2026/05/162020.0%
a_h_i_k_o (Rank 27)2026/05/1531233.3%
Sun-sin (Rank 21)2026/04/2621150.0%
ベギラゴン先輩 (Rank 26)2026/04/261010.0%
AcidNine-JPN (Rank 27)2026/04/191010.0%
暴れん棒2nd (Rank 26)2026/04/1831233.3%
ホンビノス (Rank 24)2026/04/1821150.0%
spiral (Rank 24)2026/04/1831233.3%
龍仙人【鬼手仏心】 (Rank 27)2026/04/1721150.0%

Round openings

Every character

backdash into Short Shoulder46P+K166.2%
crouch into down-back kick1K166.2%
backdash into backward movement145.5%
backdash into Spin Heel Sword4K+G114.3%
punchP114.3%
punchP into crouch103.9%
backdash into Long Stride Back Knuckle4P+K93.5%
Hide Side Kick (Deflect)P+K72.7%
crouch into Leg Slicer2K+G62.3%
crouch into Squat Straight62.3%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP51.9%
Slide Shuffle (Deflect)4P+K+G into Long Stride Back Knuckle4P+K51.9%
crouch into Lightning Kick 12K+G51.9%
punchP into Middle Smash6P51.9%
Jinraishou6P+K into Jinrai Santen6P+KPP41.6%

76 further openings account for the other 126 rounds.

Jacky

Career
195–202 · 49.1%
This season
24 matches · 54.2%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Spin Heel Sword4K+G1112.5%
backdash into Long Stride Back Knuckle4P+K910.2%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP55.7%
Slide Shuffle (Deflect)4P+K+G into Long Stride Back Knuckle4P+K55.7%
crouch into Lightning Kick 12K+G55.7%
crouch into Squat Straight2P55.7%
punchP into Middle Smash6P55.7%
Slide Shuffle (Deflect)4P+K+G into Beat KnuckleP+K44.5%
punchP33.4%
punchP into Rib CrushPP6PPP33.4%
Beat KnuckleP+K into Beat & Back KnuckleP+KP22.3%
High Angle Upper Kick6K22.3%
Squat Straight2P22.3%
forward dash into Rib CrushPP6PPP22.3%
punchP into Jab StraightPP22.3%

21 further openings account for the other 23 rounds.

Wolf

Career
38–47 · 44.7%
This season
17 matches · 29.4%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Short Shoulder46P+K1623.5%
crouch into down-back kick1K57.3%
punchP57.3%
punchP into crouch57.3%
backdash into Gasp Kneel Palm Bomb6P+K34.4%
backdash into backward movement34.4%
crouch into down kick+guard2K+G34.4%
forward movement into Elbow Butt4P34.4%
backdash into Deadly Move Front6P+K+G22.9%
backdash into Pounding Elbow9P+K22.9%
forward movement into Knuckle Part1PP22.9%
forward movement into Low Hammer2P22.9%
punchP into Arrow Knuckle3P22.9%
punchP into Body Blow6P22.9%
Comet Hook1P into Knuckle Part1PP11.5%

12 further openings account for the other 12 rounds.

Sarah

Career
60–72 · 45.5%
This season
14 matches · 42.9%
Peak rank
25

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hide Side Kick (Deflect)P+K712.1%
crouch into Leg Slicer2K+G610.3%
Stiletto66K into Quick Knee and Toe Kick6KK46.9%
backdash into backward movement46.9%
crouch into Long Snap Side Chop3P+K46.9%
evade up into backdash46.9%
Valkyrie Low1K+G35.2%
backdash into Crescent Heel4K+G35.2%
backdash into evade up35.2%
punchP35.2%
backdash into evade down23.5%
Back Spin KickK+G into Valkyrie Low1K+G11.7%
Crescent Heel4K+G into Valkyrie Low1K+G11.7%
Dragon Smash Cannon1K11.7%
Leg Slicer2K+G11.7%

11 further openings account for the other 11 rounds.

Eileen

Career
90–106 · 45.9%
This season
3 matches · 66.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Jinraishou6P+K into Jinrai Santen6P+KPP426.7%
backdash into Kesshi Hanbi46K+G320.0%
punchP into crouch213.3%
Douchu6P into Jouho Chu'un6PP16.7%
backdash into Touku Geimentai4K+G16.7%
backdash into backward movement16.7%
backward movement into crouch16.7%
crouch into down-back kick1K16.7%
up-back kick7K16.7%

Pai

Career
149–123 · 54.8%
This season
4 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into backward movement533.3%
crouch into down-back kick1K533.3%
evade up into Hi'en Rekkyaku9KK426.7%
punchP into crouch16.7%

Lau

Career
141–99 · 58.8%
This season
2 matches · 100.0%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into down-back kick1K444.4%
backdash into Sako Soushou4P+K111.1%
backdash into backward movement111.1%
backdash into evade down111.1%
backward movement111.1%
crouch into Renkanshou3PPP111.1%

Jeffry

Career
67–31 · 68.4%
This season
1 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Knee Push4K266.7%
crouch into down-back kick1K133.3%

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)
  • Wolf: not tested (too few rounds)
  • Sarah: not tested (too few rounds)
  • Eileen: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)