VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

ハミィ(DQ10の使者)

  • Goh
  • Lau
  • Akira
  • Shun
  • Lion
  • Jean
  • Taka
Career matches2,536
Career win rate56.4%
Round win rate54.6%
Peak rank30
Distinct opponents288
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1442 #2,398 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

Jacky2986945441552.2%
Goh3068035832252.6%
Jeffry—36421814659.9%
Lion2826516110460.8%
Lau271651036262.4%
Akira26103663764.1%
Shun2659451476.3%
Jean231916384.2%
Taka231210283.3%

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

2,256 of 2,376 rounds counted

8.2 inputs a second (490 a minute) this season. Faster than 74% of the 4,069 regulars with enough rounds counted to compare.

By character played

Goh8.0482960
Jacky8.3499432
Lau8.4503263
Akira8.1487224
Shun8.5510141
Lion8.0482154
Jean8.148655
Taka8.048027

By opponent's character

Akira8.3499325
Shun8.4502220
Wolf8.3499175
Jacky8.0477174
Pai8.1486153
Sarah8.2493139
Jeffry8.3496152
Kage8.1483136
Aoi7.9476140
Goh8.349899
Lion8.148494
Lau8.148582
Brad8.249157
Eileen7.746256
Jean8.048255
Lei Fei8.249259
Vanessa8.249253
El Blaze8.450545
Taka7.947529
Dural8.048113

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

Akira86483855.8%-0.9
Shun56302653.6%-2.4
Wolf50292158.0%+5.6
Jacky44242054.5%-2.8
Pai42261661.9%+2.4
Sarah37251267.6%+11.0
Jeffry36181850.0%-10.4
Kage36162044.4%-11.4
Aoi35231265.7%+7.6
Goh24141058.3%-1.1
Lion2416866.7%+8.6
Lau2091145.0%-11.4
Brad145935.7%-26.0
Eileen148657.1%-1.5
Jean148657.1%+3.6
Lei Fei1410471.4%+14.1
Vanessa149564.3%+9.2
El Blaze137653.9%-1.6
Taka97277.8%+17.3
Dural32166.7%-5.0

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.

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

Rectangle68363252.9%-2.9
Single Wall65392660.0%+6.2
Low Fence63382560.3%+0.6
Breakable Full Fence61313050.8%-6.5
Full Fence61352657.4%+0.3
Breakable Half Fence57322556.1%-2.1
Open54322259.3%+6.4
Half Fence51302158.8%-0.8
Octagon49321765.3%+9.1
Full Fence and Open34171750.0%-11.1

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
Walls34756.5%57.2%-0.7
No walls18259.9%56.0%+3.8

Walls against open: -4.6 points (95% range -14.2 to +5.1), p 0.353 — 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

hellohair (Rank 24)2026/10/1665183.3%
スナドリネコ (Rank 26)2026/10/1654180.0%
NEKOz (Rank 26)2026/10/1554180.0%
maniaki (Rank 25)2026/10/1452340.0%
MATSUNAGAAKIRA.REBOOT (Rank 26)2026/10/1484450.0%
Lucifer-1971 (Rank 24)2026/10/14440100.0%
tsuna-sand274 (Rank 26)2026/10/144040.0%
ER_higante (Rank 30)2026/10/1451420.0%
maximum_miruchi (Rank 21)2026/10/14660100.0%
BloodyMary4U_ (Rank 22)2026/10/14550100.0%
tmo555 (Rank 27)2026/10/11550100.0%
クロサギ@はなちゃん (Rank 31)2026/10/104040.0%
ありがとナス (Rank 23)2026/10/1064266.7%
kota_mofumofu (Rank 21)2026/10/02440100.0%
Go!飯饌GiI (Rank 29)2026/10/0254180.0%
イチゲン (Rank 30)2026/10/0265183.3%
kanreki-jijii (Rank 21)2026/10/0276185.7%
たけし (Rank 29)2026/09/2852340.0%
dr5046_ryo (Rank 30)2026/09/2664266.7%
simusimu500 (Rank 30)2026/09/2651420.0%
獣王(設定2) (Rank 29)2026/09/1741325.0%
たかティン (Rank 23)2026/09/15880100.0%
sawanoturu (Rank 26)2026/09/1343175.0%
ぽん (Rank 28)2026/08/2254180.0%
37 (Rank 29)2026/07/2453260.0%

Round openings

Every character

backdash into Spin Heel Sword4K+G1116.5%
backdash into Karura4P+K955.6%
punchP834.9%
backdash into guardG503.0%
backdash into Batousatsu3KP462.7%
backdash into evade up412.4%
kickK392.3%
Spinning Back Knuckle4P into Double Back Knuckle4PP372.2%
guardG331.9%
backdash into Maegeri3K281.6%
backdash into Sune Kudaki43P281.6%
punchP into crouch241.4%
punchP into Hiji'ate6P201.2%
crouch into Low Spin Kick1K+G191.1%
evade up191.1%

351 further openings account for the other 1,021 rounds.

Counted from 418 of the 519 matches played. The rest were not pulled for openings.

Goh

Career
358–322 · 52.6%
This season
234 matches · 50.4%
Peak rank
30

First hit in 62.4% of 785 rounds. Won 52.5% of the rounds they struck first, 52.9% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 34.7% of rounds, against 7.5% against everyone else.
  • In round 4 or later: opens with “backdash into G guard” in 9.7% of rounds, against 3.5% in their other rounds.
  • Against Jacky: opens with “backdash into G guard” in 13.8% of rounds, against 4.5% against everyone else.

How is this tested?

backdash into Karura4P+K9512.0%
backdash into Batousatsu3KP465.8%
backdash into guardG415.2%
kickK364.6%
punchP354.4%
backdash into Maegeri3K283.5%
backdash into Sune Kudaki43P283.5%
backdash into evade up283.5%
punchP into Hiji'ate6P202.5%
crouch into Maegeri3K172.1%
guardG162.0%
backdash into Kokuryusatsu Ichi46P+K151.9%
backdash into Kyousengeri46K151.9%
punchP into Tsurane ShoudaPP131.6%
evade up121.5%

128 further openings account for the other 345 rounds.

Counted from 192 of the 234 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira12–9 · 57%6–4 · 60%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.

42 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?

Jacky

Career
454–415 · 52.2%
This season
134 matches · 51.5%
Peak rank
29

First hit in 57.6% of 549 rounds. Won 54.4% of the rounds they struck first, 48.1% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 63.4% of rounds, against 32.2% in their other rounds.
  • Against Wolf: evades first in 30.0% of rounds, against 8.4% against everyone else.
  • After the opponent opened the round before by attacking: waits first in 20.0% of rounds, against 7.4% after anything else.

How is this tested?

backdash into Spin Heel Sword4K+G11120.1%
Spinning Back Knuckle4P into Double Back Knuckle4PP376.7%
punchP315.6%
crouch into Low Spin Kick1K+G193.4%
punchP into Jab StraightPP183.2%
punchP into Middle Smash6P173.1%
Beat KnuckleP+K into Beat & Back KnuckleP+KP162.9%
Jab StraightPP into Jab Double StraightPPP142.5%
Slant Back Knuckle1P into Rage Kick1PK122.2%
guardG112.0%
backdash into Beat & Back KnuckleP+KP101.8%
punchP into forward dash101.8%
evade down into Rage Kick1PK81.4%
backdash into evade up71.3%
punchP into crouch71.3%

106 further openings account for the other 225 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf8–4 · 67%4–7 · 36%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.

How is this tested?

Shun

Career
45–14 · 76.3%
This season
39 matches · 76.9%
Peak rank
26

First hit in 67.1% of 140 rounds. Won 67.0% of the rounds they struck first, 69.6% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Haisenchu1P1611.3%
crouch into Gyou'in Haishu3P96.4%
backdash into Rengeki Gakushu46PPP85.7%
punchP into RengekiPP85.7%
Tanhi ChougekiK+G64.3%
backdash into Gyou'in Haishu3P64.3%
backdash into guardG42.8%
guardG42.8%
punchP42.8%
Gyou'in Haishu3P32.1%
backdash into Getsuga Gakushu46P32.1%
backdash into Kasen Gyou'in6P+K+G32.1%
backdash into evade down32.1%
evade up32.1%
evade up into Koushu Rentai1KK32.1%

43 further openings account for the other 58 rounds.

Lion

Career
161–104 · 60.8%
This season
36 matches · 55.6%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sentai4K77.8%
punchP77.8%
backdash into Dantai3K66.7%
backdash into Kishitsu Kasensou43P44.4%
crouch into Dantai3K44.4%
crouch into Shicchi Soutai3K+G44.4%
punchP into Banchu6P44.4%
punchP into crouch44.4%
punchP into evade down44.4%
Koushu RensuiPP into Rensui SoushuPPP+K33.3%
backdash into Koushutai44K33.3%
backdash into guardG33.3%
punchP into Koushu RensuiPP33.3%
Banchu6P22.2%
backdash into Shicchi Soutai3K+G22.2%

26 further openings account for the other 30 rounds.

Counted from 21 of the 36 matches played. The rest were not pulled for openings.

Jean

Career
16–3 · 84.2%
This season
14 matches · 92.9%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P35.5%
Hizageri4K into Kousenshu4KP35.5%
backdash into Doumawashi Kaitengeri46K+G35.5%
punchP35.5%
punchP into Yoko'enpi6P35.5%
Oiseikenzuki (Deflect)236P+K into evade down23.6%
Shitanagi Shutou1P23.6%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK23.6%
backdash into Chudan Mawashigeri3K23.6%
backdash into Oishitazuki3PP23.6%
backdash into Shitanagi Shutou1P23.6%
Chudan Mawashigeri3K into Chudan~Joudan Mawashigeri3KK11.8%
Gyaku Seikenzuki66P into KounirenPP11.8%
Gyaku Seikenzuki66P into punchP11.8%
Oiseikenzuki (Deflect)236P+K into KounirenPP11.8%

24 further openings account for the other 24 rounds.

Akira

Career
66–37 · 64.1%
This season
54 matches · 61.1%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P into punchP718.4%
Souka Housui3P+K25.3%
backdash into evade up25.3%
evade up into Souka Housui3P+K25.3%
guardG into Souka Housui3P+K25.3%
Ekishou3P12.6%
Rimon Chouchu66P12.6%
backdash12.6%
backdash into Chouzan Housui46P+K12.6%
backdash into Hekishou43P12.6%
backdash into Jirou Tanzan4PP+K12.6%
backdash into Souka Housui3P+K12.6%
backdash into guardG12.6%
crouch into Sokutai3K12.6%
crouch into Souka Housui3P+K12.6%

13 further openings account for the other 13 rounds.

Counted from 10 of the 54 matches played. The rest were not pulled for openings.

Taka

Career
10–2 · 83.3%
This season
8 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kachi'age33P+K311.1%
kickK311.1%
backdash into punchP27.4%
evade up into evade down27.4%
punchP27.4%
Hiji'ate6P into punchP13.7%
KaminaridaikoK+G into Kaminaridaiko Hasami'uchiK+GP13.7%
Shimobarai1P into Susuharai1PP13.7%
Shita Harite2P into crouch13.7%
backdash into Dohyouwari43P13.7%
backdash into evade down13.7%
backdash into evade up13.7%
crouch into Takatsumehashi3P+K13.7%
crouch into Tsuyubarai2P+K13.7%
evade down13.7%

5 further openings account for the other 5 rounds.

Not counted here: Lau. 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 (30 here; about 1.5 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

  • Goh: 3 of 15 tests hold up
  • Jacky: 3 of 15 tests hold up
  • Shun: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Taka: not tested (too few rounds)