VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

GrandoBrando

  • Lion
Career matches600
Career win rate38.2%
Round win rate46.0%
Peak rank22
Distinct opponents89
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1158 #3,523 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

Jacky2230110219933.9%
Lion2229912717242.5%

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

1,373 of 1,373 rounds counted

7.8 inputs a second (466 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.9477764
Jacky7.5452609

By opponent's character

Akira7.8466164
Vanessa6.6397139
Aoi7.7459114
Sarah8.3497105
Kage8.450691
Shun8.0479105
El Blaze8.249570
Eileen7.645564
Pai7.444460
Wolf8.148966
Brad7.544860
Lei Fei7.746456
Goh7.947648
Lion9.054048
Taka7.746346
Lau7.746344
Jacky7.142744
Jean8.852826
Jeffry5.834923

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

Akira41221953.7%+9.9
Vanessa40261465.0%+22.9
Aoi2982127.6%-14.2
Sarah27151255.6%+9.5
Kage26151157.7%+15.7
Shun2681830.8%+2.6
El Blaze1851327.8%-8.5
Eileen167943.8%-3.3
Pai167943.8%+2.4
Wolf169756.2%+12.5
Brad158753.3%+5.6
Lei Fei1431121.4%-15.4
Goh1331023.1%-16.4
Lion1331023.1%-24.9
Taka123925.0%-18.4
Lau111109.1%-31.2
Jacky101910.0%-13.3
Jean62433.3%-10.6
Jeffry62433.3%-20.9

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

Open56282850.0%+5.7
Half Fence42172540.5%-3.0
Breakable Half Fence40132732.5%-9.2
Rectangle37142337.8%-5.1
Full Fence35161945.7%+2.6
Single Wall35142140.0%+2.1
Breakable Full Fence25141156.0%+23.3
Low Fence23121152.2%+5.3
Full Fence and Open1751229.4%-13.0
Octagon145935.7%-5.0

0 of 6 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 6 questions at once; about 0.3 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19340.9%41.2%-0.3
No walls11447.4%43.4%+3.9

Walls against open: -4.2 points (95% range -18.2 to +9.9), p 0.560 — 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

DEVOTED2TROPHIES (Rank 16)14140100.0%
DubstepEdgelord (Rank 18)1410471.4%
Matt (Rank 21)125741.7%
Wodin (Rank 23)1221016.7%
SpaceSong89 (Rank 21)107370.0%
a39611619 (Rank 21)104640.0%
Hcr_Aquinox (Rank 21)96366.7%
Sonnnnnnnnnn-1 (Rank 21)93633.3%
yoko_and_hiro (Rank 18)93633.3%
Dukes3285 (Rank 21)83537.5%
KaMAkAzIv2 (Rank 16)880100.0%
AmazedArts (Rank 23)72528.6%
Cloel1689 (Rank 20)71614.3%
Cooljerk (Rank 21)72528.6%
Emperor_Aztec (Rank 18)71614.3%
CoffeeCrusher (Rank 21)64266.7%
FamaMolinarius (Rank 9)64266.7%
Ju3da (Rank 16)62433.3%
DangerGenie (Rank 22)51420.0%
IronInvoker47 (Rank 12)54180.0%
Kephirat (Rank 24)5050.0%
Neat0Meat0 (Rank 12)51420.0%
gone_flag9 (Rank 11)51420.0%
sideswipe75x (Rank 24)52340.0%
truckstopchilidog (Rank 23)52340.0%

Most played opponents, most recent first

DangerGenie (Rank 22)2026/10/0951420.0%
Cloel1689 (Rank 20)2026/09/2771614.3%
Cooljerk (Rank 21)2026/09/2572528.6%
AmazedArts (Rank 23)2026/09/2472528.6%
a39611619 (Rank 21)2026/09/24104640.0%
sideswipe75x (Rank 24)2026/09/2452340.0%
DubstepEdgelord (Rank 18)2026/09/181410471.4%
KaMAkAzIv2 (Rank 16)2026/09/18880100.0%
Emperor_Aztec (Rank 18)2026/09/1871614.3%
Wodin (Rank 23)2026/09/161221016.7%
Dukes3285 (Rank 21)2026/09/1683537.5%
Ju3da (Rank 16)2026/09/1362433.3%
SpaceSong89 (Rank 21)2026/09/10107370.0%
CoffeeCrusher (Rank 21)2026/09/0864266.7%
Matt (Rank 21)2026/09/08125741.7%
Kephirat (Rank 24)2026/09/085050.0%
Sonnnnnnnnnn-1 (Rank 21)2026/09/0493633.3%
Hcr_Aquinox (Rank 21)2026/08/2896366.7%
DEVOTED2TROPHIES (Rank 16)2026/08/2714140100.0%
yoko_and_hiro (Rank 18)2026/08/2793633.3%
truckstopchilidog (Rank 23)2026/08/2652340.0%
Neat0Meat0 (Rank 12)2026/08/2551420.0%
IronInvoker47 (Rank 12)2026/08/2554180.0%
FamaMolinarius (Rank 9)2026/08/2564266.7%
gone_flag9 (Rank 11)2026/08/2451420.0%

Round openings

Every character

Juchou Senshou8P+K1319.8%
Middle Smash Back Knuckle6PP into Rib CrushPP6PPP1037.7%
Banchu6P into Banchu Renkanshu6PP947.0%
Senputai8K into Katoutai8KK624.6%
backdash into guardG413.1%
crouch into Senkyutai1K403.0%
punchP into Jab StraightPP342.5%
backdash into backward movement312.3%
Somersault Kick7K302.2%
punchP into Koushu RensuiPP282.1%
up-back kick7K282.1%
Jab StraightPP into Jab Double StraightPPP272.0%
forward movement into Renkan SenshouPPP261.9%
Koushu RensuiPP into Renkan SenshouPPP241.8%
Double Dragon9K201.5%

256 further openings account for the other 616 rounds.

Counted from 345 of the 355 matches played. The rest were not pulled for openings.

Lion

Career
127–172 · 42.5%
This season
198 matches · 41.9%
Peak rank
22

First hit in 52.1% of 760 rounds. Won 43.9% of the rounds they struck first, 47.0% of the rounds they were struck first.

Significant Tells

  • In round 1: moves in first in 22.7% of rounds, against 2.8% in their other rounds.
  • In round 1: opens with “P punch into PP Koushu Rensui” in 10.1% of rounds, against 1.4% in their other rounds.
  • After losing a round: opens with “6P Banchu into 6PP Banchu Renkanshu” in 16.6% of rounds, against 5.3% after winning one.
  • When behind: opens with “6P Banchu into 6PP Banchu Renkanshu” in 16.1% of rounds, against 6.6% when ahead or level.

How is this tested?

Juchou Senshou8P+K13117.1%
Banchu6P into Banchu Renkanshu6PP9412.3%
Senputai8K into Katoutai8KK628.1%
crouch into Senkyutai1K405.2%
punchP into Koushu RensuiPP283.7%
up-back kick7K283.7%
forward movement into Renkan SenshouPPP263.4%
Koushu RensuiPP into Renkan SenshouPPP243.1%
Juchou Teishitsu9K192.5%
Touku Gekishou9P172.2%
forward movement into Koushu RensuiPP162.1%
backdash into backward movement121.6%
forward movement into punchP121.6%
Senkyutai1K101.3%
punchP into RensuitaiPK101.3%

118 further openings account for the other 235 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–2 · 83%7–3 · 70%too few to test
Aoi5–11 · 31%2–3 · 40%too few to test
Kage9–5 · 64%6–1 · 86%too few to test
Sarah5–4 · 56%6–3 · 67%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?

Jacky

Career
102–199 · 33.9%
This season
157 matches · 41.4%
Peak rank
22

First hit in 42.0% of 564 rounds. Won 49.8% of the rounds they struck first, 45.6% of the rounds they were struck first.

Significant Tells

  • In round 1: backs off first in 27.2% of rounds, against 11.1% in their other rounds.
  • Against Vanessa: waits first in 19.6% of rounds, against 1.1% against everyone else.
  • After opening the round before by backing off: backs off first in 29.0% of rounds, against 7.6% after anything else.
  • After the opponent opened the round before by attacking: backs off first in 15.9% of rounds, against 5.2% after anything else.
  • After losing a round: attacks straight away in 86.6% of rounds, against 67.1% after winning one.
  • When ahead: waits first in 12.3% of rounds, against 1.4% when level or behind.
  • After being hit first in the round before: backs off first in 14.2% of rounds, against 5.6% after landing the first hit.
  • In round 1: opens with “backdash into G guard” in 11.6% of rounds, against 3.8% in their other rounds.
  • Against Vanessa: opens with “backdash into G guard” in 17.6% of rounds, against 3.2% against everyone else.

How is this tested?

Middle Smash Back Knuckle6PP into Rib CrushPP6PPP10318.0%
punchP into Jab StraightPP346.0%
backdash into guardG335.8%
Somersault Kick7K305.2%
Jab StraightPP into Jab Double StraightPPP274.7%
Double Dragon9K203.5%
guardG203.5%
Low Spin Kick1K+G193.3%
backdash into backward movement193.3%
backdash152.6%
forward movement into Jab Double StraightPPP132.3%
Middle Smash6P101.8%
Double Dragon9K into High Angle Upper Kick6K81.4%
forward movement into Jab StraightPP81.4%
kickK into Double Spinning KickKK71.2%

131 further openings account for the other 205 rounds.

Counted from 147 of the 157 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
Vanessa16–4 · 80%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.

10 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?

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 (31 here; about 1.6 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

  • Lion: 4 of 16 tests hold up
  • Jacky: 9 of 15 tests hold up