VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

akd-saka1067

  • Jeffry
  • Akira
  • Lau
  • Lion
  • Dural
  • Kage
  • Wolf
  • Brad
  • Taka
Career matches1,275
Career win rate45.8%
Round win rate46.8%
Peak rank23
Distinct opponents54
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1155 #3,530 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

Jacky2328712316442.9%
Wolf2324712512250.6%
Lion22173819246.8%
Jeffry21164758945.7%
Lau21130458534.6%
Dural23113644956.6%
Akira1892355738.0%
Kage2161322952.5%
Brad164040.0%
Taka16330100.0%
Sarah—110100.0%

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

511 of 541 rounds counted

8.6 inputs a second (516 a minute) this season. Faster than 81% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jeffry8.4504123
Jacky9.4564107
Akira8.450564
Lau8.852858
Lion8.852755
Dural8.349618
Kage8.047844
Wolf7.444322
Brad8.651512
Taka8.35008

By opponent's character

Aoi8.249077
Akira8.651770
Jeffry8.651663
Lau8.852849
Jacky9.355636
Lion8.751934
Kage8.651631
Jean8.450726
Shun8.752126
El Blaze8.551123
Sarah9.154618
Pai8.551014
Wolf8.551017
Eileen8.752210
Goh9.35616
Taka7.34367
Lei Fei8.75234

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

Aoi22111150.0%+3.2
Akira1851327.8%-16.5
Jeffry158753.3%+14.2
Lau125741.7%-5.8
Jacky115645.5%-1.7
Lion96366.7%+16.2
Kage82625.0%-7.9
Jean73442.9%+1.0
Shun73442.9%+7.4
El Blaze62433.3%-9.0
Sarah64266.7%+27.4
Pai4040.0%-45.1
Wolf42250.0%+4.6
Eileen2020.0%-47.1
Goh2020.0%-22.3
Taka220100.0%+37.2
Lei Fei110100.0%+72.4

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 Fence1871138.9%-9.9
Breakable Half Fence179852.9%+13.9
Low Fence178947.1%+5.6
Full Fence1541126.7%-16.2
Single Wall156940.0%-0.4
Octagon125741.7%-5.1
Breakable Full Fence105550.0%+7.8
Rectangle95455.6%+9.8
Full Fence and Open63350.0%+7.2
Open53260.0%+22.6

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
Walls8143.2%44.0%-0.8
No walls3745.9%40.9%+5.0

Walls against open: -5.8 points (95% range -28.9 to +17.2), p 0.619 — 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

おぺ (Rank 13)2026/09/2621150.0%
カキツバタ (Rank 16)2026/09/26220100.0%
チーム拓る ばくだん (Rank 17)2026/09/2251420.0%
yagi[JP] (Rank 19)2026/09/1894544.4%
エリオ (Rank 15)2026/09/158080.0%
ヒルヒル (Rank 12)2026/09/1421150.0%
minato (Rank 21)2026/09/142020.0%
サーちゃん (Rank 22)2026/09/13220100.0%
委員ちょ (Rank 21)2026/09/1365183.3%
dalmax72 (Rank 24)2026/09/06179852.9%
けつ毛バーガーking (Rank 23)2026/09/044040.0%
Lauaki_I`mserious (Rank 22)2026/08/3143175.0%
インドラー (Rank 22)2026/08/303030.0%
パニガーレ (Rank 24)2026/08/302020.0%
シゲオ (Rank 23)2026/08/292020.0%
廿撚二 (Rank 21)2026/08/264040.0%
とかげ (Rank 16)2026/08/232020.0%
omuretukun (Rank 21)2026/08/0532166.7%
HUN (Rank 22)2026/08/0432166.7%
wakusan (Rank 24)2026/07/2931233.3%
hitokabe2003 (Rank 24)2026/07/272020.0%
Roden486 (Rank 14)2026/06/15220100.0%
アル (Rank 21)2026/06/0963350.0%
KAISER (Rank 24)2026/06/092020.0%
ズサ齋藤 (Rank 24)2026/05/182020.0%

Round openings

Every character

guardG into evade down234.3%
crouch into Middle Kick3K163.0%
guardG into evade up152.8%
forward dash into throwP+G132.4%
Dash Elbow66P into Dash Elbow Upper66PP122.2%
backdash into Tsunami Beat3K+G112.1%
guardG into Knee Push Wild Hook4KP101.9%
guardG into Middle Kick3K101.9%
Elbow Butt6P into Elbow Hammer6PP91.7%
crouch into Nirenkyaku3KK91.7%
crouch into Side Kick3K81.5%
guardG into Senchutai3K81.5%
Slant Back Knuckle1P into Rage Kick1PK71.3%
backdash into Tanhikyaku46K61.1%
crouch into Dantai3K61.1%

238 further openings account for the other 371 rounds.

Counted from 134 of the 136 matches played. The rest were not pulled for openings.

Jeffry

Career
75–89 · 45.7%
This season
31 matches · 45.2%
Peak rank
21

First hit in 53.7% of 123 rounds. Won 48.5% of the rounds they struck first, 47.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Dash Elbow66P into Dash Elbow Upper66PP129.8%
backdash into Tsunami Beat3K+G118.9%
guardG into Knee Push Wild Hook4KP108.1%
Elbow Butt6P into Elbow Hammer6PP97.3%
crouch into Side Kick3K86.5%
guardG into evade down75.7%
guardG into evade up75.7%
backdash into Side Kick3K43.2%
punchP into Knuckle KickPK43.2%
Middle Hell Stab6P+K32.4%
Hammer Slide1P into Grizzly Hammer1PP21.6%
Knee Push4K into Knee Push Wild Hook4KP21.6%
backdash into Double Hammer Down43P21.6%
backdash into Heavy Back Knuckle4P21.6%
backdash into Toe Kick2K21.6%

34 further openings account for the other 38 rounds.

Jacky

Career
123–164 · 42.9%
This season
26 matches · 42.3%
Peak rank
23

First hit in 54.8% of 104 rounds. Won 52.6% of the rounds they struck first, 36.2% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Middle Kick3K1615.4%
guardG into Middle Kick3K109.6%
Slant Back Knuckle1P into Rage Kick1PK76.7%
backdash into Beat KnuckleP+K43.9%
backdash into Spinning Back Knuckle4P43.9%
guardG into Slant Back Knuckle1P43.9%
guardG into evade down43.9%
Slant Back Knuckle1P32.9%
forward movement into kickK32.9%
guardG into High Angle Upper Kick6K32.9%
guardG into Rage Kick1PK32.9%
Jab StraightPP into Jab Double StraightPPP21.9%
Slant Back Knuckle1P into backward movement21.9%
Slide Shuffle (Deflect)4P+K+G into crouch21.9%
Slide Shuffle (Deflect)4P+K+G into crouch dash forward21.9%

28 further openings account for the other 35 rounds.

Counted from 25 of the 26 matches played. The rest were not pulled for openings.

Akira

Career
35–57 · 38.0%
This season
15 matches · 46.7%
Peak rank
18

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P57.8%
forward dash into throwP+G57.8%
guardG into Sokutai3K57.8%
guardG into evade up57.8%
backdash into Jouho Senshou46P46.2%
forward dash into Jouho Touken6P46.2%
guardG into Souka Housui3P+K34.7%
Jouho Touken6P23.1%
Souka Housui3P+K23.1%
crouch dash forward into Souka Housui3P+K23.1%
crouch dash forward into Youhou33P23.1%
crouch into Sokutai3K23.1%
forward dash into forward punch+kick6P+K23.1%
Geimon Tessen46P+K+G11.6%
Jouho Senshou46P11.6%

19 further openings account for the other 19 rounds.

Lau

Career
45–85 · 34.6%
This season
15 matches · 33.3%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into Senchutai3K813.8%
crouch into Senchutai3K610.3%
crouch into down-back kick1K46.9%
Fukko Kensou1P35.2%
backdash into Kensou4P35.2%
backdash into Saishikkyaku4K35.2%
crouch into Chisoutai2K+G35.2%
guardG into Saishikkyaku4K35.2%
guardG into evade down35.2%
Chisoutai2K+G11.7%
Chugeki6P into forward dash11.7%
Gako Choushitsu6K11.7%
RenshouPP into Renshou Senputai3PPK11.7%
Rouko Tankai6P+K11.7%
backdash into Chisoutai2K+G11.7%

16 further openings account for the other 16 rounds.

Lion

Career
81–92 · 46.8%
This season
15 matches · 46.7%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Tanhikyaku46K610.9%
crouch into Dantai3K610.9%
Kishitsu Kasensou43P35.5%
guardG into evade down35.5%
Koushu RensuiPP into Rensui SoushuPPP+K23.6%
Senkyutai1K into kickK23.6%
backdash into In'you4P23.6%
crouch into Senkyutai1K23.6%
forward dash into throwP+G23.6%
guardG into Tanhikyaku46K23.6%
Banchu6P11.8%
Banchu6P into Banchu Renkanshu6PP11.8%
Dantai3K11.8%
Juchou Senshou8P+K11.8%
Taizan Soukoushu4P+K11.8%

20 further openings account for the other 20 rounds.

Kage

Career
32–29 · 52.5%
This season
10 matches · 20.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

crouch into Nirenkyaku3KK920.4%
guardG into evade down613.6%
backdash into Gen'you4K+G49.1%
crouch into Tsumujigeri2K+G36.8%
Senpujin2P+K into down, forward punch+kick+guard26P+K+G24.5%
guardG into Nakageri3K24.5%
Doukudaki46K12.3%
Rasen Fujin3KP into Rasen Kouryujin3KPP12.3%
backdash into Doukudaki46K12.3%
backdash into Fujinkyaku46K+G12.3%
backdash into Rasen4P12.3%
backdash into Ryubisen44K+G12.3%
backdash into Senpujin2P+K12.3%
backdash into Shippuzan3PP12.3%
backdash into forward kick6K12.3%

9 further openings account for the other 9 rounds.

Dural

Career
64–49 · 56.6%
This season
10 matches · 40.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Slant Back Knuckle1P into High Spin Kick1PK37.9%
crouch into down-forward kick+guard3K+G37.9%
forward dash into forward, forward kick+guard66K+G37.9%
guardG into Nakageri3K37.9%
punchP into Punch High KickPK37.9%
crouch into Backer Shift Combination3KKKK25.3%
crouch into down kick+guard2K+G25.3%
forward dash into throwP+G25.3%
Dragon Smash Cannon1K12.6%
backdash12.6%
backdash into Attai2K12.6%
backdash into Spinning Savate6KKK12.6%
backdash into back kick+guard4K+G12.6%
backdash into back, down-forward kick+guard43K+G12.6%
backdash into evade up12.6%

10 further openings account for the other 10 rounds.

Wolf

Career
125–122 · 50.6%
This season
9 matches · 88.9%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

evade down into Elbow Butt4P39.4%
guardG into Low Drop Kick62K39.4%
punchP into Hammer KickPK39.4%
backdash into Heavy Middle Kick3K+G26.2%
crouch dash forward into Arrow Knuckle3P26.2%
forward dash into throwP+G26.2%
punchP into kickK26.2%
Body Blow6P into Rolling Back Elbow6PP+K13.1%
Body Blow6P into forward dash13.1%
Death ScytheK+G into evade up13.1%
Elbow Butt4P into Jab StraightPP13.1%
Elbow Butt4P into One Two UpperPPP13.1%
Elbow Butt4P into forward dash13.1%
Screw Hook63214P into Screw Lariat63214PP13.1%
backdash into Mow Down Chop1P+K13.1%

7 further openings account for the other 7 rounds.

Brad

Career
0–4 · 0.0%
This season
3 matches · 0.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Ga MuayP+K+G112.5%
Jolt Upper3P into Jolt Upper~Spin Kick3PK112.5%
Rapid Double JabP+K into Rapid CombinationP+KPP112.5%
backdash112.5%
backdash into Stop Kick4K112.5%
crouch into Jaguar Tail2K+G112.5%
guardG into Middle Spin Kick66K112.5%
punchP into forward dash112.5%

Counted from 2 of the 3 matches played. The rest were not pulled for openings.

Taka

Career
3–0 · 100.0%
This season
2 matches · 50.0%
Peak rank
16

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Kirikabu Kudaki1P+K225.0%
Morotezuki66P into Morote Tsuppari66PP112.5%
Tsuppari 3PPP into Tsuppari 4PPPP112.5%
backdash into Gozougeri4K112.5%
evade down into Hiji'ate6P112.5%
kickK112.5%
punchP into Kumoyaburi4P+K112.5%

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

  • Jeffry: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Dural: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Brad: not tested (too few rounds)
  • Taka: not tested (too few rounds)