VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

やつき

  • Goh
Career matches1,003
Career win rate72.2%
Round win rate56.7%
Peak rank43
Distinct opponents61
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1994 #37 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

Jacky4393667326371.9%
Goh3667511676.1%

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

589 of 616 rounds counted

9.8 inputs a second (586 a minute) this season. Faster than 94% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky9.8590455
Goh9.5570134

By opponent's character

Akira9.9593105
Kage10.160380
Lion9.657551
Goh9.758143
Jeffry10.160838
Pai9.356038
Brad9.657426
Dural9.355928
Jacky10.462426
Taka9.758123
Aoi9.355623
Sarah10.462319
Shun9.657320
Eileen8.651719
Lei Fei9.959211
Wolf9.757914
El Blaze10.46268
Vanessa10.160410
Jean10.66363
Lau9.65764

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

Akira27151255.6%-10.9
Kage1913668.4%-2.9
Lion139469.2%+11.7
Goh117463.6%+1.1
Jeffry117463.6%-5.2
Pai96366.7%+8.1
Brad75271.4%+18.0
Dural73442.9%-23.9
Jacky76185.7%+22.7
Taka64266.7%+13.8
Aoi54180.0%+13.3
Sarah54180.0%+7.6
Shun52340.0%-25.6
Eileen42250.0%-18.2
Lei Fei330100.0%+37.4
Wolf31233.3%-33.2
El Blaze21150.0%-11.7
Vanessa21150.0%-14.9
Jean110100.0%+27.0
Lau110100.0%+40.7

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

Breakable Full Fence2415962.5%-3.5
Rectangle2191242.9%-25.0
Octagon2014670.0%+8.5
Low Fence1912763.2%-1.2
Single Wall1812666.7%+7.1
Open1713476.5%+10.3
Full Fence64266.7%-0.4
Full Fence and Open660100.0%+46.2
Half Fence54180.0%+12.1
Breakable Half Fence42250.0%-15.1

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
Walls8060.0%64.7%-4.7
No walls5468.5%64.0%+4.6

Walls against open: -9.3 points (95% range -26.2 to +7.7), p 0.284 — 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

manatsu_7 (Rank 42)2026/08/30220100.0%
毎度♪ (Rank 42)2026/08/302020.0%
Mochi/かしわもち (Rank 41)2026/08/3032166.7%
サバオリ (Rank 41)2026/08/3032166.7%
ドナドナ7 (Rank 39)2026/08/30220100.0%
ペペロンチーノ (Rank 1)2026/08/30220100.0%
ガチバン (Rank 42)2026/08/2132166.7%
亜希 (Rank 43)2026/08/2132166.7%
MAR-KUN888 (Rank 32)2026/06/22220100.0%
みんみんさん (Rank 34)2026/06/2243175.0%
しょべるん (Rank 38)2026/06/2232166.7%
かえる (Rank 37)2026/06/2243175.0%
KA-GO (Rank 40)2026/06/2052340.0%
ikkyusaaan (Rank 41)2026/06/2074357.1%
ひらがなであおき (Rank 42)2026/06/2043175.0%
ミスターDOPPO 山田勝巳 (Rank 42)2026/06/1932166.7%
k-wofs (Rank 42)2026/06/1932166.7%
おかし (Rank 41)2026/06/191991047.4%
カルティカ (Rank 41)2026/06/1943175.0%
マハリータまるこ (Rank 39)2026/06/1932166.7%
wasakon777 (Rank 42)2026/06/1951420.0%
『ρε』.α (Rank 40)2026/06/1932166.7%
gucchi_1222 (Rank 43)2026/06/1932166.7%
iiv272 (Rank 42)2026/06/1941325.0%
アルチャチャ (Rank 40)2026/06/1932166.7%

Round openings

Every character

backdash into Spin Heel Sword4K+G325.2%
backdash into evade down284.5%
backdash into Middle Smash6P243.9%
Dash Hammer Kick66K233.7%
punchP into Jab StraightPP223.6%
Middle Smash6P203.2%
forward dash into Low Spin Kick1K+G203.2%
backdash into evade up193.1%
backdash into High Angle Upper Kick6K182.9%
backdash into Soukyu46P162.6%
forward movement into Jab StraightPP142.3%
Hiji'ate6P132.1%
backdash into Middle Smash Sword6PK132.1%
forward dash into Slant Back Knuckle1P121.9%
forward dash into throwP+G121.9%

163 further openings account for the other 330 rounds.

Jacky

Career
673–263 · 71.9%
This season
116 matches · 61.2%
Peak rank
43

First hit in 55.3% of 481 rounds. Won 59.0% of the rounds they struck first, 50.2% of the rounds they were struck first.

Significant Tells

  • In round 2: backs off first in 55.7% of rounds, against 38.7% in their other rounds.
  • Against Akira: backs off first in 60.4% of rounds, against 37.5% against everyone else.
  • On Octagon stages: backs off first in 58.2% of rounds, against 38.0% on the other stages.
  • After opening the round before by attacking: attacks straight away in 36.4% of rounds, against 25.0% after anything else.
  • In round 1: opens with “P punch into PP Jab Straight” in 10.3% of rounds, against 2.7% in their other rounds.
  • Against Kage: opens with “6P Middle Smash” in 11.3% of rounds, against 2.9% against everyone else.
  • On Octagon stages: opens with “backdash into 4K+G Spin Heel Sword” in 13.4% of rounds, against 3.9% on the other stages.

How is this tested?

backdash into Spin Heel Sword4K+G326.6%
backdash into Middle Smash6P245.0%
Dash Hammer Kick66K234.8%
punchP into Jab StraightPP224.6%
Middle Smash6P204.2%
backdash into evade down204.2%
forward dash into Low Spin Kick1K+G204.2%
backdash into High Angle Upper Kick6K183.7%
backdash into evade up163.3%
forward movement into Jab StraightPP142.9%
backdash into Middle Smash Sword6PK132.7%
forward dash into Slant Back Knuckle1P122.5%
Squat Straight2P112.3%
forward dash into throwP+G112.3%
Slide Shuffle (Deflect)4P+K+G81.7%

113 further openings account for the other 218 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–10 · 50%2–2 · 50%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?

Goh

Career
51–16 · 76.1%
This season
32 matches · 75.0%
Peak rank
36

First hit in 58.2% of 134 rounds. Won 66.7% of the rounds they struck first, 55.4% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Soukyu46P1611.9%
Hiji'ate6P139.7%
backdash into evade down86.0%
Sune'uchi2P53.7%
forward dash into guardG53.7%
backdash into Batousatsu3KP43.0%
crouch dash forward into kickK43.0%
punchP into Tsurane ShoudaPP43.0%
backdash into evade up32.2%
crouch dash forward into guardG32.2%
forward dash into Tsukikage6K32.2%
forward movement into Tsurane ShoudaPP32.2%
forward movement into punchP32.2%
Ni'oudaoshi3K+G21.5%
Soukyu46P into forward movement21.5%

48 further openings account for the other 56 rounds.

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 (14 here; about 0.7 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

  • Jacky: 7 of 14 tests hold up
  • Goh: not tested (too few rounds)