VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

king-tasumania

  • Dural
  • Jean
Career matches241
Career win rate87.1%
Round win rate72.1%
Peak rank35
Distinct opponents12
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1753 Not ranked yet: the list needs 50 matches. See 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

Jacky352131872687.8%
Dural272823582.1%
Jean26000—

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

86 of 86 rounds counted

7.4 inputs a second (444 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jacky7.746560
Dural6.840623
Jean6.23693

By opponent's character

Lion7.645524
Akira7.041712
Wolf6.840712
El Blaze8.14868
Jacky7.544810
Jeffry7.84666
Shun8.14887
Lau7.24304
Taka7.04213

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

Lion660100.0%+18.5
Akira330100.0%+10.3
Wolf31233.3%-56.6
El Blaze220100.0%+12.1
Jacky21150.0%-38.6
Jeffry220100.0%+14.3
Shun220100.0%+11.3
Lau110100.0%+21.3
Taka110100.0%+21.3

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 Fence42250.0%-38.6
Octagon440100.0%+12.3
Single Wall440100.0%+13.0
Breakable Half Fence330100.0%+18.3
Breakable Full Fence220100.0%+14.3
Full Fence and Open21150.0%-38.6
Low Fence220100.0%+14.0
Rectangle110100.0%+15.2

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
Walls1485.7%85.6%+0.1
No walls6100.0%88.6%+11.4

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

滝太郎(Takitarou) (Rank 30)2026/10/16110100.0%
Garuyan (Rank 30)2026/10/16110100.0%
oichanJP (Rank 27)2026/10/02110100.0%
kampfarkz (Rank 29)2026/10/0231233.3%
potimaru1059 (Rank 23)2026/09/30110100.0%
五寸釘くん (Rank 36)2026/09/1721150.0%
インド人を右に (Rank 33)2026/09/14220100.0%
のみ (Rank 35)2026/09/11330100.0%
タイヨウ (Rank 33)2026/09/09220100.0%
太鼓の別人@夏Bonus無し (Rank 32)2026/09/05220100.0%
くろなぎ (Rank 30)2026/07/23220100.0%
cokeshi (Rank 29)2026/05/21220100.0%

Round openings

Every character

Middle Smash6P1519.0%
backdash into evade down911.4%
backdash into Spin Heel Sword4K+G78.9%
backdash into evade up45.1%
backward movement into evade down33.8%
Middle Smash6P into crouch dash forward22.5%
Middle Spin Kick46K+G22.5%
Squat Straight2P22.5%
Squat Straight2P into forward movement22.5%
backward movement into backdash22.5%
forward dash into Low Spin Kick1K+G22.5%
Bil Jee6P+K11.3%
Dragon Combination 11P+K into Double Spinning KickKK11.3%
Groin Kick6K+G11.3%
Low Spin Kick1K+G11.3%

25 further openings account for the other 25 rounds.

Counted from 20 of the 22 matches played. The rest were not pulled for openings.

Jacky

Career
187–26 · 87.8%
This season
15 matches · 93.3%
Peak rank
35

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P1525.0%
backdash into Spin Heel Sword4K+G711.7%
backdash into evade down35.0%
backdash into evade up35.0%
Middle Smash6P into crouch dash forward23.3%
Middle Spin Kick46K+G23.3%
Squat Straight2P23.3%
Squat Straight2P into forward movement23.3%
backward movement into backdash23.3%
forward dash into Low Spin Kick1K+G23.3%
Bil Jee6P+K11.7%
Dragon Combination 11P+K into Double Spinning KickKK11.7%
Groin Kick6K+G11.7%
Low Spin Kick1K+G11.7%
Low Spin Kick1K+G into evade down11.7%

15 further openings account for the other 15 rounds.

Dural

Career
23–5 · 82.1%
This season
6 matches · 66.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade down637.5%
backward movement into evade down212.5%
backdash into Attai2K16.2%
backdash into Nagiharai3KP16.2%
backdash into Soukyu46P16.2%
backdash into back kick+guard4K+G16.2%
backdash into down, down-forward punch+kick23P+K16.2%
backdash into down-forward punch+kick3P+K16.2%
backdash into punchP16.2%
backward movement into guardG16.2%

Counted from 4 of the 6 matches played. The rest were not pulled for openings.

Jean

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Agezuki3P+K133.3%
backdash into evade up133.3%
backward movement into Gyaku Seikenzuki66P133.3%

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)
  • Dural: not tested (too few rounds)
  • Jean: not tested (too few rounds)