VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

alger

  • Lau
  • Jeffry
  • Goh
  • Sarah
Career matches728
Career win rate89.4%
Round win rate71.9%
Peak rank40
Distinct opponents212
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1971 #57 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

Jacky403222804287.0%
Lau371351231291.1%
Jeffry35107971090.7%
Goh358377692.8%
Sarah358174791.4%

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

1,047 of 1,124 rounds counted

5.8 inputs a second (349 a minute) this season. Faster than 14% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.2374491
Lau5.6335182
Jeffry5.5327183
Goh5.332098
Sarah5.633593

By opponent's character

Akira5.9355141
Jacky6.036284
Lau5.734280
Sarah6.036278
Kage5.633467
Pai5.633767
Shun5.533270
Jeffry6.237056
Brad6.036164
Aoi5.834552
Goh5.835142
Jean5.734137
Lei Fei6.237436
Wolf5.935440
Eileen5.533034
El Blaze6.035937
Lion5.533234
Vanessa5.633817
Dural5.432411

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

Akira4443197.7%+10.3
Jacky2621580.8%-1.9
Lau2322195.7%+10.0
Sarah2118385.7%-2.2
Kage1916384.2%-4.5
Pai1814477.8%-11.4
Shun1817194.4%+5.9
Jeffry1715288.2%+2.2
Brad1613381.2%-2.8
Aoi1413192.9%+1.3
Goh1211191.7%-0.3
Jean1210283.3%-5.9
Lei Fei119281.8%-6.0
Wolf109190.0%+1.6
Eileen990100.0%+8.5
El Blaze98188.9%+1.9
Lion87187.5%-0.8
Vanessa73442.9%-37.4
Dural32166.7%-19.5

1 of 1 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 1 questions at once; about 0.1 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

Full Fence3731683.8%-2.3
Rectangle3632488.9%+3.5
Half Fence3531488.6%-0.1
Breakable Half Fence3328584.8%-0.2
Open3025583.3%-5.1
Breakable Full Fence2723485.2%-4.9
Low Fence2622484.6%-5.4
Octagon2523292.0%+3.9
Single Wall2019195.0%+8.0
Full Fence and Open1614287.5%-1.1

0 of 5 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 5 questions at once; about 0.2 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls19387.0%87.1%-0.0
No walls7686.8%88.4%-1.5

Walls against open: +1.5 points (95% range -7.2 to +10.2), p 0.735 — 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

ぁ     やごろ (Rank 36)2026/09/24330100.0%
雷電 (Rank 31)2026/09/2354180.0%
makoto.qo.op (Rank 22)2026/09/2332166.7%
rily-you (Rank 31)2026/09/22440100.0%
sentakuya_k (Rank 30)2026/09/12330100.0%
chileung18 (Rank 32)2026/09/11550100.0%
zephyr_dural (Rank 30)2026/09/10330100.0%
ドクダミふぇーい// (Rank 28)2026/07/31330100.0%
sukapuri (Rank 27)2026/07/31330100.0%
gonta_hawkfield (Rank 31)2026/07/3032166.7%
BANANA (Rank 30)2026/07/28330100.0%
FoooooL (Rank 36)2026/07/26220100.0%
たか (Rank 30)2026/07/20440100.0%
leifei14 (Rank 30)2026/07/10220100.0%
Sekine71 (Rank 31)2026/06/29220100.0%
oblmom (Rank 27)2026/06/2343175.0%
toothy-limb74 (Rank 25)2026/06/20330100.0%
だんだだん (Rank 26)2026/06/2032166.7%
smogh (Rank 21)2026/06/15220100.0%
時宣院日要 (Rank 12)2026/06/14220100.0%
easternyouth (Rank 9)2026/06/14220100.0%
supermaakun (Rank 12)2026/06/1432166.7%
BangJae (Rank 14)2026/06/14220100.0%
hiroron1222 (Rank 11)2026/06/14220100.0%
アドリブ使い (Rank 36)2026/04/11330100.0%

Round openings

Every character

forward movement into punchP13512.0%
backdash into Middle Spin Kick46K+G11810.5%
guardG into evade down817.2%
guardG484.3%
guardG into punchP484.3%
backdash into Double Hammer Down43P373.3%
backdash into Karura4P+K373.3%
forward movement into Jab Straight373.3%
evade down into guardG363.2%
backdash into Crescent Heel4K+G343.0%
backdash into evade down292.6%
backdash into Rising Hammer43PP232.0%
Shakashou3P into RenshouPP222.0%
Souko Sensou66P+K222.0%
Low Spin Kick191.7%

151 further openings account for the other 395 rounds.

Counted from 295 of the 297 matches played. The rest were not pulled for openings.

Jacky

Career
280–42 · 87.0%
This season
133 matches · 84.2%
Peak rank
40

First hit in 46.1% of 486 rounds. Won 73.2% of the rounds they struck first, 71.8% of the rounds they were struck first.

Significant Tells

  • In round 1: attacks straight away in 21.8% of rounds, against 5.3% in their other rounds.
  • Against Lau: waits first in 45.0% of rounds, against 19.4% against everyone else.
  • In round 1: opens with “forward movement into P punch” in 18.8% of rounds, against 4.4% in their other rounds.

How is this tested?

backdash into Middle Spin Kick46K+G11823.9%
guardG into evade down428.5%
forward movement into punchP418.3%
forward movement into Jab StraightPP326.5%
evade down into guardG214.2%
Low Spin Kick1K+G183.6%
guardG into punchP183.6%
guardG153.0%
Low Spin Kick1K+G into guardG142.8%
forward movement into Jab Double StraightPPP142.8%
backdash into Beat & Back KnuckleP+KP132.6%
backdash91.8%
backdash into Beat KnuckleP+K91.8%
backdash into evade down91.8%
backdash into Spin Heel Sword4K+G81.6%

51 further openings account for the other 113 rounds.

Lau

Career
123–12 · 91.1%
This season
52 matches · 92.3%
Peak rank
37

First hit in 46.2% of 199 rounds. Won 76.1% of the rounds they struck first, 70.1% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Shakashou3P into RenshouPP2211.0%
Souko Sensou66P+K2211.0%
RenshouPP into Renkanshou3PPP168.0%
backdash into Kosoushou46P136.5%
guardG126.0%
guardG into evade down126.0%
backdash into RenshouPP105.0%
backdash into Chisoutai2K+G94.5%
backdash into evade down94.5%
guardG into punchP73.5%
backdash into Renkanshou3PPP63.0%
Fukko Kensou1P52.5%
Fukko Kensou1P into guardG42.0%
Renkanshou3PPP into Renshou Tenshinkyaku3PPPK42.0%
backdash into guardG31.5%

32 further openings account for the other 46 rounds.

Jeffry

Career
97–10 · 90.7%
This season
49 matches · 91.8%
Peak rank
35

First hit in 61.1% of 180 rounds. Won 71.8% of the rounds they struck first, 72.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP5228.4%
backdash into Double Hammer Down43P3720.2%
backdash into Rising Hammer43PP2312.6%
guardG into evade down137.1%
guardG into punchP126.6%
guardG84.4%
Low Knuckle2P52.7%
Hammer Slide1P into Grizzly Hammer1PP31.6%
Dash Elbow66P21.1%
Tornado Punch44P21.1%
backdash into Megaton Knuckle43P+K21.1%
evade down into guardG21.1%
guardG into Low Knuckle2P21.1%
punchP21.1%
Dash Elbow66P into Dash Elbow Upper66PP10.6%

17 further openings account for the other 17 rounds.

Counted from 47 of the 49 matches played. The rest were not pulled for openings.

Goh

Career
77–6 · 92.8%
This season
37 matches · 91.9%
Peak rank
35

First hit in 65.7% of 140 rounds. Won 77.2% of the rounds they struck first, 62.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Karura4P+K3725.9%
forward movement into punchP2215.4%
guardG into evade down107.0%
backdash into Sune Kudaki43P96.3%
guardG into punchP96.3%
guardG85.6%
evade down into guardG42.8%
backdash into evade down32.1%
kickK32.1%
Hiji'ate6P21.4%
Kokuryusatsu Ichi46P+K into Kokuryusatsu Ni46P+KP21.4%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Ni~Tsukami46P+KPP+G21.4%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP21.4%
Sune Kudaki43P21.4%
backdash into punchP21.4%

25 further openings account for the other 26 rounds.

Sarah

Career
74–7 · 91.4%
This season
26 matches · 80.8%
Peak rank
35

First hit in 55.5% of 101 rounds. Won 76.8% of the rounds they struck first, 57.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Crescent Heel4K+G3433.7%
forward movement into punchP1716.8%
backdash into evade down76.9%
evade down into guardG65.9%
forward movement into Jab StraightPP55.0%
guardG55.0%
Low Spin Kick3K+G into guardG44.0%
guardG into evade down44.0%
evade down into Low Spin Kick3K+G33.0%
evade down into punchP33.0%
guardG into evade up22.0%
guardG into punchP22.0%
Long Snap Side Chop3P+K11.0%
Low Spin Kick3K+G11.0%
Sharpsword44K11.0%

6 further openings account for the other 6 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 (15 here; about 0.8 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: 3 of 15 tests hold up
  • Lau: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Sarah: not tested (too few rounds)