VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

ひろくん

  • El Blaze
  • Wolf
  • Goh
  • Kage
  • Akira
Career matches927
Career win rate61.9%
Round win rate54.4%
Peak rank30
Distinct opponents80
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1546 #1,698 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

Jacky3038723415360.5%
El Blaze302191407963.9%
Wolf282031257861.6%
Goh2496554157.3%
Kage232220290.9%
Akira21000—

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

803 of 803 rounds counted

7.7 inputs a second (460 a minute) this season. Faster than 64% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.0480280
El Blaze7.5453240
Wolf7.3439200
Goh7.746167
Kage7.343911
Akira8.35005

By opponent's character

Akira7.6455110
Jacky8.048197
Pai7.746083
Aoi7.545275
Jean7.947462
Shun7.343665
El Blaze7.444345
Lion7.544852
Goh7.846646
Wolf8.148835
Kage7.645533
Sarah7.545130
Eileen7.343818
Jeffry7.947213
Lau8.450615
Brad7.44428
Vanessa8.04789
Dural7.54473
Taka7.44434

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

Akira29151451.7%-5.1
Jacky2415962.5%+7.0
Pai2113861.9%-3.6
Aoi1912763.2%+2.1
Jean1661037.5%-17.9
Shun1610662.5%+5.9
El Blaze1210283.3%+24.4
Lion1211191.7%+30.8
Goh105550.0%-8.7
Wolf92722.2%-31.1
Kage85362.5%-1.5
Sarah85362.5%+1.5
Eileen43175.0%+14.4
Jeffry32166.7%+16.5
Lau3030.0%-60.5
Brad220100.0%+19.9
Vanessa2020.0%-62.0
Dural110100.0%+44.9
Taka110100.0%+25.1

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

Single Wall29181162.1%-0.9
Open2718966.7%+10.2
Rectangle24131154.2%-4.1
Full Fence2213959.1%+4.6
Breakable Half Fence169756.2%-5.4
Octagon169756.2%-5.7
Low Fence157846.7%-13.4
Breakable Full Fence1410471.4%+10.4
Half Fence136746.1%-12.9
Full Fence and Open128466.7%+6.9

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
Walls10557.1%58.9%-1.7
No walls7160.6%60.2%+0.4

Walls against open: -2.1 points (95% range -19.4 to +15.2), p 0.812 — 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

肉彦さん☆彡 (Rank 31)2026/10/1631233.3%
服部 膵臓 (Rank 30)2026/10/1632166.7%
MASTER-J (Rank 30)2026/10/1572528.6%
LSt_14 (Rank 31)2026/10/1575271.4%
diev80 (Rank 31)2026/10/1543175.0%
NEKOz (Rank 29)2026/10/1143175.0%
okb@j>おーけーびー (Rank 30)2026/10/0974357.1%
pallmtree (Rank 30)2026/10/0952340.0%
[Garnet]agingcurvedAjeossi (Rank 25)2026/10/09440100.0%
兀庵☆ (Rank 30)2026/10/0642250.0%
fazz00r (Rank 29)2026/09/2942250.0%
MIES/ミース (Rank 30)2026/09/2842250.0%
r1s1d8 (Rank 26)2026/09/2832166.7%
ジャキる。 (Rank 31)2026/09/2754180.0%
下汁 (Rank 25)2026/09/2752340.0%
ちょいそる (Rank 28)2026/09/1543175.0%
Jyuryoku_Eileen (Rank 25)2026/09/1474357.1%
ガンジャッキー(bunbun) (Rank 25)2026/09/14330100.0%
どろパイ (Rank 29)2026/09/1332166.7%
あなたのかみさま (Rank 24)2026/09/0754180.0%
失礼!スマッシュ☆彡 (Rank 27)2026/09/06330100.0%
たわばTAWABA (Rank 27)2026/08/31330100.0%
a_h_i_k_o (Rank 26)2026/08/3162433.3%
あかげら (Rank 23)2026/08/31660100.0%
委員ちょ (Rank 21)2026/08/29330100.0%

Round openings

Every character

forward movement into punchP478.2%
guardG into evade up457.8%
Middle Smash6P366.2%
Middle Smash6P into kickK274.7%
forward movement into Quick HookPP213.6%
Demon Dance9P+K into Demon's Tail9P+KK173.0%
guardG152.6%
guardG into Smash Straight3P111.9%
forward movement into Jab Double StraightPPP101.7%
guardG into evade down101.7%
Dash Hammer Kick66K91.6%
crouch dash forward into Straight6P+K81.4%
crouch into Low Hammer2P81.4%
crouch into Sit Jab2P81.4%
crouch into Squat Straight2P81.4%

170 further openings account for the other 296 rounds.

Counted from 145 of the 200 matches played. The rest were not pulled for openings.

Jacky

Career
234–153 · 60.5%
This season
69 matches · 50.7%
Peak rank
30

First hit in 56.6% of 233 rounds. Won 55.3% of the rounds they struck first, 50.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Middle Smash6P3615.4%
Middle Smash6P into kickK2711.6%
guardG into evade up156.4%
guardG into Smash Straight3P114.7%
forward movement into Jab Double StraightPPP104.3%
Dash Hammer Kick66K93.9%
crouch into Squat Straight2P83.4%
crouch dash back into Spin Heel Sword4K+G73.0%
crouch into Slant Back Knuckle1P73.0%
forward movement into punchP73.0%
Slant Back Knuckle1P62.6%
crouch dash forward into throwP+G41.7%
forward movement into Jab StraightPP41.7%
Slant Back Knuckle1P into Rage Kick1PK31.3%
Slant Back Knuckle1P into kickK31.3%

58 further openings account for the other 76 rounds.

Counted from 58 of the 69 matches played. The rest were not pulled for openings.

El Blaze

Career
140–79 · 63.9%
This season
60 matches · 56.7%
Peak rank
30

First hit in 47.1% of 187 rounds. Won 60.2% of the rounds they struck first, 49.5% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into Quick HookPP2111.2%
Demon Dance9P+K into Demon's Tail9P+KK179.0%
guardG into evade up179.0%
forward movement into punchP105.3%
crouch dash forward into Straight6P+K84.3%
crouch into Sit Jab2P84.3%
guardG73.7%
evade up into Straight6P+K63.2%
forward movement into Keen Edge ComboPPP63.2%
guardG into evade down63.2%
crouch dash back into Demon's Tail9P+KK52.7%
guardG into Straight6P+K52.7%
Shadow Strike6P42.1%
crouch dash forward into Volcano Upper4P+K42.1%
evade up into crouch dash back42.1%

46 further openings account for the other 60 rounds.

Counted from 47 of the 60 matches played. The rest were not pulled for openings.

Wolf

Career
125–78 · 61.6%
This season
50 matches · 62.0%
Peak rank
28

First hit in 53.2% of 109 rounds. Won 60.3% of the rounds they struck first, 62.8% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP2724.8%
guardG into evade up98.3%
crouch into Low Hammer2P87.3%
guardG into Arrow Knuckle3P54.6%
forward movement into Jab StraightPP43.7%
guardG43.7%
guardG into Regret Discharge33P+K32.8%
Elbow Butt4P21.8%
Screw Hook63214P into Screw Lariat63214PP21.8%
backdash into evade up21.8%
crouch dash forward into Arrow Knuckle3P21.8%
crouch dash forward into Elbow Butt4P21.8%
crouch dash forward into Heavy Middle Kick3K+G21.8%
evade down into crouch dash forward21.8%
guardG into Quick Shoulder66P+K21.8%

31 further openings account for the other 33 rounds.

Counted from 28 of the 50 matches played. The rest were not pulled for openings.

Goh

Career
55–41 · 57.3%
This season
17 matches · 82.3%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

guardG into evade up411.8%
guardG38.8%
Hiji'ate6P into forward movement25.9%
crouch dash forward into Kirin33P25.9%
crouch into Sune'uchi2P25.9%
forward dash into Tsukikage6K25.9%
forward movement into punchP25.9%
guardG into Kirin33P25.9%
guardG into Raikou3P25.9%
Garyu66K12.9%
Hiji'ate6P12.9%
Hiji'ate6P into evade up12.9%
Ni'oudaoshi3K+G12.9%
Raikou3P into evade up12.9%
Soukyu46P12.9%

7 further openings account for the other 7 rounds.

Counted from 9 of the 17 matches played. The rest were not pulled for openings.

Kage

Career
20–2 · 90.9%
This season
3 matches · 100.0%
Peak rank
23

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Hiji'uchi6P342.9%
crouch dash back into Fusen Renkyaku6K+G228.6%
crouch into Jizuridan2P114.3%
guardG into Fusenjin3P114.3%

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

Akira

Career
0–0 · —
This season
1 matches · 100.0%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rimon Chouchu66P360.0%
forward movement into punchP120.0%
guardG into evade down120.0%

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)
  • El Blaze: not tested (too few rounds)
  • Wolf: not tested (too few rounds)
  • Goh: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Akira: not tested (too few rounds)