VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10 · Region: North America

Jacky

knights0719

  • Brad
Career matches2,930
Career win rate55.7%
Round win rate56.8%
Peak rank39
Distinct opponents159
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1848 #252 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

Jacky392,7641,4981,26654.2%
Brad351661353181.3%

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

1,306 of 1,494 rounds counted

8.0 inputs a second (480 a minute) this season. Faster than 71% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky8.1486883
Brad7.8466423

By opponent's character

Kage7.9474181
Akira7.9476165
Sarah8.1486126
Jacky8.1488106
Lion7.947671
Vanessa8.048280
Jean8.047979
Lau8.148471
Pai7.746169
Brad8.148449
Jeffry8.249149
Wolf8.651856
Shun7.947449
El Blaze8.048224
Goh7.846730
Lei Fei7.746030
Aoi7.847041
Eileen7.645726
Taka8.75224

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

Kage48282058.3%-5.3
Akira47272057.5%-6.8
Sarah30191163.3%-2.0
Jacky2823582.1%+20.6
Lion26161061.5%+8.5
Vanessa23101343.5%-21.5
Jean2214863.6%+0.9
Lau22121054.5%-8.5
Pai1813572.2%+9.1
Brad169756.2%-11.1
Jeffry1511473.3%+6.4
Wolf148657.1%-11.8
Shun1210283.3%+22.0
El Blaze117463.6%-5.0
Goh118372.7%+7.7
Lei Fei119281.8%+18.2
Aoi96366.7%+9.6
Eileen75271.4%+5.1
Taka1010.0%-72.2

0 of 3 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 3 questions at once; about 0.2 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

Single Wall48291960.4%-2.8
Breakable Full Fence4031977.5%+18.9
Octagon38201852.6%-14.3
Open37251267.6%+5.9
Breakable Half Fence36231363.9%+1.3
Low Fence36261072.2%+8.5
Rectangle35171848.6%-16.2
Full Fence29171258.6%-9.5
Half Fence2617965.4%+2.6
Full Fence and Open1810855.6%-5.4

0 of 7 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 7 questions at once; about 0.4 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls20461.3%63.6%-2.3
No walls12166.1%63.1%+3.0

Walls against open: -5.3 points (95% range -16.6 to +6.0), p 0.357 — 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

BANANA (Rank 30)2026/09/1354180.0%
金子です (Rank 32)2026/09/0676185.7%
paoya0423 (Rank 34)2026/09/0695455.6%
LSt_14 (Rank 33)2026/09/0664266.7%
クロサギ@はなちゃん (Rank 29)2026/09/0653260.0%
YETI-2025 (Rank 29)2026/09/0698188.9%
ジャキる。 (Rank 29)2026/09/0686275.0%
マーウォ (Rank 39)2026/08/0461516.7%
NORESPECT (Rank 35)2026/08/04440100.0%
へっぽこラウ (Rank 36)2026/08/0353260.0%
지금바다가면죽습니다. (Rank 39)2026/08/0341325.0%
小名浜DC (Rank 37)2026/07/0342250.0%
RUSH (Rank 37)2026/07/034040.0%
Wallaby360 (Rank 37)2026/06/2797277.8%
cyomiko (Rank 39)2026/06/2742250.0%
吉良吉カゲ (Rank 37)2026/06/2751420.0%
おこげ (Rank 36)2026/06/27440100.0%
hattori1357 (Rank 36)2026/06/2774357.1%
CoCoSyrup (Rank 38)2026/06/2553260.0%
jijitax4 (Rank 37)2026/06/1965183.3%
ちび太☆らふぁ~る (Rank 41)2026/06/1953260.0%
ゆい (Rank 36)2026/06/19550100.0%
gucchi_1222 (Rank 39)2026/06/1963350.0%
fukuchan_tenjin (Rank 38)2026/06/1763350.0%
かべごん (Rank 38)2026/06/1641325.0%

Round openings

Every character

forward movement into punchP20313.6%
Middle Smash6P755.0%
backdash into evade down684.5%
Dash Hammer Kick66K674.5%
crouch dash forward into guardG664.4%
Middle Spin Kick382.5%
backdash into evade up352.3%
backdash into Spin Heel Sword4K+G302.0%
Squat Straight2P into backdash261.7%
crouch dash forward into Slant Back Knuckle1P241.6%
punchP241.6%
crouch dash forward into Squat Straight2P211.4%
crouch dash forward into evade down211.4%
Squat Straight2P181.2%
forward dash into Low Spin Kick1K+G171.1%

249 further openings account for the other 761 rounds.

Jacky

Career
1,498–1,266 · 54.2%
This season
263 matches · 55.1%
Peak rank
39

First hit in 50.9% of 1,069 rounds. Won 56.4% of the rounds they struck first, 47.2% of the rounds they were struck first.

Significant Tells

  • In round 1: opens with “66K Dash Hammer Kick” in 12.9% of rounds, against 4.1% in their other rounds.
  • Against Lau: opens with “backdash into evade down” in 16.7% of rounds, against 4.8% against everyone else.

How is this tested?

forward movement into punchP888.2%
Middle Smash6P757.0%
Dash Hammer Kick66K676.3%
backdash into evade down615.7%
Middle Spin Kick46K+G353.3%
backdash into evade up353.3%
crouch dash forward into guardG312.9%
backdash into Spin Heel Sword4K+G302.8%
Squat Straight2P into backdash262.4%
crouch dash forward into Slant Back Knuckle1P242.2%
crouch dash forward into Squat Straight2P212.0%
Squat Straight2P181.7%
crouch dash forward into evade down171.6%
forward dash into Low Spin Kick1K+G171.6%
punchP171.6%

165 further openings account for the other 509 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Kage16–11 · 59%6–6 · 50%too few to test
Akira11–8 · 58%7–6 · 54%too few to test
Vanessa4–9 · 31%4–4 · 50%too few to test
Lion5–5 · 50%3–4 · 43%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?

Brad

Career
135–31 · 81.3%
This season
108 matches · 83.3%
Peak rank
35

First hit in 58.3% of 422 rounds. Won 73.2% of the rounds they struck first, 64.2% of the rounds they were struck first.

Significant Tells

  • Against Sarah: moves in first in 80.3% of rounds, against 48.0% against everyone else.
  • Against Sarah: opens with “forward movement into P punch” in 57.7% of rounds, against 21.0% against everyone else.

How is this tested?

forward movement into punchP11527.2%
crouch dash forward into guardG358.3%
Sit Jab2P163.8%
backdash into Stop Kick4K143.3%
crouch dash forward into Sit Jab2P143.3%
Destruction Body3P+K into punchP122.8%
punchP into Jab~High KickPK92.1%
Elbow Hook6P71.6%
backdash into evade down71.6%
punchP71.6%
Destruction Body3P+K61.4%
crouch dash forward into Stop Kick4K61.4%
Elbow Hook6P into forward movement51.2%
Elbow Hook6P into kickK51.2%
crouch dash forward into punchP51.2%

99 further openings account for the other 160 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 (30 here; about 1.5 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: 2 of 15 tests hold up
  • Brad: 2 of 15 tests hold up