VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

Haram

  • Pai
Career matches1,928
Career win rate58.3%
Round win rate41.8%
Peak rank37
Distinct opponents10
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1633 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

Jacky371,71398772657.6%
Pai292151377863.7%

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

55 of 55 rounds counted

11.5 inputs a second (689 a minute) this season. Too few rounds counted to place among the regulars (30 minutes of play needed).

By character played

Jacky11.568945
Pai11.568810

By opponent's character

Aoi11.669510
Brad11.56917
Jacky11.97148
Lau11.568810
Akira11.46874
Jean10.86483
Kage11.36785
Lion12.07223
Sarah10.96575

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

Aoi21150.0%+12.8
Brad2020.0%-41.1
Jacky2020.0%-48.5
Lau21150.0%+15.8
Akira1010.0%-35.0
Jean1010.0%-57.2
Kage110100.0%+54.7
Lion110100.0%+81.3
Sarah110100.0%+67.9

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 Fence220100.0%+81.4
Low Fence21150.0%+15.8
Open2020.0%-48.5
Breakable Full Fence1010.0%-57.2
Breakable Half Fence1010.0%-35.0
Full Fence1010.0%-35.0
Full Fence and Open110100.0%+54.7
Octagon1010.0%-40.4
Single Wall110100.0%+63.9

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
Walls633.3%36.2%-2.8
No walls540.0%39.2%+0.8

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

マハリータまるこ (Rank 38)2026/09/241010.0%
天一 (Rank 35)2026/09/24110100.0%
대통령혀가참길다. (Rank 38)2026/09/242020.0%
RUSH (Rank 38)2026/09/24110100.0%
究極無敵 (Rank 37)2026/09/12110100.0%
ManEater (Rank 39)2026/09/121010.0%
CLEARCARE (Rank 41)2026/08/31110100.0%
ENGLID (Rank 37)2026/08/312020.0%
くろね@のびしろF (Rank 34)2026/06/211010.0%
Kwiitter_KR (Rank 30)2026/06/2121150.0%

Round openings

Every character

forward dash into Low Spin Kick1K+G47.3%
backdash into Long Stride Back Knuckle4P+K35.5%
forward dash into Middle Smash6P35.5%
forward dash into throw escape35.5%
forward movement into punchP35.5%
backdash into Spin Heel Sword4K+G23.6%
backdash into evade up23.6%
crouch dash forward into Groin Kick6K+G23.6%
forward dash into Slant Back Knuckle1P23.6%
forward dash into Spinning Back Knuckle4P23.6%
forward dash into Squat Straight2P23.6%
Groin Kick6K+G11.8%
Hi'en Tankyaku9K11.8%
Hi'en Tankyaku9K into guardG11.8%
Honshin Soukyaku1K+G into Ensei SenpukyakuK+G11.8%

23 further openings account for the other 23 rounds.

Jacky

Career
987–726 · 57.6%
This season
11 matches · 36.4%
Peak rank
37

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Low Spin Kick1K+G48.9%
backdash into Long Stride Back Knuckle4P+K36.7%
forward dash into Middle Smash6P36.7%
forward dash into throw escape36.7%
backdash into Spin Heel Sword4K+G24.4%
crouch dash forward into Groin Kick6K+G24.4%
forward dash into Slant Back Knuckle1P24.4%
forward dash into Spinning Back Knuckle4P24.4%
forward dash into Squat Straight2P24.4%
Groin Kick6K+G12.2%
Middle Smash6P into backward movement12.2%
Squat Straight2P into backward movement12.2%
backdash into Middle Spin Kick46K+G12.2%
backdash into evade up12.2%
backdash into throw escape12.2%

16 further openings account for the other 16 rounds.

Pai

Career
137–78 · 63.7%
This season
2 matches · 50.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward movement into punchP330.0%
Hi'en Tankyaku9K110.0%
Hi'en Tankyaku9K into guardG110.0%
Honshin Soukyaku1K+G into Ensei SenpukyakuK+G110.0%
Senkyaku Chushou3KP into Renkan Soukashou3KPP110.0%
Sensaitai2K into Renka Sentai2KK110.0%
backdash into evade up110.0%
forward dash into Souchuken2P110.0%

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)
  • Pai: not tested (too few rounds)