VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

solidsnake9821

  • Lion
  • Akira
  • Kage
  • Jeffry
  • Lau
  • Jean
  • Wolf
Career matches683
Career win rate67.8%
Round win rate61.7%
Peak rank29
Distinct opponents40
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1556 #1,635 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

Jacky2929118510663.6%
Akira281661075964.5%
Kage2791652671.4%
Lion2757471082.5%
Jean243429585.3%
Lau222718966.7%
Jeffry21105550.0%
Wolf22770100.0%

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

320 of 342 rounds counted

7.8 inputs a second (465 a minute) this season. Faster than 66% of the 4,069 regulars with enough rounds counted to compare.

By character played

Lion7.645779
Akira8.752178
Kage7.645549
Jacky7.444442
Jeffry7.243331
Lau7.243524
Jean7.042017

By opponent's character

Akira7.645770
Vanessa7.344042
Wolf7.746229
Jacky8.249329
Shun7.544728
El Blaze8.048022
Goh7.544818
Lei Fei8.852520
Sarah8.148719
Pai7.44466
Brad7.645811
Eileen8.14837
Jeffry7.74627
Kage7.64548
Lion7.94774

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

Akira2013765.0%-4.0
Vanessa114736.4%-34.7
Wolf86275.0%+0.8
Jacky73442.9%-25.2
Shun74357.1%-6.5
El Blaze660100.0%+30.5
Goh65183.3%+22.3
Lei Fei550100.0%+28.0
Sarah53260.0%-26.8
Pai42250.0%-17.1
Brad330100.0%+34.8
Eileen220100.0%+23.6
Jeffry220100.0%+28.9
Kage220100.0%+37.2
Lion220100.0%+43.1

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

Octagon137653.9%-13.4
Breakable Half Fence125741.7%-32.8
Open119281.8%+15.2
Low Fence108280.0%+12.5
Half Fence96366.7%-3.4
Single Wall86275.0%+5.8
Breakable Full Fence75271.4%-3.1
Rectangle74357.1%-19.9
Full Fence and Open54180.0%+16.4
Full Fence220100.0%+37.2

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
Walls5058.0%69.9%-11.9
No walls2979.3%68.9%+10.4

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

Wonda15426 (Rank 29)2026/10/1032166.7%
Real_Okira (Rank 29)2026/10/0931233.3%
yusyusonna (Rank 25)2026/10/04220100.0%
orz (Rank 28)2026/10/042020.0%
manao_0609 (Rank 29)2026/09/29220100.0%
dalmax72 (Rank 22)2026/09/2554180.0%
ゅろぽ (Rank 21)2026/09/242020.0%
김멋있다 (Rank 22)2026/09/1532166.7%
HaseMasa (Rank 26)2026/08/24220100.0%
けいすけ新宿 (Rank 24)2026/08/2432166.7%
a-week-away (Rank 27)2026/07/26440100.0%
wcc6181 (Rank 27)2026/07/2632166.7%
HEDO/ (Rank 29)2026/07/26220100.0%
サーちゃん (Rank 21)2026/07/222020.0%
你知道我為什麼叫雷飛嗎? (Rank 21)2026/06/3064266.7%
海原雄山 (Rank 30)2026/06/2021150.0%
音の勢-リック (Rank 30)2026/06/2032166.7%
イイダ (Rank 29)2026/06/1553260.0%
okb@j>おーけーびー (Rank 27)2026/06/062020.0%
滝太郎(Takitarou) (Rank 25)2026/05/28220100.0%
omuretukun (Rank 22)2026/05/28220100.0%
ttfour@サラしかできないw (Rank 22)2026/05/22220100.0%
shiphon74 (Rank 27)2026/05/2242250.0%
Oo-Mujirushi-oO (Rank 30)2026/05/2232166.7%
要你命3000 (Rank 25)2026/05/09220100.0%

Round openings

Every character

backdash into evade down206.3%
forward dash into evade down206.3%
forward dash into Souka Housui3P+K123.8%
backdash into evade up92.8%
Tate'enpi33P82.5%
Rimon Chouchu66P72.2%
backdash into Sentai4K72.2%
crouch dash back into Taizan Soukoushu4P+K72.2%
punchP into Katousui2P61.9%
backdash into Kenka Hook46P51.6%
punchP into Rasen4P51.6%
Jouho Senshou46P41.3%
Ryu'eikyaku66K41.3%
Sentai4K into Sentai Shumen4KP41.3%
backdash into Honshin Hekiken1P+K41.3%

136 further openings account for the other 195 rounds.

Counted from 84 of the 90 matches played. The rest were not pulled for openings.

Lion

Career
47–10 · 82.5%
This season
22 matches · 72.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Sentai4K78.9%
crouch dash back into Taizan Soukoushu4P+K78.9%
punchP into Katousui2P67.6%
backdash into evade down56.3%
Sentai4K into Sentai Shumen4KP45.1%
backdash into evade up45.1%
punchP into crouch45.1%
Attai2K into Tousentai2KK+G33.8%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP33.8%
crouch dash forward into Rakugekishou3PP33.8%
Sentai4K into HakotsushuP+K+G22.5%
backdash into Taizan Soukoushu4P+K22.5%
punchP into In'you4P22.5%
punchP into Touho Soushu2P+K22.5%
Banchu6P11.3%

24 further openings account for the other 24 rounds.

Akira

Career
107–59 · 64.5%
This season
21 matches · 76.2%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into Souka Housui3P+K1215.4%
Rimon Chouchu66P79.0%
backdash into evade down67.7%
Jouho Senshou46P45.1%
forward dash into evade down45.1%
backdash into Jouho Senshou46P33.9%
forward dash into Senzankou66P+K33.9%
forward dash into forward punch+kick6P+K33.9%
backdash into Fukko3K+GP+K22.6%
crouch dash forward into Souka Housui3P+K22.6%
crouch dash forward into Youhou33P22.6%
forward dash into Jouho Touken6P22.6%
forward dash into Kaikyusei4P22.6%
forward dash into Koboku214P22.6%
Chouyoushu1P11.3%

23 further openings account for the other 23 rounds.

Kage

Career
65–26 · 71.4%
This season
15 matches · 86.7%
Peak rank
27

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Rasen4P58.8%
Ryu'eikyaku66K47.0%
evade up47.0%
forward dash into evade down47.0%
Fusenjin3P into Shippuzan3PP35.3%
Rasen4P into Hagakure-ryu You Jumonji KamaeP+K+G35.3%
Fusenjin3P23.5%
Jakenshou214P+K23.5%
Rakujin Gaeri44P23.5%
backdash into Senpujin2P+K23.5%
backdash into Urasuisha3K+G23.5%
backdash into evade down23.5%
backdash into punchP23.5%
Hiji'uchi6P into Hagakure-ryu You Jumonji KamaeP+K+G11.8%
Kouten63214P into Furikakato OtoshiK+G11.8%

18 further openings account for the other 18 rounds.

Jeffry

Career
5–5 · 50.0%
This season
8 matches · 62.5%
Peak rank
21

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

forward dash into evade down722.6%
backdash into Kenka Hook46P516.1%
backdash into evade down39.7%
evade down into forward dash39.7%
crouch dash forward into guardG26.5%
Body CrushP+K into backdash13.2%
backdash into Stunner KnuckleKP13.2%
backdash into evade up13.2%
crouch dash forward into Hell Claw236P13.2%
crouch dash forward into Torpedo Head Butt4P+K13.2%
crouch into Ducking Low2K+G13.2%
evade down into guardG13.2%
forward dash into evade up13.2%
kickK into punchP13.2%
no input13.2%

1 further openings account for the other 1 rounds.

Lau

Career
18–9 · 66.7%
This season
7 matches · 57.1%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Honshin Hekiken1P+K416.7%
forward dash into evade down312.5%
Chugeki6P into Hou'ou Soushou6PP28.3%
backdash into Kensou4P28.3%
backdash into Kosoushou46P28.3%
backdash into evade down28.3%
crouch into Renkanshou3PPP28.3%
RenshouPP into Renkanshou3PPP14.2%
backdash into Koryu Tenshinkyaku6K+G14.2%
backdash into crouch14.2%
backdash into evade up14.2%
forward dash14.2%
forward dash into evade up14.2%
forward movement into evade down14.2%

Jean

Career
29–5 · 85.3%
This season
5 matches · 20.0%
Peak rank
24

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Tate'enpi33P836.4%
backdash into Doumawashi Kaitengeri46K+G29.1%
forward dash into Nukitesashi6P+K29.1%
Yoko'enpi6P14.5%
backdash into Kake'uchi~Maekeri'age46PK14.5%
backdash into evade up14.5%
backward movement into Yoko'enpi6P14.5%
crouch dash back into Agezuki3P+K14.5%
crouch dash back into Koubougeri6K+G14.5%
crouch dash forward into guardG14.5%
forward dash into evade down14.5%
guardG into evade up14.5%
punchP into Hangetsu NirenzukiP+K14.5%

Jacky

Career
185–106 · 63.6%
This season
10 matches · 50.0%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

punchP into Spinning Arm Kick4PK317.6%
backdash into Spin Heel Sword4K+G211.8%
backdash into evade down211.8%
crouch into Low Spin Kick1K+G211.8%
Double Dragon9K15.9%
backdash into Beat Spin KickP+KK15.9%
crouch dash back15.9%
crouch dash back into Head Hook Kick3K+G15.9%
crouch dash back into High Angle Upper Kick6K15.9%
crouch dash back into Long Stride Back Knuckle4P+K15.9%
crouch dash forward into High Angle Upper Kick6K15.9%
forward dash into evade down15.9%

Counted from 4 of the 10 matches played. The rest were not pulled for openings.

Wolf

Career
7–0 · 100.0%
This season
2 matches · 100.0%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Screw Hook63214P into Screw Lariat63214PP111.1%
backdash into Elbow Butt4P111.1%
backdash into Savate4K111.1%
forward dash into crouch dash forward111.1%
forward dash into evade up111.1%
forward movement into Elbow Butt4P111.1%
punchP111.1%
punchP into Regret Discharge33P+K111.1%
punchP into throwP+G111.1%

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

  • Lion: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Kage: not tested (too few rounds)
  • Jeffry: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Jacky: not tested (too few rounds)
  • Wolf: not tested (too few rounds)