VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

みか

  • Lion
  • Lau
  • Kage
Career matches719
Career win rate78.4%
Round win rate59.1%
Peak rank34
Distinct opponents42
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1740 #628 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

Jacky342632016276.4%
Kage321671373082.0%
Lion311461064072.6%
Lau311431202383.9%

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

274 of 274 rounds counted

10.4 inputs a second (625 a minute) this season. Faster than 97% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky10.3616136
Lion11.066172
Lau10.362043
Kage9.657823

By opponent's character

Pai10.663833
Wolf11.267226
Jacky10.059825
Akira11.066020
El Blaze9.255323
Lau10.261221
Lion10.965623
Goh10.462716
Jean10.160419
Jeffry10.160518
Kage10.764013
Sarah10.563112
Aoi11.16688
Brad9.55707
Dural9.75803
Lei Fei12.07174
Shun11.66943

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

Pai86275.0%+13.0
Wolf75271.4%+9.9
Jacky65183.3%+21.0
Akira54180.0%+15.2
El Blaze51420.0%-45.9
Lau53260.0%-9.7
Lion52340.0%-16.2
Goh43175.0%+14.1
Jean43175.0%+5.0
Jeffry41325.0%-45.3
Kage31233.3%-19.3
Sarah330100.0%+45.3
Aoi220100.0%+24.7
Brad2020.0%-58.4
Dural110100.0%+35.5
Lei Fei110100.0%+24.3
Shun110100.0%+24.8

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

Rectangle129375.0%+13.1
Octagon104640.0%-24.0
Breakable Full Fence98188.9%+23.1
Low Fence93633.3%-29.9
Breakable Half Fence85362.5%-4.6
Full Fence770100.0%+44.2
Half Fence330100.0%+27.4
Open31233.3%-28.6
Single Wall32166.7%+3.0
Full Fence and Open2020.0%-62.6

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
Walls4973.5%64.8%+8.7
No walls1540.0%60.4%-20.4

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

れもん@のびしろF (Rank 32)2026/08/25220100.0%
poco/ぽこ (Rank 34)2026/08/2421150.0%
サンドイッチ (Rank 35)2026/08/2431233.3%
ひざくん☆中能登VF部 (Rank 33)2026/08/2421150.0%
soul-to-denchi (Rank 34)2026/08/24110100.0%
montanmo (Rank 36)2026/08/241010.0%
yoshi21cc (Rank 28)2026/06/09110100.0%
gonta_hawkfield (Rank 29)2026/06/09220100.0%
えなお (Rank 34)2026/06/0942250.0%
temp002 (Rank 31)2026/06/0721150.0%
mori&pp (Rank 28)2026/06/07220100.0%
リーウ (Rank 29)2026/06/07110100.0%
EVOyan (Rank 27)2026/06/05110100.0%
AlicerLandeel (Rank 30)2026/06/05330100.0%
ヘニオ (Rank 33)2026/06/041010.0%
黒シャツ (Rank 32)2026/06/041010.0%
dorobonyanko (Rank 33)2026/06/0431233.3%
事務員さん (Rank 31)2026/06/021010.0%
筋トレ職人 (Rank 33)2026/06/0251420.0%
司馬 威太郎 (Rank 35)2026/06/02220100.0%
ふぇに (Rank 34)2026/06/0221150.0%
Vgyjyrdgjk (Rank 35)2026/06/0221150.0%
hebeerryk_ (Rank 33)2026/06/02110100.0%
寿司眼鉄 (Rank 35)2026/06/02220100.0%
Sore (Rank 35)2026/06/022020.0%

Round openings

Every character

backdash into evade up6925.2%
backdash into throwP+G196.9%
backdash into Spin Heel Sword4K+G145.1%
backdash into evade down124.4%
forward dash into High Angle Upper Kick6K124.4%
Juchou Senshou8P+K into Souji SenpuP+K62.2%
Low Spin Kick1K+G into crouch dash forward62.2%
crouch dash forward into evade down62.2%
forward dash into throwP+G62.2%
backdash into Sentai4K51.8%
Dash Hammer Kick66K into High Angle Upper Kick6K31.1%
High Angle Upper Kick6K31.1%
Juchou Senshou8P+K31.1%
Low Spin Kick1K+G31.1%
Low Spin Kick1K+G into crouch31.1%

75 further openings account for the other 104 rounds.

Jacky

Career
201–62 · 76.4%
This season
33 matches · 60.6%
Peak rank
34

First hit in 51.1% of 135 rounds. Won 65.2% of the rounds they struck first, 50.0% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2417.6%
backdash into Spin Heel Sword4K+G1410.3%
forward dash into High Angle Upper Kick6K128.8%
backdash into throwP+G96.6%
backdash into evade down75.2%
Low Spin Kick1K+G into crouch dash forward64.4%
forward dash into throwP+G42.9%
Dash Hammer Kick66K into High Angle Upper Kick6K32.2%
High Angle Upper Kick6K32.2%
Low Spin Kick1K+G32.2%
Low Spin Kick1K+G into crouch32.2%
backdash into High Angle Upper Kick6K32.2%
backdash into Middle Smash6P32.2%
crouch dash forward into evade down32.2%
backdash into Beat & Back KnuckleP+KP21.5%

32 further openings account for the other 37 rounds.

Lion

Career
106–40 · 72.6%
This season
18 matches · 61.1%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up2027.8%
Juchou Senshou8P+K into Souji SenpuP+K68.3%
backdash into throwP+G68.3%
backdash into Sentai4K56.9%
Juchou Senshou8P+K34.2%
backdash into Shicchi Soutai3K+G34.2%
backdash into evade down34.2%
backdash into punchP34.2%
Shicchi Soutai3K+G22.8%
backdash into Souji SenpuP+K22.8%
backdash into back kick+guard4K+G22.8%
crouch dash forward into Banchu6P22.8%
Senkyutai1K into Sentai4K11.4%
backdash into Katousui2P11.4%
backdash into Koushu RensuiPP11.4%

12 further openings account for the other 12 rounds.

Lau

Career
120–23 · 83.9%
This season
10 matches · 80.0%
Peak rank
31

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up1739.5%
backdash into throwP+G37.0%
forward dash into Rouko Tekiga6P+KP+K37.0%
backdash into Chugeki6P24.7%
backdash into Kosoushou46P24.7%
backdash into evade down24.7%
crouch dash forward into evade down24.7%
crouch into Chisoutai2K+G24.7%
Chisoutai2K+G12.3%
Chisoutai2K+G into crouch12.3%
Fukko Kensou1P12.3%
Fukko Kensou1P into guardG12.3%
backdash into Chisoutai2K+G12.3%
backdash into Junho Chushou33P12.3%
backdash into RenshouPP12.3%

3 further openings account for the other 3 rounds.

Kage

Career
137–30 · 82.0%
This season
5 matches · 60.0%
Peak rank
32

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into evade up834.8%
backdash into Hiji'uchi6P28.7%
Hagakure-ryu In Raijingeki46P+K14.3%
Hagakure-ryu In Raijingeki46P+K into punchP14.3%
backdash into Gen'you4K+G14.3%
backdash into Hagakure-ryu In Raijingeki46P+K14.3%
backdash into forward dash14.3%
backdash into throwP+G14.3%
backdash into throw escape14.3%
backward movement into Hagakure-ryu In Raijingeki46P+K14.3%
backward movement into guardG14.3%
crouch dash forward into Hiji'uchi6P14.3%
forward dash into Nagiharai6P+K14.3%
forward dash into guardG14.3%
forward dash into throwP+G14.3%

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)
  • Lion: not tested (too few rounds)
  • Lau: not tested (too few rounds)
  • Kage: not tested (too few rounds)