VirtuAnalytics

Novel Insights Through Data & Analysis

Virtua Fighter 5 REVO · v1.10

Jacky

KURO★TORA

  • Kage
  • Jean
  • Akira
  • Lion
Career matches687
Career win rate62.1%
Round win rate59.1%
Peak rank32
Distinct opponents66
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1558 #1,620 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

Jacky3245428017461.7%
Kage291871206764.2%
Jean2844271761.4%
Akira261010.0%
Lion261010.0%

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

517 of 518 rounds counted

6.8 inputs a second (407 a minute) this season. Faster than 39% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky7.1424327
Kage6.2370116
Jean6.337858
Akira7.24328
Lion7.04188

By opponent's character

Wolf7.142662
Kage6.539261
Akira6.639552
Jacky7.243450
Jeffry6.639642
Sarah6.639643
El Blaze6.438229
Goh7.243229
Lion6.539030
Jean6.740123
Shun6.438123
Eileen6.539219
Aoi6.84079
Brad7.243313
Lau7.645612
Pai7.444615
Lei Fei7.84705

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

Wolf1710758.8%-3.1
Kage168850.0%-12.4
Akira139469.2%+0.3
Jacky13130100.0%+29.5
Jeffry113827.3%-44.5
Sarah109190.0%+18.3
El Blaze880100.0%+20.0
Goh880100.0%+28.8
Lion86275.0%+8.3
Jean65183.3%+14.6
Shun62433.3%-23.8
Eileen43175.0%+2.1
Aoi32166.7%+2.3
Brad31233.3%-31.0
Lau31233.3%+9.7
Pai31233.3%-38.8
Lei Fei1010.0%-65.2

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 Wall2213959.1%-4.0
Rectangle1711664.7%-6.7
Full Fence1311284.6%+12.4
Low Fence138561.5%-4.7
Octagon139469.2%+0.3
Half Fence1210283.3%+12.9
Open105550.0%-20.4
Breakable Full Fence96366.7%-6.7
Breakable Half Fence85362.5%+6.7
Full Fence and Open86275.0%+21.6

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
Walls7272.2%69.7%+2.5
No walls4557.8%64.8%-7.1

Walls against open: +9.6 points (95% range -8.5 to +27.7), p 0.297 — 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

弱者 (Rank 30)2026/10/15440100.0%
イチゲン (Rank 30)2026/10/07220100.0%
Sinabro (Rank 30)2026/10/07330100.0%
HAM (Rank 29)2026/10/0631233.3%
NEKOz (Rank 29)2026/10/04330100.0%
Shadow (Rank 29)2026/09/27220100.0%
CatOnPocket.Wired.NAT1 (Rank 27)2026/09/27330100.0%
KAISER (Rank 27)2026/09/262020.0%
BANANA (Rank 30)2026/09/17440100.0%
銀 (Rank 30)2026/09/1532166.7%
be-shedded (Rank 29)2026/09/1552340.0%
はげまん (Rank 30)2026/09/14330100.0%
ぼっさん (Rank 36)2026/09/1451420.0%
PuzzG/ぱず爺 (Rank 36)2026/09/144040.0%
冷やし蟹ラーメンマン (Rank 29)2026/09/07220100.0%
こて (Rank 27)2026/09/07220100.0%
マクシミリアン15世 (Rank 32)2026/09/042020.0%
orz (Rank 29)2026/09/0465183.3%
りゅうのすけ (Rank 32)2026/09/0221150.0%
manao_0609 (Rank 31)2026/08/3153260.0%
【般若奔走】Savann (Rank 28)2026/08/1932166.7%
ぬ (Rank 12)2026/08/03440100.0%
yagi[JP] (Rank 16)2026/08/03330100.0%
道明寺司 (Rank 33)2026/07/302020.0%
フェイス (Rank 34)2026/07/302020.0%

Round openings

Every character

Dash Hammer Kick66K11023.6%
backdash into Spin Heel Sword4K+G224.7%
Gyaku Seikenzuki66P173.6%
Side Hook Turn44P173.6%
backdash into Dash Hammer Kick66K163.4%
backdash into evade down153.2%
evade down143.0%
Jab StraightPP into Jab Double StraightPPP122.6%
Low Spin Kick1K+G122.6%
Rasen4P into Rasen Urageri4PK112.4%
backward movement into Nagiharai6P+K112.4%
backdash into Furikakato OtoshiK+G102.1%
backdash into Beat & Back KnuckleP+KP71.5%
backdash into Gen'you4K+G71.5%
High Angle Upper Kick6K61.3%

105 further openings account for the other 179 rounds.

Counted from 120 of the 133 matches played. The rest were not pulled for openings.

Jacky

Career
280–174 · 61.7%
This season
84 matches · 67.9%
Peak rank
32

First hit in 50.3% of 316 rounds. Won 67.3% of the rounds they struck first, 51.0% of the rounds they were struck first.

Significant Tells

No reliable tells for this character.

How is this tested?

Dash Hammer Kick66K11034.8%
backdash into Spin Heel Sword4K+G227.0%
Side Hook Turn44P175.4%
backdash into Dash Hammer Kick66K165.1%
Jab StraightPP into Jab Double StraightPPP123.8%
Low Spin Kick1K+G123.8%
backdash into evade down123.8%
evade down103.2%
backdash into Beat & Back KnuckleP+KP72.2%
High Angle Upper Kick6K61.9%
Side Hook Turn44P into Beat KnuckleP+K61.9%
Groin Kick6K+G51.6%
Spinning Kick Turn44K41.3%
backdash into Low Spin Kick1K+G41.3%
punchP into Jab StraightPP41.3%

49 further openings account for the other 69 rounds.

Counted from 81 of the 84 matches played. The rest were not pulled for openings.

Kage

Career
120–67 · 64.2%
This season
31 matches · 67.7%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Rasen4P into Rasen Urageri4PK1112.5%
backward movement into Nagiharai6P+K1112.5%
backdash into Furikakato OtoshiK+G1011.4%
backdash into Gen'you4K+G78.0%
Hiji'uchi6P55.7%
backdash into Hagakure-ryu In Raijingeki46P+K55.7%
Hagakure-ryu In Raijingeki46P+K into Hagakure-ryu In Fujingeki46P+KP44.5%
evade down44.5%
backdash into Hagakure-ryu In Fujingeki46P+KP33.4%
backdash into Rasen4P33.4%
backdash into evade down33.4%
evade down into crouch dash forward22.3%
guardG22.3%
Fusenjin3P into Shippuzan3PP11.1%
Rakujin Gaeri44P11.1%

16 further openings account for the other 16 rounds.

Counted from 24 of the 31 matches played. The rest were not pulled for openings.

Jean

Career
27–17 · 61.4%
This season
14 matches · 71.4%
Peak rank
28

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Gyaku Seikenzuki66P1737.0%
Tate'enpi33P into Tate'enpi~Tenkai Hizageri33PK48.7%
backdash into Oihiji4P+K48.7%
Tate'enpi33P24.3%
Tate'enpi33P into Hangetsu NirenzukiP+K24.3%
evade down into Shitazuki3P24.3%
Hizageri4K12.2%
Shitazuki3P into Gedan Mawashigeri2K12.2%
Yoko'enpi6P12.2%
backdash into Doumawashi Kaitengeri46K+G12.2%
backdash into Enpi Kurenai Naraku2P+K12.2%
backdash into Hou'ou Kourui Otoshi4K+G12.2%
backdash into Joudan Ushiro MawashigeriK+G12.2%
backdash into Kousenshu4KP12.2%
backdash into guardG12.2%

6 further openings account for the other 6 rounds.

Counted from 11 of the 14 matches played. The rest were not pulled for openings.

Akira

Career
0–1 · 0.0%
This season
2 matches · 0.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Jouho Senshou46P225.0%
Jouho Senshou46P112.5%
Rimon Chouchu66P112.5%
Youhou33P112.5%
backdash into Youhou33P112.5%
crouch dash forward into punchP112.5%
evade down into Ekishou3P112.5%

Lion

Career
0–1 · 0.0%
This season
2 matches · 50.0%
Peak rank
26

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Banchu6P into Banchu Renkanshu6PP225.0%
Banchu6P112.5%
Katousui2P112.5%
Ryusei Renkoushu46P+KP into Rensansui Banchu46P+KPP112.5%
backdash into Sentai4K112.5%
crouch dash forward into Sen'inshou3P112.5%
evade down into Sen'inshou3P112.5%

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 (15 here; about 0.8 would come up by chance alone before the correction).

Tests behind each character's list

  • Jacky: 0 of 15 tests hold up
  • Kage: not tested (too few rounds)
  • Jean: not tested (too few rounds)
  • Akira: not tested (too few rounds)
  • Lion: not tested (too few rounds)