VirtuAnalytics

Novel Insights Through Data & Analysis

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

Jacky

willy-sin1970

  • Goh
  • Lion
  • Kage
  • Pai
  • Akira
Career matches7,898
Career win rate50.8%
Round win rate48.8%
Peak rank30
Distinct opponents185
Period2026/03/26 – 2026/10/18

Elo rating

Overall, and on each character played 10+ times

1472 #2,204 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

Jacky303,7981,8701,92849.2%
Goh291,59979580449.7%
Lion291,42073968152.0%
Kage2959433426056.2%
Pai2945925420555.3%
Akira2228161257.1%

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

1,665 of 2,090 rounds counted

6.4 inputs a second (384 a minute) this season. Faster than 28% of the 4,069 regulars with enough rounds counted to compare.

By character played

Jacky6.4385900
Goh6.4385474
Lion6.3381156
Kage6.2370104
Pai6.74016
Akira6.639825

By opponent's character

Wolf6.4384227
Jacky6.2370123
Akira6.5392136
Aoi6.3380124
Shun6.5388116
Jeffry6.438692
El Blaze6.4381116
Jean6.6396101
Sarah6.2375103
Vanessa6.438572
Goh6.237173
Lau6.740272
Kage6.538861
Eileen6.237057
Lion6.538857
Pai6.639840
Brad6.136944
Lei Fei6.237027
Dural6.840624

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

Wolf70442662.9%+19.5
Jacky50282256.0%+8.8
Akira40202050.0%+2.5
Aoi39231659.0%+8.8
Shun36191752.8%+8.6
Jeffry33171651.5%+0.5
El Blaze32151746.9%-1.5
Jean3092130.0%-15.6
Sarah29111837.9%-10.8
Vanessa2791833.3%-11.9
Goh22121054.5%+8.3
Lau2081240.0%-6.4
Kage1961331.6%-13.1
Eileen1761135.3%-14.6
Lion1771041.2%-2.5
Pai141137.1%-40.9
Brad114736.4%+0.5
Lei Fei82625.0%-22.0
Dural62433.3%-1.3

0 of 8 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 8 questions at once; about 0.4 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

Low Fence67313646.3%-1.8
Open65234235.4%-8.1
Breakable Full Fence58263244.8%-0.5
Rectangle52322061.5%+15.1
Single Wall52213140.4%-8.4
Full Fence49212842.9%-5.4
Octagon48202841.7%-2.7
Breakable Half Fence44242054.5%+4.3
Half Fence41212051.2%+4.4
Full Fence and Open23111247.8%+3.2

0 of 9 rows differ from what this player's level and their opponents' ranks predict, once the test allows for asking 9 questions at once; about 0.5 would by chance alone.

With or without walls

StagesMatchesWin %Expectedvs expected
Walls29249.3%47.1%+2.3
No walls18440.8%46.0%-5.2

Walls against open: +7.5 points (95% range -2.8 to +17.8), p 0.156 — 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

orz (Rank 30)2026/10/1848262254.2%
IntakeAL (Rank 32)2026/10/1552340.0%
獣王(設定2) (Rank 31)2026/10/1352340.0%
こて (Rank 31)2026/10/1372528.6%
ちょいそる (Rank 32)2026/10/1364266.7%
うめおに。 (Rank 31)2026/10/1272528.6%
Agito (Rank 27)2026/10/0653260.0%
え~る (Rank 29)2026/09/291551033.3%
fazz00r (Rank 28)2026/09/1887187.5%
ぽん (Rank 30)2026/09/1462433.3%
yusyusonna (Rank 26)2026/09/1452340.0%
Light (Rank 31)2026/09/1052340.0%
A56-7W (Rank 29)2026/09/086060.0%
rocketopunch (Rank 31)2026/08/3162433.3%
hexa-RAh (Rank 26)2026/08/2563350.0%
イチゲン (Rank 29)2026/08/0553260.0%
pallmtree (Rank 29)2026/07/2864266.7%
改悪 (Rank 31)2026/07/2751420.0%
けいすけ新宿 (Rank 31)2026/07/105050.0%
MATSUNAGAAKIRA.REBOOT (Rank 25)2026/07/0675271.4%
BANANA (Rank 29)2026/07/03134930.8%
うをん (Rank 30)2026/06/2852340.0%
drnneb75 (Rank 27)2026/06/0373442.9%
gans.sk602 (Rank 29)2026/05/1664266.7%
kuni_sato (Rank 24)2026/05/11107370.0%

Round openings

Every character

backdash into Spin Heel Sword4K+G1578.4%
evade down into guardG1447.7%
Groin Kick6K+G into Spinning KickK+G1357.2%
backdash into guardG1357.2%
guardG914.8%
Low Spin Kick1K+G into Spinning KickK+G573.0%
backdash into Sune Kudaki43P512.7%
Low Spin Kick1K+G into Spin Heel Sword4K+G462.5%
Groin Kick6K+G432.3%
backdash into evade down412.2%
Dash Hammer Kick66K into High Angle Upper Kick6K372.0%
backdash into Karura4P+K341.8%
Low Spin Kick1K+G331.8%
backdash into Shouzuka Okuri1P+K321.7%
crouch dash back into guardG311.6%

299 further openings account for the other 811 rounds.

Counted from 467 of the 520 matches played. The rest were not pulled for openings.

Jacky

Career
1,870–1,928 · 49.2%
This season
304 matches · 44.7%
Peak rank
30

First hit in 49.1% of 1,088 rounds. Won 50.6% of the rounds they struck first, 45.0% of the rounds they were struck first.

Significant Tells

  • Against Shun: evades first in 57.3% of rounds, against 12.4% against everyone else.
  • After opening the round before by backing off: backs off first in 38.1% of rounds, against 26.5% after anything else.
  • In round 1: opens with “backdash into G guard” in 11.6% of rounds, against 5.4% in their other rounds.
  • Against Shun: opens with “evade down into G guard” in 29.3% of rounds, against 6.8% against everyone else.

How is this tested?

backdash into Spin Heel Sword4K+G15714.4%
Groin Kick6K+G into Spinning KickK+G13512.3%
evade down into guardG918.3%
backdash into guardG767.0%
Low Spin Kick1K+G into Spinning KickK+G575.2%
guardG575.2%
Low Spin Kick1K+G into Spin Heel Sword4K+G464.2%
Groin Kick6K+G433.9%
Dash Hammer Kick66K into High Angle Upper Kick6K373.4%
Low Spin Kick1K+G333.0%
crouch dash back into guardG252.3%
backdash into evade down191.7%
backdash into Low Spin Kick1K+G171.6%
backdash into backward movement141.3%
evade down into punchP141.3%

122 further openings account for the other 272 rounds.

Counted from 275 of the 304 matches played. The rest were not pulled for openings.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Akira10–8 · 56%4–4 · 50%too few to test
Aoi9–8 · 53%4–5 · 44%too few to test
Jeffry4–8 · 33%6–2 · 75%too few to test
Wolf8–5 · 62%1–5 · 17%too few to test
Shun4–6 · 40%5–3 · 62%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.

29 of this character's decided matches could not be matched to the round-openings pull, which is what says the character was played, and are left out of this table.

How is this tested?

Goh

Career
795–804 · 49.7%
This season
131 matches · 56.5%
Peak rank
29

First hit in 51.7% of 522 rounds. Won 54.8% of the rounds they struck first, 51.6% of the rounds they were struck first.

Significant Tells

  • After opening the round before by backing off: backs off first in 66.5% of rounds, against 40.0% after anything else.

How is this tested?

backdash into Sune Kudaki43P519.7%
backdash into guardG428.0%
backdash into Karura4P+K346.5%
evade down into guardG336.3%
backdash into Shouzuka Okuri1P+K326.1%
backdash into evade down214.0%
guardG203.8%
backward movement into Hiji'ate6P193.6%
backdash into Kokuryusatsu Todome46P+KPP142.7%
backdash into Ni'oudaoshi3K+G142.7%
Soukyu46P132.5%
Soukyu46P into punchP132.5%
Kokuryusatsu Ni46P+KP into Kokuryusatsu Todome46P+KPP122.3%
Maegeri3K into Batousatsu3KP122.3%
backward movement into Ropputsubushi6P+K122.3%

87 further openings account for the other 185 rounds.

By stage type

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

OpponentWallsNo wallsWalls vs open, rank-adjusted, pts
Wolf10–4 · 71%11–0 · 100%too few to test
Jacky9–8 · 53%0–1 · 0%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?

Kage

Career
334–260 · 56.2%
This season
23 matches · 43.5%
Peak rank
29

First hit in 50.0% of 104 rounds. Won 46.1% of the rounds they struck first, 51.9% of the rounds they were struck first.

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into guardG87.7%
evade down into guardG87.7%
backdash into Gen'you4K+G76.7%
Rasen4P into Rasen Urageri4PK65.8%
Rasen4P into SouhajinP+K65.8%
Ryu'eikyaku66K65.8%
Rasen4P43.9%
Jakenshou214P+K into ResshouPP32.9%
Ryubisen44K+G into kickK32.9%
backdash into Engetsugeri9K+G32.9%
crouch dash back into Engetsugeri9K+G32.9%
guardG32.9%
punchP into SouhajinP+K32.9%
Jakenshou214P+K into punchP21.9%
Rasen4P into Hagakure-ryu In Shippujin4P+K+G21.9%

33 further openings account for the other 37 rounds.

Pai

Career
254–205 · 55.3%
This season
18 matches · 44.4%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Honrakukyaku46K+G1520.0%
crouch into down-back kick1K1013.3%
evade down into guardG79.3%
guardG45.3%
Honshin Soukyaku1K+G into Ensei SenpukyakuK+G34.0%
backdash into guardG34.0%
evade up into Haitenkyaku7K34.0%
Haitenkyaku7K22.7%
Hi'en Tankyaku9K22.7%
Shi'en Settai2K+G into Ensei SenpukyakuK+G22.7%
backward movement into guardG22.7%
crouch into Ensei Haikyaku4K22.7%
down-back kick1K22.7%
Enbikyaku3K+G11.3%
Ensei Haikyaku4K11.3%

16 further openings account for the other 16 rounds.

Lion

Career
739–681 · 52.0%
This season
37 matches · 32.4%
Peak rank
29

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

Juchou Senshou8P+K into Souji SenpuP+K611.1%
guardG611.1%
backdash into Kishitsu Kasensou43P59.3%
backdash into guardG47.4%
Koushutai44K into Taizan Soukoushu4P+K35.6%
Tenshin Ryou'inkyaku6K+G into KouhaitaiK+G35.6%
Banchu6P into Banchu Renkanshu6PP23.7%
backdash into Katousui2P23.7%
evade down into guardG23.7%
punchP into Koushu RensuiPP23.7%
punchP into Souji SenpuP+K23.7%
Dantai3K into Heimonkyaku6K11.9%
Fujintai1K+G into Fujin Sougan1K+GP11.9%
Kishitsu Kasensou43P11.9%
Kishitsu Kasensou43P into punchP11.9%

13 further openings account for the other 13 rounds.

Counted from 13 of the 37 matches played. The rest were not pulled for openings.

Akira

Career
16–12 · 57.1%
This season
7 matches · 42.9%
Peak rank
22

Significant Tells

Too few rounds to test opener patterns.

How is this tested?

backdash into Chouzan Housui46P+K312.0%
backdash into Souka Housui3P+K312.0%
evade down into guardG312.0%
Rimon Chouchu66P into Jouho Touken6P28.0%
backdash into guardG28.0%
forward dash into Jouho Touken6P28.0%
Chouyoushu1P into Kaikyusei4P14.0%
Chouzan Housui46P+K into forward punch+kick6P+K14.0%
Jouho Senshou46P into punchP14.0%
Souka Housui3P+K14.0%
backdash into back punch+kick4P+K14.0%
backdash into evade down14.0%
evade down into Ekishou3P14.0%
evade down into Youhou33P14.0%
forward dash into Youteitou6K14.0%

1 further openings account for the other 1 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 (29 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: 4 of 15 tests hold up
  • Goh: 1 of 14 tests hold up
  • Kage: not tested (too few rounds)
  • Pai: not tested (too few rounds)
  • Lion: not tested (too few rounds)
  • Akira: not tested (too few rounds)